Tempestus Aquilons

Tempestus Aquilons are a tactical shooting kill team. They have an unparalleled ability to descend into the killzone mid-battle, and are at their best when engaging early.

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  Tempestus Aquilons
  Tempestus AquilonsFaction31.2April 2025
Archetype: Seek & Destroy / Recon

Tempestus Aquilons Kill Team

Below you will find a list of the operatives that make up a TEMPESTUS AQUILON kill team, including, where relevant, any weapons specified for that operative.

Operatives

  • 1 TEMPESTUS AQUILON TEMPESTOR operative with one of the following options:
    • Hot-shot laspistol; power weapon
    • Relic bolt pistol; chainsword
    • Hot-shot lascarbine; fists
  • 1 TEMPESTUS AQUILON SERVO-SENTRY with one of the following options:
    • Flamer
    • Grenade launcher
    • Hot-shot volley gun
  • 9 TEMPESTUS AQUILON operatives selected from the following list:

Other than TROOPER operatives, your kill team can only include each operative on this list once.

Marker/Token Guide

Detected token

Drop marker

Drop and Secure token

Melta Bomb token

Faction Rules

Drop Insertion

When setting up a TEMPESTUS AQUILON kill team before 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 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.

As a STRATEGIC GAMBIT in the first and second turning point, you can move your Drop markers up to 4" horizontally. In a killzone that uses the close quarters rules (e.g. Killzone: Gallowdark), this can be measured and moved through Wall terrain.

In the Firefight phase, friendly TEMPESTUS AQUILON operatives set up above are activated as normal. When you do, you can either expend or land that operative. If it lands, set it up in the killzone in a location it can be placed as follows (it’s no longer set up above):
  • Within 3" horizontally of one of your Drop markers, or wholly within your drop zone.
  • Not within control range of enemy operatives (unless you’re setting up a PRECURSOR operative, which can be set up within control range of an enemy operative).
  • With no part of its base underneath Vantage terrain.
  • With an order of your choice.
The operative is treated as performing the Reposition action (spend the AP accordingly), then continue its activation as normal. It’s obscured until the end of the next activation or the end of the turning point (whichever comes first).

Less than half of your operatives can be set up above by the end of the first turning point. In other words, by the end of the first turning point, more than half of your operatives must have been set up in the killzone during the battle.

When readying your operatives during the second and third turning points, remove one of your Drop markers. This means operatives still set up above are incapacitated at the end of the second turning point.

Grav‑Chute

Grav-chutes employ gravitic repulsion fields to allow their wearers to drop at a swift but measured pace and land safely, no matter from what height they fall.

Whenever a friendly TEMPESTUS AQUILON operative is dropping, ignore the vertical distance.

Strategy Ploys

SUDDEN OFFENSIVE

Tempestus Aquilons are skilled at dropping swiftly into combat and catching their enemies unawares.

Count the number of friendly TEMPESTUS AQUILON operatives that aren’t incapacitated, then halve the result (rounding up) to give you x. Until the end of their activation, friendly TEMPESTUS AQUILON operatives’ weapons have the Balanced weapon rule if they are the first friendly operatives activated this turning point equal to x. For example, if you have five operatives, the first three friendly operatives activated will benefit.
MAINTAIN MOMENTUM

Once the assault begins, the Aquilons sustain the pressure, keeping their enemies reeling and off balance.

Whenever a friendly TEMPESTUS AQUILON operative is shooting against or fighting against a ready enemy operative, that friendly operative’s weapons have the Severe weapon rule.
EYE ABOVE

Airborne servo‑skulls and spotter aircraft keep the Aquilons appraised of up‑to‑the‑minute tactical data.

Select one enemy operative. That operative and each other enemy operative within 3" of it gains one of your Detected tokens until the end of the turning point. Whenever an enemy operative that has one of your Detected tokens:
  • Is shooting a friendly TEMPESTUS AQUILON operative, you 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 block two unresolved successes (instead of one).
DROP AND SECURE

Priority tactical objectives must be secured to ensure victory is absolute.

Select one marker.
  • Until the Ready step of the next turning point, when determining control of that marker, treat the total APL stat of friendly TEMPESTUS AQUILON operatives that contest it as 1 higher if at least one friendly TEMPESTUS AQUILON operative contests that marker. 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).

Firefight Ploys

HOT DROP

Aquilons are trained to drop into the thick of fighting, engaging a surprised enemy as they land.

