Factions‎ > ‎Militarum Tempestus‎ > ‎

Special Rules

This section details army special rules including Militarum Tempestus Special Rules, Warlord Traits and Wing Leaders.

Militarum Tempestus Special Rules

Levels of Alliance

All of the Formations and Army List Entries in this book are part of the Militarum Tempestus Faction. For the purposes of the allies rules, the following levels of alliance apply:

Level of AllianceFactions
Battle BrothersAll Armies of the Imperium
Allies of ConvenienceEldar
Desperate AlliesDark Eldar, Tau Empire
Come the ApocalypseChaos Daemons, Chaos Space Marines, Necrons, Orks, Tyranids

Voice of Command

A good Imperial Guardsman does not think for himself. Rather, he follows without question or hesitation the orders of his superior officers. These men in turn must command without doubt or weakness, for a well-timed order can win an entire war.
A model with this special rule is known as an officer. An officer can issue one order each turn. Orders are issued and their effects resolved at the start of your Shooting phase. If you have more than one officer, or if you have an officer that has a special rule allowing it to issue more than one order a turn, issue and resolve each order one at a time.

An officer can attempt to issue an order provided he is not locked in combat, embarked in a vehicle or building, falling back, or has gone to ground. Issuing an Order does not prevent the officer’s unit from acting (shooting, Running etc.) later in that phase.

Incompetent Command

If a double 6 is rolled for the ordered unit’s Leadership test, the order does not take effect, and no further orders can be issued, by any officer, for the remainder of this turn.

Inspired Tactics

If a double 1 is rolled for the ordered unit’s Leadership test, once the order has been resolved all further orders issued, by any officer, are automatically successful for the remainder of this turn.

Issuing an Order

To issue an order, declare the order your officer is attempting to issue and select a single friendly non-vehicle unit from Codex: Astra Militarum that is within 12" of the officer – this can be the officer’s own unit if you wish. We call this unit the ‘ordered unit’. The ordered unit must then take a Leadership test to see if the order has been understood and acted upon. If the test is passed, the order takes effect as specified in its description.

If the test is failed, the order does not take effect.

Unless an order causes the ordered unit to make a shooting attack or Run, receiving it does not prevent the ordered unit from acting later in that phase, whether the order was successful or not.

Orders cannot be issued to embarked units or units that previously received an order that phase (whether or not that order was successful). Unless otherwise stated, orders cannot be issued to units that are locked in combat, are falling back, or have gone to ground.

Militarum Tempestus Orders

‘Advance on Target!’

With a deft command, the officer aiders his men to make double-time towards their objective, that they may catch their enemies off guard.
The ordered unit gains the Fleet special rule for the rest of the turn.

‘Autonomous Fire Sanctioned!’

The officer sanctions his men to target an enemy of their choosing, secure in the knowledge that their extensive training will see them engage a foe against which they will be most effective.
The ordered unit must make a shooting attack. When resolving this shooting attack, all models in the ordered unit have the Preferred Enemy special rule.

‘Close Assault Doctrine Sanctioned!’

With a burst of inspiring rhetoric that would make the heart of even the most zealous Ministorum Priest swell with pride, the officer beseeches his men to fall upon the foe and deliver unto them the Emperor's wrath.
The ordered unit gains the Crusader special rule for the rest of the turn.

‘Directed Firestorm Sanctioned!’

Tempestus Scions are held amongst the deadliest shots in the armies of the Imperium, and the officer calls upon them to once more prone the validity of this reputation.
The ordered unit must make a shooting attack. When resolving this shooting attack, all weapons fired by models in the ordered unit have the Twin-linked special rule.

‘Elimination Protocol Sanctioned!’

In order to ensure the destruction of such a high priority target, the officer instructs his men to maximise their damage, output by aiming at its weakest and most vulnerable points.
The ordered unit must make a shooting attack against an enemy vehicle or Monstrous Creature. When resolving this shooting attack, all weapons fired by models in the ordered unit have the Rending special rule.

‘Suppression Doctrine Sanctioned!’

The officer instructs his men to take up a position and pin down their enemies with short, steady bursts of suppressive fire.
The ordered unit must make a shooting attack. When resolving this shooting attack, all hot-shot laspistols and hot-shot lasguns in the ordered unit can only fire a single shot, but have the Sniper and Pinning special rules. Furthermore, the unit cannot charge in the ensuing Assault phase.

