Editing
Warhammer 40,000/5th Edition Tactics/Black Templar
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===HQ=== *'''Emperor's Champion''' - You don't really *need* to take this guy (save for the fact that the rules require it and he doesn't take up a HQ slot), but you'd be retarded not to, for reasons that should become clear. He comes with pretty good gear, and '''Must''' take one of the four vows... **'''Accept Any Challenge...''' - Changed in the 6th edition, no longer Preferred Enemy, which sucks, or mandatory charge, which was easily countered by taking a boltgun, and has been replaced with "rage" granting +1 additional attack on the charge so you get more hits but don't get the re-rolls. The argument as to which is best is still on going, so wake me up when it's finally over. **'''Abhor The Witch...''' - A bit better now. It's not AAC, but there's a bunch of psychic powers that you don't want to find yourself on the ass end of. Unfortunately, there's a lot that work by buffing rather than by interacting with your models, and it doesn't do jack shit against those. However you don't get to take both this psychic save and the Deny the Witch save, only one, scrap this vow. The scout move is lackluster, because even though you might get into CC a little sooner, you won't be nearly as good without AAC. **'''Suffer Not the Unclean...''' - +1 S in exchange for -1 I. Mixed bag, probably worth it over all, but nowhere near as good as how Accept Any Challenge USED to be, so take it if you want this vow. While the net benefit of it may not be as impressive as Accept Any Challenge,<s> It still allows you to have some degree of control over your units rather then having them charging off of objectives you want.</s> The -1 I isn't exactly as bad as it seems. At worse, you're swinging after Marines, at best, you're swinging equal to guard but hit harder when you swing, allowing you to engage targets with more success then normal, although the strength bonus doesn't stack with Furious Charge. For lulz, use the "discount powerfist tactic". Take as many normal power weapons as you can, model them as axes, and drink the tears of your opponents as you get cheaper than normal, non-specialist weapon attacks that wound on 2's and ignore terminator armour, all while not giving ANY shits about the initiative penalty. Lol. **'''Uphold the Honour...''' -(AKA Cover Is For Pussies) Cheapest of all, and a bit of a mixed box. 5+ invul saves is not a fair trade for being able to use cover. On the plus side, ground units cannot be pinned while the vow is active. If you think about it, this gives you at least a chance against weapons that ignore armor, and are shot at you (whereas if you normally anywhere and got shot with something only and invul save could fix, you'd be choking on plasma) *'''Chaplain''' - He's pretty cool. Lets his squad re-roll all missed to hits on the charge which is now extremely useful when paired with the new AAC. He also gives the squad he joins "Fearless". His upgraded version has 1 more wound, and 1 more LD (which is worthless as he is fearless). Now extremely valuable in 6th Ed. Has access to the armory so you have a great deal of say in how you kit him out. If you jerk your points around right you can take two or three and have three squads that tear off heretics heads and shit down their necks. *'''Commander''' - This guy is cheap (though more expensive than a Chaplain when outfitted) and has access to a LOT of really good wargear. While he doesn't make his squad fearless, he allows the whole army to test on his LD, so spend the 15 points to upgrade him to his LD 10 version. Considering that Templar squads test whenever they take any wounds from shooting, and only run forward if they /pass/, he's an essential addition. The Following are Special Characters. *'''Chaplain Grimaldus''' - He's a 3-wound chaplain. Has the ability to not-die even when killed (handy) comes with 3 servitors that carry a big magic stick that, once per game, gives all nearby friendlies +1 attacks. Besides he has "grim" right in his fucking name! *'''High Marshall Helbrecht''' - He's a 4-wound commander with some wargear, and a sword that gives him +d3 attacks in the first round of combat. The Following can be taken by any of the HQs (Except the Emperor's Champion) *'''Command Squad''' - Comes with a staggering array of options, in Terminator and non-terminator form. Can take the Furious Charge skill (Nice!) or counter-attack, or even infiltrate. Can get a few specialists, from the apothecary, to the standard bearer, to the company champion, and pretty much any model can carry some kind of special gear. See Terminator entry for more info on the options available to the Terminator command squad. The standard bearer is notable for his ability to upgrade to carrying a chapter banner, which gives you counterattack AND +1 attack when charged. The generic Chaplain and commander characters have access to a large armory, some of the most noteworthy entries of which include: * Adamantine Mantle. This grants your character Eternal Warrior, and is worth its weight in gold. * Bionics. Dirt cheap. It's 6+ FNP for 5 points, what's not to like? * Teleport Homer. These are mad-handy for calling in the terminators in opportune locations. * Terminator Honors. Give your guy an extra attack. 4A base? yes please. * Holy Orb of Antioch. It's a holy hand grenade. You never know when a fucking rabbit will try to bite your goddamn head off. * Frag Grenades. You don't get them standard. Make sure you pay the 1pt for them. Otherwise, life will be sad.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information