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Imperium

Tempestus Aquilon

Recon/Seek And Destroy

"It doesn't matter who or what the enemy are. If they stand between us and following our orders, they'll die for it."

Faction Rules

Drop Insertion

When setting up a TEMPESTUS AQUILON kill team before the battle, the first third of your kill team must be set up as normal.

Each third thereafter can be set up above: place them to one side instead of in the killzone.

For each third that is set up above, you must set up the whole third in this way (not some of them), then place your Drop markers wholly within your drop zone.

As a STRATEGIC GAMBIT in the first and second Turning Point, you can move your Drop markers up to 4", measuring the horizontal distance only. In close quarters, this can be measured and moved through walls.

During the Firefight Phase, friendly TEMPESTUS AQUILON operatives set up above are activated as normal.

When you do, you can either expend or land that operative. If it lands, set it up in the killzone in a location it can be placed as follows (it is no longer set up above):

  • Within 3" of one of your Drop markers, measuring the horizontal distance only, or wholly within your drop zone.
  • Not within Control range of an enemy operative (unless you're setting up a PRECURSOR operative, which can be set up within Control range of an enemy operative)
  • With no part of its base underneath Vantage terrain
  • With an order of your choice

The operative is treated as performing the Reposition action (spent the AP accordingly), then continue its activation as normal. It is Obscured until the end of the next Activation or the end of the Turning Point (whichever comes first).

Less than half of your operatives can be set up above by the end of the first Turning Point. In other words, by the end of the first Turning Point, more than half of your operatives must have been set up in the killzone during the battle.

When readying your operatives during the second and third Turning Points, remove one of your Drop markers. This means operatives still set up above are incapacitated at the end of the second Turning Point.

Grav Chute

Whenever a friendly TEMPESTUS AQUILON operative is dropping, ignore the vertical distance.

Operatives

Strategic Ploys

Drop And Secure

Select one marker. - Until the Ready step of the next Turning Point, when determining control of that marker, treat the total APL stat of friendly TEMPESTUS AQUILON operatives that contest it as 1 higher, as long as at least one friendly TEMPESTUS AQUILON operative actually contests it. - Whenever a friendly TEMPESTUS AQUILON operative is within 3" of that marker, add 1 to the Atk stat of its Melee weapons (to a maximum of 4).

Eye Above

Select one enemy operative. That operative and all other enemy operatives within 3" of it gain one of your Detected tokens until the end of the Turning Point.

Whenever an enemy operative with a Detected token:

Is shooting a friendly TEMPESTUS AQUILON operative, you can re-roll one of your Defence Dice.

Is fighting or retaliating against a friendly TEMPESTUS AQUILON operative, one of your blocks can be allocated to block two unresolved successes (instead of one).

Maintain Momentum

Whenever a friendly TEMPESTUS AQUILON operative is shooting against or fighting against a ready enemy operative, its weapons have the Severe weapon rule.

Severe: If you do not retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.

Sudden Offensive

Count the number of friendly TEMPESTUS AQUILON operatives that are not incapacitated, then halve the result (rounding up) to give you x.

Until the end of their activation, friendly TEMPESTUS AQUILON operatives' weapons have the Balanced weapon rule if they are the first friendly operatives activated this Turning Point equal to x.

For example if you have five operatives, the first three activated will benefit.

Balanced: Can re-roll one Attack die.

Firefight Ploys

Adjust Coordinates

Use this Firefight Ploy when a friendly TEMPESTUS AQUILON operative lands. You can set it up within 5" of one of your Drop markers (measuring horizontal distance only), taking precedence over the normal distance requirement.

It cannot perform the Dash, Fight, or Shoot actions during this Turning Point.

Hot Drop

Use this Firefight Ploy after rolling Attack Dice for a friendly TEMPESTUS AQUILON operative that is wholly within your opponent's territory, or either landed or dropped from Vantage terrain at least 2" higher than the killzone floor during this activation. If the target is within 6" of it, you can re-roll any of your Attack Dice.

Progena

Use this Firefight Ploy when a friendly TEMPESTUS AQUILON operative (excluding SERVO-SENTRY) is activated.

It regains 2D3 lost Wounds, and during that activation you can ignore any changes to its APL stat.

Tempestus Exemplars

Use this Firefight Ploy during a friendly TEMPESTUS AQUILON operative's activation (excluding SERVO-SENTRY and any operative with an APL stat greater than 2).

During that activation, it can perform the Pick Up Marker, Place Marker, or a mission action for 1 less AP.

Equipment

Tempestus Dagger

Friendly Tempestus Aquilon operatives (excluding SERVO-SENTRY) have the following Melee weapon:

WeaponATKHITDMGSpecial
Tempestus Dagger34+3/4

Combat Stimms

You can ignore any changes to the Move stat of friendly TEMPESTUS AQUILON operatives from being injured.

Drop Augury

Once during the battle, when a friendly TEMPESTUS AQUILON operative that is set up above is activated, before expending or landing that operative, you can move one of your Drop markers again.

However, it cannot be moved closer to your opponent's drop zone.

Remote Overseer

Once during the battle, when rolling off to decide initiative, you can re-roll your D6.

Ammo Cache (x1)

Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle:

AMMO RESUPPLY0AP

One of your Ammo Cache markers the active operative controls is used during this turning point.

Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.

An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.

Razor Wire (x1)

Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".

Comms Device (x1)

Before the battle, you can set up one of your Comms Device markers wholly within your territory.

While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives

(e.g. ‘select one friendly operative within 6"’ would be 9" instead).

Note that you cannot benefit from your opponent's Comms Device markers.

Mines (x1)

Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain.

The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.

Light Barricades (x2)

Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Heavy Barricade (x1)

A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Ladders (x2)

Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:

  • Wholly within your territory.
  • Upright against terrain that’s at least 2" tall.
  • More than 2" from other equipment terrain features.
  • More than 1" from doors and access points.

Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.

Portable Barricade (x1)

A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed.

Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).

Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet).

Operatives connected to the inside of it can perform the following unique action during the battle:

Move With Barricade1AP

The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).

Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of

other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.

This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.

Utility Grenade - Smoke (x1/2)

When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).

Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.

SMOKE GRENADE1AP

Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative,

or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.

While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa.

In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.

In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed

or at the end of the turning point (whichever comes first).

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

Utility Grenade - Stun (x1/2)

When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).

Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.

STUN GRENADE1AP

Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

Explosive Grenade - Frag (x1/2)

When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).

WeaponATKHITDMGSpecial
Frag Grenade44+2/4Rng 6", Blast 2", Saturate

Explosive Grenade - Krak (x1/2)

When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).

WeaponATKHITDMGSpecial
Krak Grenade44+4/5Rng 6", Piercing 1, Saturate

Breaching Charge

Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.

Building Your Roster

A TEMPESTUS AQUILON KillTeam is composed of:

- 1 TEMPESTUS AQUILON TEMPESTOR operative with one of the following options:
  - Hot-Shot Laspistol; Power Weapon
  - Relic Bolt Pistol; Chainsword
  - Hot-Shot Lascarbine; Fists
- 1 SERVO-SENTRY with one of the following options:
  - Flamer
  - Grenade Launcher
  - Hot-Shot Volley Gun
- 9 TEMPESTUS AQUILON operatives selected from the following list:
  - GRENADIER
  - GUNFIGHTER
  - GUNNER with Melta Carbine and Fists
  - GUNNER with Plasma Carbine and Fists
  - MARKSMAN
  - PRECURSOR
  - TROOPER

Other than TROOPER operatives, your killteam can only include each operative above once.