Killteam Teamrules Tempestusaquilons Eng 02.10.24
Killteam Teamrules Tempestusaquilons Eng 02.10.24
A Tempestor leads their kill team into Given additional training on the prayers Some Aquilons exhibit the accuracy,
the thick of battle. More than just a and activation rituals for combat aggression and reactions needed
warrior, they also possess the tactical ordnance, a Grenadier is the explosives to become a Gunfighter. Wielding
and strategic nous to direct their specialist of their kill team. Whether hot‑shot laspistols, they lay down hails
squad’s efforts. They exhibit a sense it be crippling an enemy generatorum of close‑range firepower. Such an
of agency and a flair for improvisation with a well‑placed melta bomb or operative is deadly in the close‑quarters
that can prove vital during extended blasting enemies apart with hurled krak firefights typical of battles through
operations behind enemy lines. charges, they are equal to the task. fortifications or voidship corridors.
GUNNER MARKSMAN
Tempestus Aquilons often find themselves facing powerful Whether lining up the killing shot to complete an assassination
enemy assets without support, such as armoured fighting mission or picking off elite enemy operatives in aid of their
vehicles or elite warriors. In such instances, the melta and comrades, a Marksman provides invaluable support to their
plasma carbines carried by a Gunner prove invaluable. A kill team. Their hot‑shot long-las is an extremely potent
single burst from such weaponry can bring down a rampaging weapon, whose distinctive whine and crack has been the last
Genestealer Patriarch or Heretic Astartes Legionary. sound heard by countless enemies of the Imperium.
PRECURSOR SERVO‑SENTRY
TROOPERS
OPERATIVES
TEMPESTUS AQUILONS » KILL TEAM SELECTION
ARCHETYPES
SEEK &
RECON
DESTROY
Archetypes are used in certain mission packs, e.g.
Approved Ops. The game sequence will specify how.
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Flamer
TROOPER
Hot‑shot lascarbine
FACTION RULES
DROP INSERTION GRAV‑CHUTE
Whether descending on thrumming grav‑chutes from the holds of Grav‑chutes employ gravitic repulsion fields to allow their wearers to
gunships, dropping through blasted rents within cramped vessels or drop at a swift but measured pace and land safely, no matter from what
leaping from the ruins of towering hab‑blocks, these warriors hit their height they fall.
enemies like thunderbolts from on high.
Whenever a friendly TEMPESTUS AQUILON operative is
6 When setting up a TEMPESTUS AQUILON kill team before dropping, ignore the vertical distance.
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
TEMPESTUS AQUILONS » FACTION RULES
to one side instead of in the killzone. For each third that’s set
up above, you must set up the whole third in this way (not
some of them), then place one of your Drop markers wholly
within your drop zone. ‘FROM THE SKIES, BEARING VENGEANCE,
THROUGH THE FIRES, UNYIELDING, UNTO
As a STRATEGIC GAMBIT in the first and second turning VICTORY, ABSOLUTE.’
point, you can move your Drop markers up to 4", measuring
- Regimental motto, 17th Thetan Dragons
the horizontal distance only. In a killzone that uses the
close quarters rules (e.g. Killzone: Gallowdark), this can be
measured and moved through Wall terrain.
Count the number of friendly TEMPESTUS AQUILON operatives Use this firefight ploy after rolling attack dice for a friendly
that aren’t incapacitated, then halve the result (rounding up) to TEMPESTUS AQUILON operative that landed during this
give you x. Until the end of their activation, friendly TEMPESTUS activation. If the target is within 6" of it, you can re‑roll any of 7
AQUILON operatives’ weapons have the Balanced weapon your attack dice.
rule if they are the first friendly operatives activated this turning
Select one enemy operative. That operative and all other Use this firefight ploy during a friendly TEMPESTUS
enemy operatives within 3" of it gain one of your Detected AQUILON operative’s activation (excluding SERVO‑SENTRY
tokens until the end of the turning point. Whenever an enemy and any operative with an APL stat greater than 2). During
operative that has one of your Detected tokens: that activation it can perform the Pick Up Marker, Place
• Is shooting a friendly TEMPESTUS AQUILON operative, you Marker or a mission action for 1 less AP.
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 PROGENA
block two unresolved successes (instead of one). As graduates of the Schola Progenium, these warriors are not only
conditioned to follow their orders with unquestioning precision, but are
also driven by a zealous dedication to the Imperial Cult that helps them
DROP AND SECURE to shrug off pain and fear.
Priority tactical objectives must be secured to ensure victory is absolute.
