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Warhammer 40,000: Kill Team (HoR)/Tactics/Black Templars(8E)
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==Armoury== ===Honoured Relics of the Chapter=== *'''Witchbane''': Leader only. This special chainsword is custom made to fuck up psykers. *'''Holy Relic''': Sword Brother or Warden only. This can stack with your hit aura to re-roll wounds, which is incredibly useful for your team. *'''Master Swordsman''': Sword Brother only. WS 2+ for only 5 points? TAKE IT! *'''Malleus Malificarum''': Leader only. See that Psyker over there? Now your boys hate it. Any 6s to hit deal a mortal wound instead of whatever else, which may be keen for your chainswords and bolters, but it'll fuck over flamers and fists. You can even redirect it in the event of facing Grey Knights or Thousand Sons. *'''Sword Savant''': Leader only. Your boss is now better at swinging swords, granting a +1 to attacks and they can re-roll 1s to hit with any swords (meaning chainswords and power swords. No Eviscerators.). If you intend to fight more multi-wound enemies and don't plan on using a power axe/maul, then you should be taking this. Otherwise, take Master Swordsman. ===Armour Upgrades=== Your models can only take two upgrades unless they're the leader. *'''Sanctified Warplate''': Leader only. It gives a little perk if you roll a 6 on a save, which is decent for the price. *'''Purity Seals''': Your model can re-roll a single hit, wound, or save roll, which might be pretty critical. *'''Perigrinus Targeter Helm''': Model with {{W40kKeyword|Fly}} only. If you wanna hit other flyers, this is how you can even the field, and for dirt cheap. *'''Bionics''': Ability to ignore wounds, check. No clue if this stacks with the Iron Hands tactic, but if it doesn't, it's a wash. *'''Containment Field''': Leader only. This gives you a 4++ against shooting and reduces the damage from random weapons, which is a good deal stronger but quite costlier. *'''Teleporter''': Terminators only. Instead of moving, your fattie can now jump 2d6" around, which is useful, but you can't fall back and shoot. *'''Suspensors''': Your heavy weapon ignores the penalty for shooting on the move, but your weapon's range is halved. *'''Armour of Alacrity''': Non-Terminator leader only. This gives a slightly better move rate, but the bigger draw is the re-rollable save, which you'd really want for a tanky marine. *'''Larraman's Blessing''': You now have a regenerating save. Not quite the thing you need for a Smashfucker, but it's a start. *'''Refractor Field''': A 5++ Invuln, same as always. ===Additional Wargear=== *'''Auspex''': If you find reinforcements, you bring one of these and make the team shoot the crap outta them. *'''Auxiliary Grenade Launcher''': If you really need to use your grenades, this will give you a hefty boost to the range. *'''Marksman's Honour''': Leader only. This lets your boss re-roll 1s to hit on shooting if they didn't move, but it's not gonna save you against plasma. *'''Signum''': Leader only. Sacrifice one round of shooting to boost an ally's BS by +1. *'''Master-Crafted Weapon''': Adds +1 to one weapon's damage. This won't stack on anything already master-crafted, and won't stack on a relic. *''' Armourium Cherub''': You can grab up to two of these freaky robot-babbies. *'''Oath of the Crusader''': Damn cheap for such a major effect. Do yourself a favor and grab these babies. *'''Sacred Standard''': This gives you either a second source of IP or doubles the range of an existing one, both of which can be vital. If the bearer kicks it, anyone who was within its range gains a bonus attack, and the enemy gains a VP if your leader was the one who carried it. *'''Smoke Grenade''': It's a bit shorter range than a basic grenade, but it gives a 3" bubble that you can hide in to avoid gunfire for the turn. Do note that grenade launchers cannot work with this, so it won't matter who you give it to, and this isn't cover. *'''Turbo Maximus''': Bike or Jump Pack only. This is costly, but it'll pretty much guarantee you one vital charge. *'''Hypercharger''': You exchange 1 BS for 1 damage, which can make this an auto-buy for flamers and can give you the shot you need to wipe off an enemy if you can game the odds enough. ===Weapons of the Armoury=== *'''Photon Beam''': Tech-Adept only. This is a debuffing weapon, with one mode giving the debuff on top of a pretty nice gun (S5 AP-2 D1) while the other one just deals the debuff at a long range. *'''Purification Vials''': Apothecary only. You can grab multiples of this special poisoned grenade. It'll wound anyone it hits on a 2+, though it's useless on vehicles. *'''Teeth of the Legion''': Leader only. This chainsword's nicer than the basic build and it can deal a lot of damage if you score a 6 to hit. It's also quite cheap if you have a need to go to town.
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