Use this firefight ploy after rolling your attack dice for a friendly TEMPESTUS AQUILON operative that’s wholly within your opponent’s territory, or either landed or dropped from Vantage terrain at least 2" higher than the killzone floor during this activation. If the target is within 6" of it, you can re-roll any of your attack dice.
ADJUST COORDINATES

As the firefight flows and develops, so those Aquilons still descending adjust their trajectories in response.

Use this firefight ploy when a friendly TEMPESTUS AQUILON operative lands. You can set it up within 5" horizontally of one of your Drop markers, taking precedence over the normal distance requirement. It cannot perform the Dash, Shoot or Fight actions during this turning point.
TEMPESTUS EXEMPLARS

Faith defies explanation. The most devout and righteous Sisters are said to manifest dazzling halos of light that blind the faithless.

Use this firefight ploy during a friendly TEMPESTUS AQUILON operative’s activation (excluding SERVO-SENTRY and any operative that has an APL stat higher than 2). During that activation it can perform the Pick Up Marker, Place Marker or a mission action for 1 less AP.
PROGENA

Whispering a prayer, a Sister Novitiate beseeches the God-Emperor to guide her aim that she may swiftly slay her foe.

Use this firefight ploy when a friendly TEMPESTUS AQUILON operative (excluding SERVO-SENTRY) is activated. It regains up to 2D3 lost wounds, and during that activation you can ignore any changes to its APL stat.

Faction Equipment

TEMPESTUS DAGGERS

Awarded to each warrior of the Militarum Tempestus upon their induction to the ranks, these weapons double as a symbol of regimental pride.

Friendly TEMPESTUS AQUILON operatives (excluding SERVO-SENTRY) have the following melee weapon:

Tempestus dagger

 
NAME
ATK
HIT
DMG
Tempestus dagger
3
4+
3/4
COMBAT STIMMS

Anointed with the blood and tears of saints and blessed by high-ranking members of the clergy, this ammunition is anathema to the unholy.

You can ignore any changes to the Move stat of friendly TEMPESTUS AQUILON operatives from being injured.
DROP AUGURY

Prior to the commencement of hostilities, this region has been subjected to thorough augur scans by orbiting warships or hovering servo‑skulls, the resultant intelligence inloaded to the Tempestor’s slate monitron.

Once per battle, when a friendly TEMPESTUS AQUILON operative that’s set up above is activated, before expending or landing that operative, you can move one of your Drop markers again. However, it cannot be moved closer to your opponent’s drop zone.
REMOTE OVERSEER

Be it a high‑flying observer aircraft or a specialist team of lexmechanicae employing tactical augur banks, monitoring officers provide wider strategic insight as the firefight rages.

Once per battle, after rolling off to decide initiative, you can re-roll your dice.

Datacards


Aquilon Tempestor

A Tempestor leads their kill team into the thick of battle. More than just a warrior, they also possess the tactical and strategic nous to direct their squad’s efforts. They exhibit a sense of agency and a flair for improvisation that can prove vital during extended operations behind enemy lines.

Aquilon Tempestor

A Tempestor leads their kill team into the thick of battle. More than just a warrior, they also possess the tactical and strategic nous to direct their squad’s efforts. They exhibit a sense of agency and a flair for improvisation that can prove vital during extended operations behind enemy lines.

APL
3
MOVE
6"
SAVE
4+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Hot‑shot lascarbine
Hot‑shot lascarbine
4
3+
3/4
-
Hot‑shot laspistol
Hot‑shot laspistol
4
3+
3/4
Range 8"Range 8"
Relic bolt pistol
Relic bolt pistol
4
3+
3/5
Range 8", Lethal 5+Range 8", Lethal 5+
Chainsword
Chainsword
4
3+
4/5
-
Fists
Fists
3
3+
2/3
-
Power weapon
Power weapon
4
3+
4/6
Lethal 5+Lethal 5+
Tempestus Veteran: Once per battle, you can either use a firefight ploy for 0CP if this is the specified TEMPESTUS AQUILON operative, or the Command Re-roll firefight ploy for 0CP if this is the operative the attack or defence dice was rolled for.

COMMAND1AP

SUPPORT. Select one other friendly TEMPESTUS AQUILON operative (excluding SERVO-SENTRY) visible to and within 6" of this 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.
TEMPESTUS AQUILON, IMPERIUM, LEADER, TEMPESTOR
⌀28mm


Aquilon Grenadier

Given additional training on the prayers and activation rituals for combat ordnance, a Grenadier is the explosives specialist of their kill team. Whether it be crippling an enemy generatorum with a well-placed melta bomb or blasting enemies apart with hurled krak charges, they are equal to the task.