Use this firefight ploy when a friendly TEMPESTUS AQUILON
Select one marker. operative (excluding SERVO‑SENTRY) is activated. It regains
• Whenever determining control of that marker, treat the 2D3 lost wounds, and during that activation you can ignore
total APL stat of friendly TEMPESTUS AQUILON operatives any changes to its APL stat.
that contest it as 1 higher, as long as at least one friendly
TEMPESTUS AQUILON operative actually contests it. Note
this isn’t a change to the APL stat, so any changes are
cumulative with this.
• 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).
APL MOVE SAVE WOUNDS
AQUILON TEMPESTOR
3 6" 4+ 9
NAME ATK HIT DMG WR
Hot‑shot lascarbine 4 3+ 3/4 -
Hot‑shot laspistol 4 3+ 3/4 Range 8"
Relic bolt pistol 4 3+ 3/5 Range 8", Lethal 5+
8 Chainsword 4 3+ 4/5 -
Fists 3 3+ 2/3 -
Power weapon 4 3+ 4/6 Lethal 5+
TEMPESTUS AQUILONS » DATACARDS
Tempestus Veteran: Once per battle, you can either use a firefight ploy for COMMAND 1AP
0CP if this is the specified TEMPESTUS AQUILON operative, or the SUPPORT. Select one other friendly TEMPESTUS AQUILON
Command Re‑roll firefight ploy for 0CP if this is the operative the attack or operative (excluding SERVO‑SENTRY) visible to and within 6" of this
defence dice was rolled for. operative. Until the end of that operative’s next activation, add 1 to its
APL stat.
This operative cannot perform this action while within control range of an
enemy operative.
AQUILON GRENADIER
2 6" 4+ 8
NAME ATK HIT DMG WR
Hot‑shot laspistol 4 3+ 3/4 Range 8"
Melta bomb 4 3+ 5/3 Range 3", Devastating 3, Heavy (Reposition only), Limited 1,
Piercing 2
Fists 3 4+ 2/3 -
Grenadier: This operative can use frag, krak, smoke and stun grenades
(see universal equipment). Doing so doesn’t count towards any limited uses
you have (i.e. if you also select those grenades from equipment for other
operatives). Whenever this operative is using a frag or krak grenade, improve
the Hit stat of that weapon by 1.
AQUILON GUNFIGHTER
2 6" 4+ 8
NAME ATK HIT DMG WR
Hot‑shot laspistols (focused) 4 3+ 3/4 Range 8", Ceaseless, Rending
Hot‑shot laspistols (salvo) 4 4+ 3/4 Range 8", Salvo*
Hot‑shot laspistols (point‑blank) 4 3+ 3/4 Ceaseless
*Salvo: Select up to two valid targets. Shoot with this weapon against both of Gunfight: Whenever an enemy operative within 8" of this operative shoots 9
them in an order of your choice (roll each sequence separately). this operative, keep track of each attack dice that’s discarded as a fail. After
the action, before incapacitated operatives are removed (including this one, if
AQUILON GUNNER
2 6" 4+ 8
NAME ATK HIT DMG WR
Melta carbine 4 3+ 6/3 Range 6", Devastating 4, Piercing 2
Plasma carbine (standard) 4 3+ 4/6 Piercing 1
Plasma carbine (supercharge) 4 3+ 5/6 Hot, Lethal 5+, Piercing 1
Fists 3 4+ 2/3 -
AQUILON MARKSMAN
2 6" 4+ 8
NAME ATK HIT DMG WR
Hot‑shot long-las (concealed) 4 2+ 3/3 Devastating 3, Heavy, Silent, Concealed Position*
Hot‑shot long-las (mobile) 4 3+ 3/4 -
Hot‑shot long-las (stationary) 4 2+ 3/3 Devastating 3, Heavy
10 Fists 3 4+ 2/3 -
Sniper’s Vantage: Whenever this operative is on Vantage terrain and is *Concealed Position: This operative can only use this weapon the first time
shooting an operative that has an Engage order and is at least 2" lower than it’s performing the Shoot action during the battle.
TEMPESTUS AQUILONS » DATACARDS
it, all profiles of its hot‑shot long-las have the Severe weapon rule.
AQUILON PRECURSOR
2 6" 4+ 8
NAME ATK HIT DMG WR
Hot‑shot laspistol 4 3+ 3/4 Range 8"
Tempestus dagger 4 3+ 3/4 Lethal 5+
Vicious Knife Fighter: Whenever this operative is fighting, after resolving your Dynamic: Whenever this operative performs the Fight or Shoot action, it
first attack dice during that sequence, you can immediately resolve another can immediately perform a free Dash action afterwards. It can do so even if
(before your opponent). it performed the Charge action during this activation, but can only use the
remaining distance it had from that Charge action (to a maximum of 3").