Special Rules

All-terrain APC

This vehicle re-rolls all failed Dangerous Terrain tests.

Aura of Discipline

Any friendly unit from Codex: Militarum Tempestus within 6" of a Lord Commissar uses his Leadership for any Fear, Morale or Pinning tests.

Clarion Vox-net

Any friendly units from Codex: Militarum Tempestus within 18" of the Tempestor Prime use his Leadership for any Fear, Morale or Pinning tests.

Grav-chute Insertion

If a Valkyrie has moved more than 6", passengers may disembark, but they must do so as follows. Nominate any point over which the Valkyrie moved this turn and deploy the unit as if it were deep striking onto that point. If the unit scatters, every model must immediately take a dangerous terrain test. If any of the models cannot be deployed, the unit is destroyed.

Summary Execution

If the Commissar’s unit fails a Fear, Morale or Pinning test, after any re-rolls it is entitled to, the owning player can opt to have his Commissar summarily execute one of the Militarum Tempestus models in the unit. Roll a D6; on a 3+ you choose which model is executed, on a 1-2 your opponent chooses instead - note that neither player can ever choose to execute the Commissar himself. The executed model is immediately removed as a casualty with no saves of any kind allowed. Provided a model was executed, the unit is then treated as having passed the test.

Warlord Traits

When generating his Warlord Traits, a Militarum Tempestus Warlord may either roll on one of the Warlord Traits tables in the Warhammer 40,000 rulebook, or instead roll on the table below.

D6Warlord Traits
1Dauntless Commander
There are some amongst the Militarum Tempestus who simply refuse to cede ground to the enemy under any circumstance. This Warlord is a paragon of such a notion.
The Warlord has the Fearless special rule. 
The Warlord has something of a reputation for his skill with grenades, and seems to know exactly where to place them to cause maximum damage.
When throwing frag or krak grenades, the Warlord has the Twin-linked special rule. When using krak grenades or melta bombs in combat, the Warlord has the Tank Hunters special rule. 
3Intrepid Leader
This Warlord leads from the front, inspiring his men with deeds of heroism and valour. Any who witness him in battle cannot hope but be roused to similar acts of courage.
The Warlord, and all friendly units chosen from Codex: Militarum Tempestus within 12" of the Warlord, have die Stubborn special rule. 
4Grav-chute Commandos
An expert of planning and leading airborne assaults by grav-chute, this Warlord and his company are highly sought after when aerial deployment is the order of the day.
All friendly units chosen from Codex: Militarum Tempestus re-roll failed Reserve Rolls if arriving by Deep Strike. Furthermore, all units in the same detachment as the Warlord only scatter D6" rather than 2D6". 
5Drill Chief
When travelling between war zones, this Warlord relentlessly trains the men of his company in marksmanship drills, that they may serve as an example of excellence to others.
When firing hot-shot laspistols or hot-shot lasguns, friendly units within 12" of the Warlord chosen from Codex: Militarum Tempestus can fire an additional 6" (for an increased range of 12" for hot-shot laspistols and 24" for hot-shot lasguns), provided they did not move in the preceding Movement phase
6Inspired Commander
This Warlord’s military reputation is well established thanks to his flawless sendee record and ability to inspire all who follow him in battle.
The Warlord has +1 Leadership on his profile (to a maximum of 10). 

Wing Leaders

Valkyre Wing Leaders

Imperial Navy pilots who survive more than a handful of sorties are quickly promoted to veteran status and given command of their own wing of aircraft. This is a proud honour, and one the Valkyrie wing leaders take very seriously. To them fall the duty of keeping their air crews alive and on mission, of honouring and preserving the machines aboard which they fight, and of keeping the faith of their warriors strong in even the most dire of circumstances. Mortality rates are high amongst these devoted leaders, but they are celebrated as heroes by airmen and ground troops alike.
Faction: Astra Militarum or Militarum Tempestus.

D6Special Rule
1-2Formation Flying: If the Flyer Wing started the Movement phase in an Attack Pattern, the Wing Leader, and models from their Flyer Wing, can move an extra 3” and automatically pass Break Turn tests
3-4Stay on Target: The Wing Leader, and models from their Flyer Wing, can re-roll To Wound and Armour Penetration rolls of 1 if they are in an Attack Pattern
5-6Break! Break! Break! The Wing Leader, and models from their Flyer Wing, can re-roll failed saves when they Jink if they are in an Attack Pattern when the saving throw is made.