Aquilon Grenadier

Given additional training on the prayers and activation rituals for combat ordnance, a Grenadier is the explosives specialist of their kill team. Whether it be crippling an enemy generatorum with a well-placed melta bomb or blasting enemies apart with hurled krak charges, they are equal to the task.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Hot‑shot laspistol
Hot‑shot laspistol
4
3+
3/4
Range 8"Range 8"
Melta bomb
Melta bomb
4
3+
5/3
Range 3", Devastating 3, Heavy (Reposition only), Limited 1, Piercing 2Range 3", Devastating 3, Heavy (Reposition only), Limited 1, Piercing 2
Fists
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.
TEMPESTUS AQUILON, IMPERIUM, GRENADIER
⌀28mm


Aquilon Gunfighter

Some Aquilons exhibit the accuracy, aggression and reactions needed to become a Gunfighter. Wielding hot-shot laspistols, they lay down hails of close-range firepower. Such an operative is deadly in the close-quarters firefights typical of battles through fortifications or voidship corridors.

Aquilon Gunfighter

Some Aquilons exhibit the accuracy, aggression and reactions needed to become a Gunfighter. Wielding hot-shot laspistols, they lay down hails of close-range firepower. Such an operative is deadly in the close-quarters firefights typical of battles through fortifications or voidship corridors.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Hot‑shot laspistols (focused)
Hot‑shot laspistols (focused)
4
3+
3/4
Range 8", Ceaseless, RendingRange 8", Ceaseless, Rending
Hot‑shot laspistols (salvo)
Hot‑shot laspistols (salvo)
4
4+
3/4
Range 8", Salvo*Range 8", Salvo*
Hot‑shot laspistols (point‑blank)
Hot‑shot laspistols (point‑blank)
4
3+
3/4
CeaselessCeaseless
*Salvo: Select up to two valid targets. Shoot with this weapon against both of them in an order of your choice (roll each sequence separately).
Gunfight: Whenever an enemy operative within 8" of this operative shoots 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 relevant), this operative can perform a free Shoot action (you can change its order to Engage to do so), but it can only target that enemy operative with its hot-shot laspistols (focused), and you only roll a number of attack dice equal to the opponent’s discarded attack dice plus one (to a maximum of four).
TEMPESTUS AQUILON, IMPERIUM, GUNFIGHTER
⌀28mm


Aquilon Gunner

Tempestus Aquilons often find themselves facing powerful enemy assets without support, such as armoured fighting vehicles or elite warriors. In such instances, the melta and plasma carbines carried by a Gunner prove invaluable. A single burst from such weaponry can bring down a rampaging Genestealer Patriarch or Heretic Astartes Legionary.

Aquilon Gunner

Tempestus Aquilons often find themselves facing powerful enemy assets without support, such as armoured fighting vehicles or elite warriors. In such instances, the melta and plasma carbines carried by a Gunner prove invaluable. A single burst from such weaponry can bring down a rampaging Genestealer Patriarch or Heretic Astartes Legionary.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Melta carbine
Melta carbine
4
3+
6/3
Range 6", Devastating 4, Piercing 2Range 6", Devastating 4, Piercing 2
Plasma carbine (standard)
Plasma carbine (standard)
4
3+
4/6
Piercing 1Piercing 1
Plasma carbine (supercharge)
Plasma carbine (supercharge)
4
3+
5/6
Hot, Lethal 5+, Piercing 1Hot, Lethal 5+, Piercing 1
Fists
Fists
3
4+
2/3
-
TEMPESTUS AQUILON, IMPERIUM, GUNNER
⌀28mm


Aquilon Marksman

Whether lining up the killing shot to complete an assassination mission or picking off elite enemy operatives in aid of their comrades, a Marksman provides invaluable support to their kill team. Their hot-shot long-las is an extremely potent weapon, whose distinctive whine and crack has been the last sound heard by countless enemies of the Imperium.

