Militarum Tempestus

Militarum Tempestus Tactical Summary as of 10-26-16

Militarum Tempestus are an odd addition to the Warhammer 40k pantheon. The Militarum Tempestus were mostly a splash release of new models who needed some extra buying incentive. When the Militarum Tempestus came out in the Age of Sloppy Games Workshop, when slapping the word codex on anything could trick a few people into jumping. Even more strangely, the Militarum Tempestus came out just before the last Imperial Guard codex, making the rules seem out of place at the time.

The Militarum Tempestus are very limited, they have one unit for each Force Org slot and two for HQ. You can’t get anymore skimpy than this, still the Militarum Tempestus can at least be a Combined Force army. The biggest problem with the Militarum Tempestus is a lack of the Ignore Cover order and being forced to take the more expensive Taurox.

The Militarum Tempestus armies can really only come in three ways. The first being as an ally force or just taking some Scions for your Imperial Guard army. The second is going highly mechanized with Taurox Primes everywhere and then taking a few Imperial Knights for balance. The third way is a combination of elements, Scions in Valkyries to dominate the air game, while you have an ally beat stick Formation, keeping the opponent distracted with Scions controlling objectives.

The Militarum Tempestus have not been updated since just before 7th edition and it shows. The Militarum Tempestus have terrible Formations, but a Start Collecting! box with super value, making it easy for anyone to start an army. If Games Workshop ever gets around to another Imperial Guard codex expect the Militarum Tempestus to be rolled in, with a token Detachment for good measure.

Below you find all the quick reference material you need to build an competitive or fluffy Militarum Tempestus army.

As of 10-26-2016 Militarum Tempestus Detachments are…

  • Combined Arms Detachment
  • Allied Detachment
  • Air Superiority Detachment

(See tabs for details)

Combined Arms Detachment

 

 

 

 

 

Force Organization

Compulsory: 1 HQ, 2 Troops

Optional: 1 HQ, 4 Troops, 3 Elites, 3 FA, 3 HS, 1 Lord of War, 1 Fortification

Restrictions: All units chosen must have the same Faction (or have no Faction).

Command Benefits:

Ideal Mission Commander: If this Detachment is chosen as your Primary Detachment, you can choose to re-roll the result on the Warlord Trait table.

Objective Secured: All Troops units from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.

Source: Warhammer 40k 7th ed. Rule Book

Allied Detachment

 

 

 

 

 

Compulsory: 1 HQ, 1 Troop

Optional: 1 Troop, 1 Elite, 1 FA, 1 HS

Restrictions: This Detachment cannot be your Primary Detachment. Your Warlord can never be chosen from this Detachment. All units chosen must have the same Faction (or no Faction). All units chosen must have a different Faction to any of the units in your Primary Detachment (or no Faction).

Command Benefits:

Objective Secured: All Troops units from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.

Source: Warhammer 40k 7th ed. Rule Book

Air Superiority Detachment

 

 

 

 

Force Organization

Compulsory: 1 Flyer Wing

Optional: 2 Flyer Wings

Restrictions: All Units must have the same Faction.

Command Benefits:

Air Commander: Pick a Wing Leader from this Detachment to be its commander. If the commander is in Reserve, you can re-roll the dice in the Interception sub-phase. If you have Air Superiority and the commander is in Reserve, you can add or subtract 2 from your Reserve Rolls, rather than 1, and your opponent must subtract 2 from their Reserve Rolls.

Combined Formation: You can roll once for all of the Wings in this Detachment to see if they arrive from Reserve. If the roll is successful they all arrive. If it fails none of them do. You can roll individually for each Wing if you prefer.

Objective Secured: All Transports from this Detachment which can Hover have the Objective Secured rule. A unit with this special rule which is Hovering controls objectives even if an enemy scoring unit is within range of the Objective Marker, unless the enemy also has this special rule.

Source: Supplement: Death from the Skies

As of 10-26-2016 Militarum Tempestus Unique Item groups are…

  • None as of 10-26-2016

(See tabs for details)

As of 10-25-16

The next section features all the various Formations each faction has. Expand each Formation for detailed information for, including (red highlighted) links to shopping lists for each Formation.

Airborne Assault Formation

Airborne Assault Formation

Requirements: 1 Commissar, 1 Tempestus Command Squad, 3 Tempestus Scion Squads, 4 Valkyries

Restrictions: The Commissar must join one of the squads in this Formation during Deployment.

Special Rules:

Air Cavalry: All Infantry units in this Formation begin the game embarked upon the Valkyrie transports, and must therefore be placed in Reserve. Furthermore, if a unit from this Formation disembarks using a Valkyrie’s Grav-chute Insertion special rule, you can re-roll the scatter dice.

Secure the Area: On any turn in which a unit from this Formation disembarks from a Valkyrie, it has the Split Fire Special Rule, and all of its ranged weapons have the Twin-Linked special rule.

Strategic Intervention: When making Reserve Rolls, make a single roll for the entire Formation, which you can choose to re-roll. On a successful Reserve Roll, all units from this Formation arrive from Reserve.

Source: Codex: Militarum Tempestus

 

Ground Assault Formation

Ground Assault Formation

Requirements: 1 Commissar, 1 Tempestus Command Squad, 3 Tempestus Scion Squads, 4 Taurox Primes

Restrictions: The Commissar must join one of the squads in this Formation during Deployment.

Special Rules: 

Calculated Strike: All units in this Formation must either be set up during deployment or placed in Reserve – you cannot divide this Formation’s units between the two. When making Reserve Rolls, make a single roll for the entire Formation, which you can choose to re-roll. On a successful Reserve Roll, all units from this Formation arrive from Reserve.

Mounted Battle Group: All Infantry units in this Formation begin the game embarked upon their Taurox Prime transports.

Surgical Deployment: On any turn in which a unit from this Formation disembarks from a Taurox Prime, all its ranged weapons have the Pinning and Twin-linked special rules.

Source: Codex: Militarum Tempestus

 

Hellrain Brigade Formation

Hellrain Brigade Formation

Requirements: 1 Commissar, 1 Tempestus Command Squad, 1 Tempestus Scion Squads, 1 Taurox Primes

Restrictions: None.

Special Rules: 

Hellrain Reinforcements: A Hellrain Brigade’s Commissar can call for reinforcements. Each time Hellrain Brigade’s unit of Tempestus Scions is completely destroyed, you can if the Commissar is still alive immediately place a new unit in Ongoing Reserves that is identical to the unit that was destroyed. Reinforcements arrive via Deep Strike Reserve and count as being part of the same Formation

Source: Start Collecting!: Militarum Tempestus

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