AQUILON SERVO‑SENTRY
2 4" 3+ 10
NAME ATK HIT DMG WR
Flamer 4 2+ 3/3 Range 8", Saturate, Torrent 2"
Grenade launcher (frag) 4 4+ 2/4 Blast 2"
Grenade launcher (krak) 4 4+ 4/5 Piercing 1
Hot‑shot volley gun (focused) 5 4+ 3/4 Piercing Crits 1
11
Hot‑shot volley gun (sweeping) 4 4+ 3/4 Piercing Crits 1, Torrent 1"
Machine: This operative cannot perform any actions other than Dash, Fall Turret: This operative can perform two Shoot actions during its activation.
AQUILON TROOPER
2 6" 4+ 8
NAME ATK HIT DMG WR
Hot‑shot lascarbine 4 3+ 3/4 -
Fists 3 4+ 2/3 -
Rapid Insertion: STRATEGIC GAMBIT in the first Strategy phase. Each Swift Landing: When this operative lands, you can set it up within 4" of one of
friendly TEMPESTUS AQUILON TROOPER operative wholly within your Drop markers (measuring horizontal distance only), taking precedence
your drop zone can immediately perform a free Reposition action, but must over the normal distance requirement.
finish that action wholly within 3" of your drop zone.
Friendly TEMPESTUS AQUILON operatives (excluding Once during the battle, when a friendly TEMPESTUS
TEMPESTUS AQUILONS » FACTION EQUIPMENT » MARKER/TOKEN GUIDE
SERVO‑SENTRY) have the following melee weapon: AQUILON operative that’s set up above is activated, before
expending or landing that operative, you can move one of your
NAME ATK HIT DMG Drop markers again. However, it cannot be moved closer to
Tempestus dagger 3 4+ 3/4 your opponent’s drop zone.
You can ignore any changes to the Move stat of friendly Once during the battle, when rolling‑off to decide initiative,
TEMPESTUS AQUILON operatives from being injured. you can re‑roll your D6.
MARKER/TOKEN GUIDE
DETECTED TOKEN DROP AND SECURE TOKEN
Drop Insertion is the fundamental rule of the Tempestus of an intense firefight, they are capable of focusing on the
Aquilons. Instead of setting them up before the battle, you can mission and scoring you victory points. The Tempestus
set up two‑thirds of your operatives later. In the early stages, Exemplars firefight ploy and the Tempestor’s Command
this keeps them safe from attacks, allows you to control action give you ways to spend more action points, beneficial
the killzone and enables you to react to your opponent’s for a big activation or performing those all‑important mission 13
movement. It also gives you fantastic offensive potential, as actions while engaging. This will be a key strategy for you to
your best guns can shoot with full re‑rolls from the Hot Drop focus on – maintaining their offence, but securing objectives
You’ll need a detailed understanding of how best to use Drop This kill team has some individual operatives with unique roles
Insertion, so experiment to uncover the different options that will pay dividends in the right situation. The Grenadier
it provides you. The Drop Augury equipment allows you to has unlimited access to grenades, and a well‑placed melta
move a Drop marker again, and Troopers and the Adjust bomb can be devastating. The Marksman is a sniper that
Coordinates firefight ploy allow you to set up further away. can land on Vantage terrain, giving you a commanding view
This creates a very large area for your operatives to potentially of the killzone and forcing your opponent to be wary of its
drop into, giving you an increased capability to gain strong firing lanes. The Precursor can punish an enemy that gets
positions, control territory and capture objectives. too complacent, particularly if that enemy is near your Drop
markers. Your Gunfighter is flexible, capable of engaging in
This kill team’s offence is at its best when they are on the front many different ways. Finally, your Servo‑sentry is ideal for a
foot, keeping the pressure on so the enemy struggles to react. protracted gunfight, with increased durability and the ability
For instance, the Sudden Offensive and Maintain Momentum to shoot twice per activation once it’s in position.
strategy ploys give your weapons Balanced and Severe, but
require you to attack early. Don’t shy away from this; attack The Tempestus Aquilons are a team with a unique but
hard and fast, and don’t let your opponent gain a foothold. identifiable premise – drop in and engage fast. Master this
The Remote Overseer equipment helps to get you initiative to early, and you’ll soon discover the extra layer of potential
keep this going. beneath as you flex your approach, calling on the different
operatives and tactics at your disposal to ensure the enemy is
The Tempestus Aquilons are some of the Imperium’s most incapacitated and objectives are in your hands.
highly trained and experienced soldiers. Even in the midst