Aquilon Marksman

Whether lining up the killing shot to complete an assassination mission or picking off elite enemy operatives in aid of their comrades, a Marksman provides invaluable support to their kill team. Their hot-shot long-las is an extremely potent weapon, whose distinctive whine and crack has been the last sound heard by countless enemies of the Imperium.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Hot‑shot long‑las (concealed)
Hot‑shot long‑las (concealed)
4
2+
3/3
Devastating 3, Heavy, Silent, Concealed Position*Devastating 3, Heavy, Silent, Concealed Position*
Hot‑shot long‑las (mobile)
Hot‑shot long‑las (mobile)
4
3+
3/4
-
Hot‑shot long‑las (stationary)
Hot‑shot long‑las (stationary)
4
2+
3/3
Devastating 3, HeavyDevastating 3, Heavy
Fists
Fists
3
4+
2/3
-
Sniper’s Vantage: Whenever this operative is on Vantage terrain and is shooting an operative that has an Engage order and is at least 2" lower than it, all profiles of its hot-shot long-las have the Severe weapon rule.
*Concealed Position: This operative can only use this weapon the first time it’s performing the Shoot action during the battle.
TEMPESTUS AQUILON, IMPERIUM, MARKSMAN
⌀28mm


Aquilon Precursor

Grav-dropping into enemy territory risks being raked by the foe’s firepower while still in midair. A Precursor specialises in dropping first, in as swift and stealthy a fashion as possible, then knocking out or distracting the most dangerous ground defences to help their comrades deploy unscathed.

Aquilon Precursor

Grav-dropping into enemy territory risks being raked by the foe’s firepower while still in midair. A Precursor specialises in dropping first, in as swift and stealthy a fashion as possible, then knocking out or distracting the most dangerous ground defences to help their comrades deploy unscathed.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Hot‑shot laspistol
Hot‑shot laspistol
4
3+
3/4
Range 8"Range 8"
Tempestus dagger
Tempestus dagger
4
3+
3/4
Ceaseless, Lethal 5+Ceaseless, Lethal 5+
Vicious Knife Fighter: Whenever this operative is fighting, after resolving your first attack dice during that sequence, you can immediately resolve another (before your opponent).
Dynamic: Whenever this operative performs the Shoot or Fight action, it can immediately perform a free Dash action afterwards. It can do so even if it’s performed the Charge action during this activation, but can only use any remaining move distance it had from that Charge action (to a maximum of 3").
TEMPESTUS AQUILON, IMPERIUM, PRECURSOR
⌀28mm


Aquilon Servo‑Sentry

A servo-sentry is a combat mechanoid that drops via grav-impeller motors and provides Aquilon kill teams with fire support. Though slow moving, they are able to reposition during battle, obeying defensive subroutines to guard the team’s flanks or fighting rearguard actions while their comrades fall back.

Aquilon Servo‑Sentry

A servo-sentry is a combat mechanoid that drops via grav-impeller motors and provides Aquilon kill teams with fire support. Though slow moving, they are able to reposition during battle, obeying defensive subroutines to guard the team’s flanks or fighting rearguard actions while their comrades fall back.

APL
2
MOVE
4"
SAVE
3+
WOUNDS
10
 
NAME
ATK
HIT
DMG
WR
Flamer
Flamer
4
2+
3/3
Range 8", Saturate, Torrent 2"Range 8", Saturate, Torrent 2"
Grenade launcher (frag)
Grenade launcher (frag)
4
4+
2/4
Blast 2"Blast 2"
Grenade launcher (krak)
Grenade launcher (krak)
4
4+
4/5
Piercing 1Piercing 1
Hot‑shot volley gun (focused)
Hot‑shot volley gun (focused)
5
4+
3/4
Piercing Crits 1Piercing Crits 1
Hot‑shot volley gun (sweeping)
Hot‑shot volley gun (sweeping)
4
4+
3/4
Piercing Crits 1, Torrent 1"Piercing Crits 1, Torrent 1"
Machine: This operative cannot perform any actions other than Dash, Fall Back, Reposition and Shoot. It cannot retaliate, assist in a fight or use any weapons that aren’t on its datacard.
Turret: This operative can perform two Shoot actions during its activation.
TEMPESTUS AQUILON, IMPERIUM, SERVO-SENTRY
⌀40mm


Aquilon Trooper

Tempestus Aquilon Troopers are far from rank-and-file soldiery. Clad in resilient carapace armour and wielding powerful hot-shot lascarbines, these rigorously trained warriors boast discipline, accuracy and resilience. Coupled with the shock of these operatives dropping into battle via thrumming grav-chutes, this is a potent combination indeed.

