117th Fire Team "Crimson Dawn"

Victories 1x Ratlings 1x plague marines 19/6

117th Fire Team "Crimson Dawn"

Common Abilities and Options

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 is set up above, you must set up the whole third in this way (not some of them), then place 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", measuring the horizontal distance only. In close quarters, this can be measured and moved through walls.

During 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 is no longer set up above):

  • Within 3" of one of your Drop markers, measuring the horizontal distance only, or wholly within your drop zone.
  • Not within Control range of an enemy operative (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 (spent the AP accordingly), then continue its activation as normal. It is 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:
Whenever a friendly TEMPESTUS AQUILON operative is dropping, ignore the vertical distance.

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 finish that action wholly within 3" of your drop zone.

Swift Landing:
When this operative lands, you can set it up within 4" of one of your Drop markers (measuring horizontal distance only), taking precedence over the normal distance requirement.

Operatives

1. Oliver Brewer
Tempestor
A 3
M 6"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Hot-Shot Laspistol (Rng 8")
4
3+
3/4
Power Weapon (Lethal 5+)
4
3+
4/6
Abilities
Drop InsertionGrav ChuteTempestus Veteran1AP: Command

Tempestus Veteran: Once per battle, you can either use a Firefight Ploy for 0 CP if this is the specific TEMPESTUS AQUILON operative, or the Command Re-Roll Firefight Ploy for 0 CP if this is the operative the attack or defence die was rolled for.

Command (1AP): Support: Select one 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
2. Ray Conrad
Grenadier
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Hot-Shot Laspistol (Rng 8")
4
3+
3/4
Melta Bomb (Rng 3", Dev 3, Hvy(Repos), Lim1, Prc2)
4
3+
5/3
Fists
3
4+
2/3
Abilities
Drop InsertionGrav ChuteGrenadier

Grenadier: This operative can use Frag, Krak, Smoke, and Stun Grenades (see universal equipment). Doing so does not 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
3. Walter Gordon
Gunfighter
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Hot-Shot Laspistol
Focused (Rng 8", Ceaseless, Rend)
4
3+
3/4
Salvo (Rng 8", *Salvo)
4
4+
3/4
Hot-Shot Laspistol (Point Blank) (Ceaseless)
4
3+
3/4
Abilities
Drop InsertionGrav ChuteGunfight*Salvo

Gunfight: Whenever an enemy operative within 8" of this operative shoots this operative, keep track of each Attack die that is 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 (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).

*Salvo: Select up to two valid targets. Shoot this weapon against both of them in an order of your choice (roll each sequence separately).

TEMPESTUS AQUILON, IMPERIUM, GUNFIGHTER
4. Lindsey Bennett
Precursor
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Hot-Shot Laspistol (Rng 8")
4
3+
3/4
Tempestus Dagger (Lethal 5+, Ceaseless)
4
3+
3/4
Abilities
Drop InsertionDynamicGrav ChuteVicious Knife Fighter

Dynamic: Whenever this operative performs the Fight or Shoot action, it can immediately perform a free Dash action afterwards. It can do so even if 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").

Vicious Knife Fighter: Whenever this operative is fighting, after resolving your first Attack die, you can immediately resolve another (before your opponent).

TEMPESTUS AQUILON, IMPERIUM, PRECURSOR
5. Larry Potts
Gunner
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Melta Carbine (Rng 6", Dev4, Prc2)
4
3+
6/3
Fists
3
4+
2/3
Abilities
Drop InsertionGrav Chute
TEMPESTUS AQUILON, IMPERIUM, GUNNER
6. Victor Fisher
Gunner
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Plasma Carbine
Standard (Prc1)
4
3+
4/6
Supercharge (Hot, Lethal 5+, Prc1)
4
3+
5/6
Fists
3
4+
2/3
Abilities
Drop InsertionGrav Chute
TEMPESTUS AQUILON, IMPERIUM, GUNNER
7. Jason McMillan
Marksman
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Hot-Shot Longlas
Concealed (Dev3, Hvy, Sil, *Concealed Position)
4
2+
3/3
Mobile
4
3+
3/4
Stationary (Dev3, Hvy)
4
2+
3/3
Fists
3
4+
2/3
Abilities
*Concealed PositionDrop InsertionGrav ChuteSniper's Vantage

*Concealed Position: This operative can only use this weapon the first time it is performing the Shoot action during the battle.

