MACROMUNDA
Allegiance
Imperial Guard Militarum Tempestus Scions
Codex / Composition
Codex · Imperial Guard

Composition4

Identity2

The Imperial Guard are the Emperor's hammer of mortal men — the vast, uncounted soldiery that holds His galaxy one world at a time, not through any single warrior's might but through sheer disciplined mass. Every other faction fields fighters who are individually more than a man; the Guard field men, and win the only way men can. Their soldiers are the most expendable on any battlefield and the most numerous, a firing line of lasguns where rivals bring a handful of champions.

What makes that mass lethal is command. An officer does not win by fighting — he wins by making a hundred rifles fire as one, spending his own breath on Orders that turn scattered squads into a machine. Discipline holds the line together: the Commissar's pistol and the Priest's fury keep mortal men standing where terror should scatter them. Their durability is never a tough hide but numbers, cover, and the certainty that another rank waits behind the dead. Kill the officers and the machine falls apart — the whole strength of the Guard is a chain of command made of men who can be shot down like any other.

The Militarum Tempestus Scions are the scalpel from the sky — the Schola Progenium's finest, drilled from childhood into the storm-troopers of the Tempestus and dropped by grav-chute onto the one place a battle turns. Where the mass Regiments of the Guard advance and grind, this House appears: a small, carapace-armoured strike force that trades numbers for quality and placement. Its hot-shot weapons strip armour the common lasgun cannot touch; its officers spend the Voice of Command not to direct a horde but to aim a handful of elite guns at the precise, armour-cracking kill. Every fighter is a Scion or better — there are no Conscripts, no chaff, no cheap bodies to throw away — and there are never enough of them. A Tempestus gang fields fewer fighters than any sibling and asks each to be worth ten of the enemy's. It is the deliberate counterweight to the disposable horde: cold, disciplined excellence that arrives from above, guts its target, and is gone before the answer comes. Its soul is the storm-trooper's certainty — few, and the best, and already on top of the enemy before the enemy knows the strike has begun.

Gang Composition2

Credits1500
Leaders1
Champions4
Build Rules
  • Starting credits: 1500 (converter-wide default); no per-fighter tithe — Voice of Command costs no credits, its cost lives in officer body-prices
  • Exactly 1 Leader (Company Commander; the High-Command Leader is the mounted apex of that single slot, not a second Leader)
  • 0-2 Lieutenants/Sergeants (Champions) · 0-1 Commissar · 0-1 Ministorum Priest · 0-1 each specialist (Medic/Master-Vox/Enginseer)
  • Guardsmen the bulk; Conscripts cheap and plentiful; Gangers+Juves >= Leaders+Champions (the most body-heavy faction on the ladder)
  • 0-2 Heavy-Weapons Teams · 0-1 Brute (Ogryn/Sentinel) · 0-1 super/super-heavy Brute (Leman Russ / Rogal Dorn / Baneblade — fortune-gatekeeper priced)
  • Champion / specialist / Heavy-Weapons / Brute slots unlock with Reputation
  • No spend-currency: Voice of Command is a passive action-economy, never a bankable pool

A starting Guard muster begins with 1500 credits and a single Leader — the Company Commander, whose mounted High-Command variant fills that same one slot rather than adding a second. Around him the controlling player may field up to two Lieutenants or Sergeants, a lone Commissar, a Ministorum Priest, and one each of the specialist Champions. The bulk of the muster is Guardsmen, thickened out with plentiful Conscripts, and the faction skews this harder than any other: rank-and-file Gangers and Juves always outnumber the officers above them, making this the most body-heavy force on the field. Up to two Heavy-Weapons Teams, a single Brute, and one super or super-heavy Brute round out the force. Champion, specialist, Heavy-Weapons and Brute slots open up as the muster's Reputation grows. Voice of Command draws on no pool and costs no credits — a led mob is an army, and a leaderless one is only a mob.

Credits1500
Leaders1
Champions4
Build Rules
  • Starting credits: 1500; no per-fighter tithe — Voice of Command is paid in an officer's activations, not credits
  • Exactly 1 Leader (Tempestor Prime, the strike commander with TWO Orders)
  • 0-2 Tempestors; 0-1 Commissar; 0-1 each specialist (Medic / Master-Vox); 0-2 Special-Weapons / Gunner Scions; 0-1 Brute (Taurox Prime, prohibitive)
  • Tempestus Scions the bulk; Aspirants the cheap-end body; NO Conscripts and NO cheap chaff (the Schola produces only elites - written identity)
  • Backbone: Scions + Aspirants (Gangers + Juves) >= Leaders + Champions - but the SMALLEST backbone of any Regiment: expect to field fewer bodies than any sibling, each far better
  • Tempestus delta - 'Aerial Insertion': up to the whole gang may begin in reserve and grav-chute deploy from round 1, placed anywhere >=6" from an enemy; hot-shot weapons carry AP-2; the Order-lean is 'Take Aim!' + 'Bring It Down!' + 'Mark Target!'; swaps its 6th skill Steady Hands for Precision Drop

A Tempestus gang musters from 1,500 credits and fields no per-fighter tithe — the Voice of Command is paid in an officer's activations, not in credits. Exactly one Leader stands at its head: a Tempestor Prime with two Orders. Beneath the Prime come up to two Tempestors, a single Commissar, one each of the Medic and Master-Vox specialists, and up to two Special-Weapons or Gunner Scions; a lone Taurox Prime is available but prohibitively dear. Tempestus Scions form the bulk of the line, with Aspirants at the cheap end — but there are no Conscripts and no chaff, for the Schola musters only elites. The backbone of Scions and Aspirants must at least match the officers above it, yet it is the smallest backbone any Guard Regiment fields: a Tempestus gang brings fewer bodies than any sibling, each of them far better. Champion, specialist, Gunner, and Brute slots unlock as the gang earns Reputation. Above all sits the drop — Aerial Insertion — which lets up to the whole gang begin in reserve and grav-chute onto the field from the first round.