Aquilon Trooper

Tempestus Aquilon Troopers are far from rank-and-file soldiery. Clad in resilient carapace armour and wielding powerful hot-shot lascarbines, these rigorously trained warriors boast discipline, accuracy and resilience. Coupled with the shock of these operatives dropping into battle via thrumming grav-chutes, this is a potent combination indeed.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Hot‑shot lascarbine
Hot‑shot lascarbine
4
3+
3/4
-
Fists
Fists
3
4+
2/3
-
Rapid Insertion: STRATEGIC GAMBIT in the first Strategy phase. Each friendly TEMPESTUS AQUILON TROOPER operative wholly within your drop zone can immediately perform a free Reposition action, but must end that move wholly within 3" of your drop zone.
Swift Landing: When this operative lands, you can set it up within 4" horizontally of one of your Drop markers, taking precedence over the normal distance requirement.
TEMPESTUS AQUILON, IMPERIUM, TROOPER
⌀28mm
Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.

Reposition1AP

Move the active operative up to its Move stat to a location it can be placed. This must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch.

It cannot move within control range of an enemy operative, unless one or more other friendly operatives are already within control range of that enemy operative, in which case it can move within control range of that enemy operative but cannot finish the move there.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Fall Back or Charge action.
Damage
When damage is inflicted on an operative, reduce their wounds by that amount. An operative’s starting number of wounds is determined by its Wounds stat (see datacards). If an operative’s wounds are reduced to 0 or less, it’s incapacitated, then removed from the killzone. Some rules allow an incapacitated operative to perform a free action before being removed from the killzone. Such an operative cannot perform more than one free action (excluding Place Marker) in this instance, and that operative’s player decides the order of any of its rules that occur before it’s removed from the killzone (taking precedence over the player with initiative deciding).

While an operative has fewer than its starting wounds remaining, it’s wounded. While it has fewer than half its starting wounds remaining, it’s also injured. Subtract 2" from the Move stat of injured operatives and worsen the Hit stat of their weapons by 1.

Keep track of each operative’s remaining wounds with dice, tokens or by writing it down.

‘Incapacitated’ and ‘removed from the killzone’ are separate. Some rules take effect when an operative is incapacitated, but before it’s removed.

Dropping
Operatives drop down when they move off terrain or after they’ve jumped. Ignore 2" of vertical distance that they drop during each action. This means a vertical drop of 2" or less is ignored. If they drop multiple times during an action, only 2" total is ignored, not 2" from each drop.
Balanced
You can re-roll one of your attack dice.
Devastating x
Each retained critical success immediately inflicts x damage on the operative this weapon is being used against, e.g. Devastating 3. If the rule starts with a distance (e.g. 1" Devastating x), inflict x damage on that operative and each other operative visible to and within that distance of it. Note that success isn’t discarded after doing so — it can still be resolved later in the sequence.
Piercing x
The defender collects x less defence dice, e.g. Piercing 1. If the rule is Piercing Crits x, this only comes into effect if you retain any critical successes.
Severe
If you don’t retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.
Killzone Floor
The killzone floor is the lowest level of the killzone (i.e. the game board). Anything that’s on a marker that’s on the killzone floor is also on the killzone floor.
Drop Insertion
When setting up a TEMPESTUS AQUILON kill team before 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 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.

As a STRATEGIC GAMBIT in the first and second turning point, you can move your Drop markers up to 4" horizontally. In a killzone that uses the close quarters rules (e.g. Killzone: Gallowdark), this can be measured and moved through Wall terrain.

In the Firefight phase, friendly TEMPESTUS AQUILON operatives set up above are activated as normal. When you do, you can either expend or land that operative. If it lands, set it up in the killzone in a location it can be placed as follows (it’s no longer set up above):
  • Within 3" horizontally of one of your Drop markers, or wholly within your drop zone.
  • Not within control range of enemy operatives (unless you’re setting up a PRECURSOR operative, which can be set up within control range of an enemy operative).
  • With no part of its base underneath Vantage terrain.
  • With an order of your choice.
The operative is treated as performing the Reposition action (spend the AP accordingly), then continue its activation as normal. It’s obscured until the end of the next activation or the end of the turning point (whichever comes first).

Less than half of your operatives can be set up above by the end of the first turning point. In other words, by the end of the first turning point, more than half of your operatives must have been set up in the killzone during the battle.

When readying your operatives during the second and third turning points, remove one of your Drop markers. This means operatives still set up above are incapacitated at the end of the second turning point.

