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Warhammer 40,000: Kill Team (HoR)/Tactics/Black Templars(7E)
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==Wargear== *'''Team Standard''': A single Veteran, Honour Guard, or non-core Termie can grab this standard to help with combat and grant anyone within 12" re-rolls on morale. A good alternative to the Sergeant's Sacred Standard, if you really need to take another leader. *'''Master-Crafted Weapon''': It's an MC weapon. Grab it where it's needed. *'''Overcharged Weapon''': Gives a single gun +1S but also Gets Hot, which makes it a bit risky. It's especially worse on Plasma weapons, as they now explode on a 1 or 2. *'''Suspensors''': A rather nice upgrade, this allows a Heavy weapon to fire at full BS even if the model moved, but only at half-range. *'''Smoke Grenade''': A harmless grenade that gives you a Large Blast worth of temporary 5+ cover until the next turn. Very welcome in giving you some protection before charging someone. *'''Auxiliary Grenade Launcher''': Allows a gun to fire a grenade as well as fire, this won't get much use unless you have a strict idea. *'''Auspex''': See codex; spend a shooting turn to drop an enemy's cover save by 1. *'''Bionics''': A cheap way to grab a 6+ FNP. *'''Crusader Seals''': A cheap re-roll on pinning, which is always a welcome take. ===Leaders Only=== *'''Armour of Alacrity''': Surprisingly from the multiplayer Force Commander from [[Dawn of War II]], this Power Armour gives a re-rollable 3+ save. Pretty handy. Closest to old-school termi armour that you will get. *'''Purity Seal''': Increases the Leader's Inspiring Presence range to 12", which is a good help. *'''Marksman's Honour''': Re-rolls 1's to-hit while shooting. Alright take, but leaders tend to be more combat-oriented here. *'''Oath of the Tireless Crusader''': A tool from [[Last Stand]], this grants your model Zealot. Nice to add on Templars. *'''Condemnor Grenade''': Since they don't have access to Psyk-Out, the Templars instead get some harmless grenade that insta-perils psykers under the blast. ===Sergeant Only=== *'''Sacred Standard''': A Banner that boosts a Sarge's Inspiring Presence to 12". If he dies, all models within this range gain Preferred Enemy. A good insurance plan, if not a bit pricy. *'''Plasma Blaster''': The bastard child of a Plasma Gun and a Storm Bolter, it's an 18" Plasma Gun with Assault 2 instead of Rapid Fire. A little better, but not by much unless you plan to go full shooty. Perhaps the [[Dark Angels]] would fare better from this... *'''Teeth of Legion''': An opportunistic man's Teeth of Terra, it's an S+1 AP4 MC Chainsword that forces anyone that takes an unsaved wound to test T or die, this baby is hella fierce in a different way. *'''Larraman's Blessing''': An item lifted from [[Last Stand]], this gives a Sergeant FNP. Neato. *'''Imperial Laurel''': Gives models within 6" a re-roll on morale. If you're debating between using either this or the Purity Seal, take this. It's cheaper, and a bit more reliable. *'''Signum''': Like from the codex, but it gives a model within 6" BS5 for a turn in exchange for shooty. *'''Warpbane''': A mean chainsword. It's like the Teeth of Legion above, but replacing "Test T or ID" with "always wounding psykers on 2+". A good take if you want psykers gone NOW, but [[RAW]] exploiting will give you a harder time against Horrors and Grey Knights, who get psykers through non-traditional methods. ===Champion Only=== *'''Valour Crest''': Gives all models within range of his Inspiring Presence Stubborn. ===Wardens Only=== *'''Holy Artefact''': A real nice tool, this complements his Battle Liturgies by giving models within 6" re-rolls to-wound on the first turn of combat. ===Apothecary Only=== *'''Laurel of Endurance''': Pricy, but it gives the Apothecary FNP (3+). Just remember that nobody else gets this, so don't try to suicidally charge someone with a whole team and think they'll make it like you will. *'''Purification Vials''': A one-use grenade that's S1 AP- and Poisoned (2+). Really not an advisable idea unless you're seeing hordes, and even then, you're practically within charging range. ===Terminator Only=== *'''Auto-Launcher''': Gives a Termie infinite Assault Grenades, but they can't be thrown as weapons. *'''Cataphractii-Pattern Terminator Armour''': Gives a 4++, but exchanges Relentless with S&P. Beware using this, because you're giving up the option to Overwatch for a better Invul. *'''Tartaros-Pattern Terminator Armour''': Grants the wearer Sweeping Advances. Definitely a more advisable choice over the Cataphractii, as this is cheaper and offers more mobility. *'''Teleporter''': A Termie gives up assaulting for a turn and gets a 2d6" shunt wherever he wants. Good for setting up traps. ===Techmarine Only=== *'''Photon Beam''': If you want an alpha-strike from an unexpected source, this is it. A 36" Assault 1 blinding shot that causes no damage, but blinding opens them up to other assaults.
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