Black Templars (2000) - Black Templars - (497 pts)
1-Standard Missions (Black Templars (2000)) (497 pts)
Uncategorized (105 pts)
Additional Options
Emperor's Champion Rules: Challenge, Artificer Armor, Terminator Honors, Purity Seals, Iron Halo, Master-crafted Weapons,
(105 pts) Independent Character, Righteous Zeal, Vows, Vow: Accept Any Challenge, No Matter the Odds, Vow: Uphold
the Honour of the Emperor, Vow: Suffer Not the Unclean To Live, Vow: Be Pure in Mind, Body, and Soul
Weapon: The Black Sword, Bolt Pistol (x19) (x19)
Unit: Emperor's Champion
HQ (78 pts)
Black Templar Marshal Power Weapon, Plasma Pistol, Krak Grenades, Frag Grenades
(78 pts)
Rules: Independent Character, Purity Seals, Righteous Zeal
Unit: Marshal
Abilities: Frag Grenades
Weapon: Krak Grenades, Plasma Pistol, Power Weapon
Troops (264 pts)
Black Templars Squad (9) • 2x Neophyte
(127 pts) • 7x Initiate
Rules: Righteous Zeal
Unit: Initiate (x14) (x14), Neophyte (x4) (x4)
Weapon: Boltgun (x14) (x14), Bolt Pistol (x19) (x38), Close Combat Weapon (x18) (x36), Shotgun (x4) (x4)
Black Templars Squad (9) Missile Launcher
(137 pts) • 2x Neophyte
• 7x Initiate
Rules: Righteous Zeal
Weapon: Missile Launcher (krak), Missile Launcher (frag), Boltgun (x14) (x14), Bolt Pistol (x19) (x38), Close
Combat Weapon (x18) (x36), Shotgun (x4) (x4)
Unit: Initiate (x14) (x14), Neophyte (x4) (x4)
Fast Attack (50 pts)
Land Speeder Squadron (1) • Land Speeder: Heavy Bolter
(50 pts)
Rules: Fast, Skimmer
Vehicle: Land Speeder
Weapon: Heavy Bolter
Rules:
Challenge At the start of any Assault phase that the Champion is in combat, he may issue a challenge. Your opponent must choose an
enemy character to fight him who is involved in the same close combat. The challenge may not be refused. Move the models
into base contact and fight out the close combat as normal. No other models may attack the Champion or his opponent. The
outcome of the challenge decides the outcome of the close combat; only the wounds they inflict on each other are used to
determine which side has won.
Artificer Armor Upgrades Power Armour to a 2+
Terminator Honors Gain +1 Attack (Already included for Veteran Sergeants and Space Marines wearing Terminator Armour)
Purity Seals When a unit including a model wearing Purity Seals falls back, roll one extra D6 for the fall back distance, and then pick the
D6 results you want.
Iron Halo The iron halo grants a 4+ invulnerable save.
Master-crafted Weapons The bearer may re-roll one failed to hit roll per turn.
Independent Character Individual model. Can join other units in battle
Righteous Zeal If a Black Templars unit ever has to fall back, it will not fall back. Instead, the unit moves towards the nearest enemy unit using
the same distance they would have moved if they had fallen back. If this movement takes the unit into contact with an enemy
unit, the Black Templars count as making a sweeping advance, with all the benefits and disadvantages that this entails. In
close combat, Black Templars automatically pass any Morale checks they have to make and may never use the optional
voluntarily fall abck rules.
Vows The Black Templars must swear one vow before a battle. Choose which vow your army has sword after you've determine the
mission but before either army sets up.
Vow: Accept Any All units must assault the enemy if they are in range at the start of the Assault phase, and they must make an advance move if
Challenge, No Matter the they win a combat, if they would normally be allowed to do so. In close combat, the Black Templars always hit on a 3+, but
Odds Neophytes roll using WS as normal.
Vow: Uphold the Honour of Black Templar units may not count cover for saving throws or when assaulted, however they gain a 6+ invulnerable saving
the Emperor throw. Neophytes may count cover as normal but do not gain the invulnerable save.
Vow: Suffer Not the When rolling to wound in close combat, Black Templars add +1 to tehir dice roll. A roll of 1 always fails to wound. But to do so,
Unclean To Live they must now strike at -1 Initiative. Neophytes strike and wound as normal.
Vow: Be Pure in Mind, If an enemy psyker is on the table at the start of the Black Templars' first movement phase, the Black Templars must make an
Body, and Soul additional move towards the enemy before their normal move. This distance moved is 2D6" (roll for each unit) and each unit
must move the full distance, ending the move closer to the enemy than when they started, if possible. After this initial surge,
units may make their normal move without restiction. All units count as moving that turn when resolving shooting.
Fast -Can move up to 24" in Movement Phase
-Can fire all weapons when moved up to 6"
-Can fire one weapon when moved up to 12"
-Cannot fire any weapons when moved more than 12"
Skimmer Can ignore terrain when moving but must roll a D6 when moving in or out of Difficult Terrain. On a 1, the model is destroyed.
Weapon Range S AP Type
The Black Sword Melee User +1/User x 2 1 Melee
Each melee phase, choose to use the sword one-handed or two-handed. If one-handed it is a power weapon with +1 S but may be used with a pistol, if
two-handed it is treated as a power fist.
Bolt Pistol (x19) (x19) 12" 4 5 Pistol
Krak Grenades - - - -
Gives Strength 6 in Assault vs. vehicles, making their AP scores 6+D6. Cannot make bonus attacks for charging. Can also be used as a Death or Glory attack
Plasma Pistol 12" 7 2 Pistol
If you roll a 1 to hit with a plasma weapon it has overheated and injured the model firing it. Make an armor save for the model, otherwise it will suffer a wound.
Plasma weapons on vehicles are not affected by overheating.
Power Weapon Melee As User 2 Melee
Ignores all Armor Saves
Boltgun (x14) (x14) 24" 4 5 Rapid Fire
Close Combat Weapon (x18) (x18) Melee As User - Melee
+1 A if model is equiped with a second CCW or Pistol
Shotgun (x4) (x4) 12" 3 - Assault 2
Missile Launcher (krak) 48" 8 3 Heavy 1
Missile Launchers can fire either frag or krak rounds. Choose which to shot before rolling to hit.
Missile Launcher (frag) 48" 4 6 Heavy 1 Blast
Missile Launchers can fire either frag or krak rounds. Choose which to shot before rolling to hit.
Heavy Bolter 36" 5 4 Heavy 3
Unit WS BS S T W I A Ld Sv
Emperor's Champion 5 4 4 4 2 5 2 9 2+
Marshal 5 5 4 4 2 5 3 9 3+
Initiate (x14) (x14) 4 4 4 4 1 4 1 8 3+
Neophyte (x4) (x4) 3 3 4 4 1 4 1 7 4+
Abilities
Frag Grenades
Fights simultaneously vs enemies in cover. Both sides roll to hit and wound before making saves and removing casualties
Vehicle Front Armor Side Armor Rear Armor BS
Land Speeder 10 10 10 4