Militarum Tempestus 7th Edition

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 02-24-2017 Militarum Tempestus Detachments are…

  • Combined Arms Detachment
  • Allied Detachment
  • Air Superiority Detachment
  • Castellans of the Imperium 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

Castellans of the Imperium Detachment

Force Organization

Compulsory: 2 HQ, 4 Troops

Optional: 0-2 HQ, 4+ Troops, 6 Elites, 6 FA, 6 HS, 3 Lord of War

Restrictions: This Detachment must include at least four Troops choices and two HQ choices. It may include up to two more HQ choices and any number of additional Troops choices, as well as up to 6 Elites, 6 Fast Attack and 6 Heavy Support choices, and up to 3 Lord of War choices, in any combination. This Detachment must also include units that have at least two different Factions.

The Castellans of the Imperium Army List divides the units available into several categories, according to their Battlefield Role. You must use the profiles, points costs, equipment, options, special rules and any Dedicated Transports available to each unit as described on their datasheet.

  • Inquisitor Greyfax, Celestine, Terminator Captain,  Commissar,Commissar Yarrick, Company Command Squad, Enginseer (& Servitors), Knight Commander Pask, Lord Commissar, Ministorum Priest, Primaris Psyker, Tank Commander, Canoness, Ecclesiarchy Battle Conclave,Sororitas Command Squad, Uriah Jacobus, Inquisitor Coteaz, Inquisitor Karamazov, Ordo Hereticus Inquisitor, Ordo Malleus Inquisitor, Ordo Xenos Inquisitor, Militarum Tempestus Command Squad, Captain, Chaplain, Chaplain Grimaldus, The Emperor’s Champion, High Marshal Helbrecht, Librarian, Techmarine
  • Infantry Platoon, Veterans, Battle Sisters Squad,  Militarum Tempestus Scions, Crusader Squad, Scout Squad, Tactical Squad
  • Callidus Assassin, Culexus Assassin, Eversor Assassin, Vindicare Assassin, Cataphractii Terminator Squad, Bullgryns,  Militarum Tempestus Platoon, Ogryns, Ratlings, Wyrdvane Psykers,  Celestian Squad, Repentia Squad, Inquisitorial Henchmen Warband, Centurion Assault Squad, Command Squad, Dreadnoughts, Honour Guard, Ironclad Dreadnoughts,  Sternguard Veteran Squad, Terminator Squad, Terminator Assault Squad, Vanguard Veteran Squad, Venerable Dreadnoughts
  • Armoured Sentinel Squadron, Hellhound Squadron, Rough Riders,  Scout Sentinel Squadron, Vendetta Squadron, Valkyrie Squadron, Dominion Squad, Seraphim Squad, Stormhawk Interceptors, Taurox Prime, Assault Squad, Attack Bike Squad, Bike Squad, Drop Pod, Land Speeder Storm, Land Speeders, Razorback, Rhino, Scout Bike Squad, Stormtalon Gunship
  • Contemptor Dreadnought, Basilisk Battery, Deathstrike, Hydra Battery, Leman Russ Squadron, Manticore, Wyvern Battery, Exorcist, Penitent Engine, Retributor Squad, Centurion Devastator Squad,  Devastator Squad, Hunters,  Land Raider, Land Raider Crusader,  Land Raider Redeemer, Predators, Stalkers,  Stormraven Gunship, Thunderfire Cannons, Vindicators, Whirlwinds
  • Knight Crusader, Knight Errant, Knight Gallant, Knight Paladin, Knight Warden,  Baneblade, Banehammer, Banesword,  Doomhammer, Hellhammer, Shadowsword, Stormlord,  Stormsword

Command Benefits:

Zealous Defenders: All units in this Detachment have the Hatred special rule. However, if this Detachment’s Force Organisation Chart contains the maximum number of units (excluding Troops), then all units in the Detachment have the Zealot special rule instead.

Flock to the Front Line: Each time a Troops unit from this Detachment is completely destroyed, roll a D6. On a 5+, you can immediately place a new unit into Ongoing Reserves that is identical, in terms of the original number of models, weapons and upgrades, to the unit that was just destroyed. This new unit counts as being part of the original Detachment, so roll a D6 as described above if they are subsequently destroyed. Victory points are awarded as normal for new units in this Detachment that have been completely destroyed.

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

Source: Gathering Storm Fall of Cadia

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

Wrathful Crusade Formation

Wrathful Crusade Formation

Requirements: Celestine, Inquisitor Greyfax , 1 Captain, 0-1 Sternguard Veteran Squad,  2-4 Crusader Squads, 1-2 Assault Squads, 1 Militarum Tempestus Platoon

Restrictions: All units from Codex: Space Marines must be drawn from the Black Templars Chapter.

Special Rules: Crusader.

Collective Fanaticism: If the Wrathful Crusade contains the maximum number of units, then all units in this Formation gain the Zealot special rule.

Unbridled Fury: All units in the Wrathful Crusade can re-roll failed charge rolls. In addition, if you roll a 10 or more when determining the charge distance of a unit from the Wrathful Crusade, all models in that unit have the Furious Charge special rule for that turn.

Source: Gathering Storm Fall of Cadia

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