Shoot1AP

Shoot with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.
Precedence
Some rare rules will conflict with each other, so it must be established which takes precedence. In order of priority, a rule takes precedence if:

1
It specifically says so.

2
The online designer’s commentary says so.

3
It’s not found in the core book (i.e. other rules take precedence over core book rules).

4
It says ‘cannot’.

5
The player with initiative decides.

If a rule on a datacard says ‘this operative can perform two Shoot actions during its activation’, this takes precedence over the core rules for action restrictions, as per precedence priority 3.

Dash1AP

The same as the Reposition action, except don’t use the active operative’s Move stat — it can move up to 3" instead. In addition, it cannot climb during this move, but it can drop and jump.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Charge action.

Fight1AP

Fight with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action unless an enemy operative is within its control range.

Pick Up Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.

Place Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.
Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.
COMMAND RE-ROLL1CP
Tactical Ploy
Use this firefight ploy after rolling your attack or defence dice. You can re-roll one of those dice.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases or parts of the active operative’s miniature prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases and parts as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.

The IMPERIUM keyword is used in the following Tempestus Aquilons datacards:

Heavy
An operative cannot use this weapon in an activation or counteraction in which it moved, and it cannot move in an activation or counteraction in which it used this weapon. If the rule is Heavy (x only), where x is a move action, only that move is allowed, e.g. Heavy (Dash only). This weapon rule has no effect on preventing the Guard action.
Blast x
The target you select is the primary target. After shooting the primary target, shoot with this weapon against each secondary target in an order of your choice (roll each sequence separately). Secondary targets are other operatives visible to and within x of the primary target, e.g. Blast 2" (they are all valid targets, regardless of a Conceal order). Secondary targets are in cover and obscured if the primary target was.
Limited x
After an operative uses this weapon a number of times in the battle equal to x, they no longer have it. If it’s used multiple times in one action (e.g. Blast), treat this as one use.
Saturate
The defender cannot retain cover saves.

Frag grenade

 
NAME
ATK
HIT
DMG
Frag grenade
4
4+
2/4

WR
Range 6", Blast 2", Saturate

Krak grenade

 
NAME
ATK
HIT
DMG
Krak grenade
4
4+
4/5

WR
Range 6", Piercing 1, Saturate
Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).
Rending
If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.
Engage: The operative can perform actions as normal and can counteract.

Charge1AP

The same as the Reposition action, except the active operative can move an additional 2".

It can move, and must finish the move, within control range of an enemy operative. If it moves within control range of an enemy operative that no other friendly operatives are within control range of, it cannot leave that operative’s control range.

An operative cannot perform this action while it has a Conceal order, if it’s already within control range of an enemy operative, or during the same activation in which it performed the Reposition, Dash or Fall Back action.
Counteract
When you would activate a ready friendly operative, if all your operatives are expended but your opponent still has ready operatives, you can select an expended friendly operative with an Engage order to perform a 1AP action (excluding Guard) for free. Each operative can only counteract once per turning point. That operative cannot move more than 2", or must be set up wholly within 2" if it’s removed and set up again, while counteracting (this is not a change to its Move stat, and takes precedence over all other rules). Counteracting is optional, so you can choose not to. In either case, activation alternates back to your opponent afterwards.

Counteracting isn’t an activation, it’s instead of activating. This difference is important; for instance, it means action restrictions won't apply.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.
Valid Target
Some rules require you to select a valid target for an operative. This is most common when an operative is shooting, but some rare rules require it too.

If the intended target has an Engage order, it’s a valid target if it’s visible to the active operative.
If the intended target has a Conceal order, it’s a valid target if it’s visible to the active operative and not in cover.
Hot
After an operative uses this weapon, roll one D6. If the result is less than the weapon’s Hit stat, inflict damage on that operative equal to the result multiplied by two. If it’s used multiple times in one action (e.g. Blast), still only roll one D6.
Silent
An operative can perform the Shoot action with this weapon while it has a Conceal order.
Torrent x
Select a valid target as normal as the primary target, then select any number of other valid targets within x of the first valid target as secondary targets, e.g. Torrent 2". Shoot with this weapon against all of them in an order of your choice (roll each sequence separately).

Fall Back2AP

The same as the Reposition action, except the active operative can move within control range of an enemy operative, but cannot finish the move there.

An operative cannot perform this action unless an enemy operative is within its control range. It cannot perform this action during the same activation in which it performed the Reposition or Charge action.

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