This section of Codex:
Militarum Tempestus lists wargear (including
Melee Weapons,
Ranged Weapons,
Armour,
Special Issue Wargear and
Militarum Tempestus Vehicle Equipment) used by Militarum Tempestus, along with the rules for using them in your games of Warhammer 40,000.
Profiles for the following melee weapons can be found in the Warhammer 40,000 rulebook:
Profiles for the following ranged weapons can be found in the Warhammer 40,000 rulebook:
Grenade launchers can fire a range of deadly rounds. |
These wing-mounted missiles can tear through heretic armour and xenos flesh alike. |
These weapons are borne into battle by Tempestus Scions to deal with armoured enemy infantry. Perfect for bringing down Traitor Space Marines or xenos warriors, hot-shot volley guns fire with a distinctive spitting howl. |
These pods fire salvoes of short-fused fragmentation missiles. |
A light artillery piece, the Taurox battle cannon is fitted with advanced recoilpardoners and auto-targeters that allow it to fire effectively whilst on the move. |
Though smaller than the monstrous punisher cannon from which it was adapted, the Taurox gatling cannon is nonetheless a fearsome weapon. These weapons lay down an impressive curtain of anti-infantry fire, scything down those foes who would seek to overrun their Militarum Tempestus passengers in the field. |
The Taurox missile launcher is extremely versatile, able to fire spreads of missiles over long distances and suppress enemy infantry or armour with equal ease. |
Carapace armour is made up of large, rigid plates of armaplas or ceramite moulded to fit the wearer. |
Carapace armour confers a 4+
Armour Save.
Cheap and easy to produce, flak armour comprises several layers of ablative thermoplas materials and impact absorbent carbifibres. |
Flak armour confers a 5+
Armour Save.
Profiles for the following special issue wargear can be found in the Warhammer 40,000 rulebook:
Medi-packs contain all the necessary drugs, dressings and surgical tools to get a wounded Tempestus Scion back in the fight. |
A unit that contains at least one model with a medi-pack has the
Feel No Pain special rule.
The Scions’ standards fly proudly above the chaos of battle. |
A unit that contains a model with a platoon standard counts as scoring an additional Wound for the purposes of
calculating assault results.
Often carried by high-ranking officers and Imperial heroes, shimmering refractor fields refract incoming energy around their bearer, batting aside blasts and swinging blades that would otherwise lay them low. |
A refractor field confers a 5+
invulnerable save.
A vox-caster is a reliable communications array connected to the tactical command net via light-beam transmitters. |
Failed
Leadership tests for
orders issued to a unit with a vox-caster can be re-rolled, provided the officer’s unit also has a vox-caster. An officer may not use a vox-caster’s ability on his own unit.
Militarum Tempestus Vehicle Equipment
Profiles for the following militarum tempestus vehicle equipment can be found in the Warhammer 40,000 rulebook:
These ‘spyboxes’ feed intelligence back to command elements behind the lines. Strategic servitors compile and redistribute this data in order to refine the coordinates issued to support elements in the field. |
If you attempt to bring a unit on from
reserve using
Deep Strike, and the location chosen for its
deployment is within 6" of a
vehicle with an augur array, that unit does not
scatter. The augur array must have been on the battlefield at the start of the turn in order for it to be used.
Whether rare cameleoline netting or crude webbing woven with local flora, camo netting helps conceal a vehicle from prying eyes. |
A
vehicle with camo netting counts its
cover save as being 1 point better than normal. Note that this means it always has a cover save of at least 6+, even if it is
in the open.
Some crews lash short-fused barrels of prometheum to their tanks’ hulls. In a pinch, these barrels can be set alight and cut loose, showering nearby enemies in blazing fuel. |
The first time an enemy unit attempts to charge a
vehicle with fire barrels, that unit suffers D6 Strength 4 AP5 hits. These hits are
Randomly Allocated.
Many crews load their vehicles with tools and tow cables to aid in digging an immobilised vehicle out of a tight spot. |
If a
vehicle with recovery gear is
Immobilised, then in subsequent turns it may attempt to repair itself. To make the attempt, roll a D6 at the end of the
Movement phase; on the roll of a 6, the vehicle is no longer Immobilised. Note that this does not restore a Hull Point.
When a crew has achieved an empathic relationship with their battle tank, their remains may be interred within their vehicle, their spirits lingering to drive, away the baleful energies of the void. |
A
vehicle with the relic plating upgrade has the
Adamantium Will special rule.