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.

TEMPESTUS AQUILON, IMPERIUM, MARKSMAN
8. Chris Bridges
Trooper
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Hot-Shot Lascarbine
4
3+
3/4
Fists
3
4+
2/3
Abilities
Drop InsertionGrav ChuteRapid InsertionSwift Landing
TEMPESTUS AQUILON, IMPERIUM, TROOPER
9. Joseph Wade
Trooper
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Hot-Shot Lascarbine
4
3+
3/4
Fists
3
4+
2/3
Abilities
Drop InsertionGrav ChuteRapid InsertionSwift Landing
TEMPESTUS AQUILON, IMPERIUM, TROOPER
10. Wallace Little
Trooper
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Hot-Shot Lascarbine
4
3+
3/4
Fists
3
4+
2/3
Abilities
Drop InsertionGrav ChuteRapid InsertionSwift Landing
TEMPESTUS AQUILON, IMPERIUM, TROOPER
11. Sentry
Servo-Sentry
A 2
M 4"
S 3+
W 10/10
Weapons
ATK
HIT
DMG
Grenade Launcher
Frag (Blast 2")
4
4+
2/4
Krak (Prc1)
4
4+
4/5
Abilities
Drop InsertionGrav ChuteMachineTurret

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 are not on its datacard.

Turret: This operative can perform two Shoot actions during its activation.

TEMPESTUS AQUILON, IMPERIUM, SERVO-SENTRY

Equipment

Tempestus Dagger

Friendly Tempestus Aquilon operatives (excluding SERVO-SENTRY) have the following Melee weapon:

NameATKHITDMG
Tempestus Dagger34+3/4
Combat Stimms

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

Drop Augury

Once during the battle, when a friendly TEMPESTUS AQUILON operative that is 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

Once during the battle, when rolling off to decide initiative, you can re-roll your D6.

Ploys

Drop And Secure
Strategy Ploy

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, as long as at least one friendly TEMPESTUS AQUILON operative actually contests it.
  • 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).
Eye Above
Strategy Ploy

Select one enemy operative. That operative and all other enemy operatives within 3" of it gain one of your Detected tokens until the end of the Turning Point. Whenever an enemy operative with a Detected token:

  • 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).
Maintain Momentum
Strategy Ploy

Whenever a friendly TEMPESTUS AQUILON operative is shooting against or fighting against a ready enemy operative, its weapons have the Severe weapon rule.
Severe: If you do not 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.

Sudden Offensive
Strategy Ploy

Count the number of friendly TEMPESTUS AQUILON operatives that are not 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 activated will benefit.
Balanced: Can re-roll one Attack die.

Adjust Coordinates
Firefight Ploy

Use this Firefight Ploy when a friendly TEMPESTUS AQUILON operative lands. You can set it up within 5" of one of your Drop markers (measuring horizontal distance only), taking precedence over the normal distance requirement. It cannot perform the Dash, Fight, or Shoot actions during this Turning Point.

Hot Drop
Firefight Ploy

Use this Firefight Ploy after rolling Attack Dice for a friendly TEMPESTUS AQUILON operative that is 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.

Progena
Firefight Ploy

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

Tempestus Exemplars
Firefight Ploy

Use this Firefight Ploy during a friendly TEMPESTUS AQUILON operative's activation (excluding SERVO-SENTRY and any operative with an APL stat greater than 2). During that activation, it can perform the Pick Up Marker, Place Marker, or a mission action for 1 less AP.

Tac Ops

Sweep & Clear
Seek And Destroy

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.

Dominate
Seek And Destroy

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.

Rout
Seek And Destroy

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.

Flank
Recon

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.

Retrieval
Recon

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Scout Enemy Movement
Recon

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.

Victory Points:

At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.