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==={{W40Kkeyword|[[Black Templars]]}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:Black_Templars_Livery.png|100px|left|]]In the grim darkness of the far future, there will be only war. Actual quote by Sigismund, he called it first.<br> The Great Crusade never ended for these guys. Not confined to a sector like other chapters, the Black Templars fight the enemies of mankind wherever they are. On the tabletop, these guys are the massed assault marines, with rules that encourage advancing on the enemy and annihilating them in melee with daring charges and skilled swordplay. They have lots of unique rules that enable their trademark 20-man strong Crusader Squads to defy enemy fire and land their charges. Playing on religious themes and imagery, they're known for using lots of relics, crusading, and anti-psyker abilities. Chaplains play a major role in their lists, making up for their lack of Librarians. ''[[Armageddon#Third_War_for_Armageddon|Are all orks dead?]] [[Great_Rift|Has chaos been defeated?]] Then chain your weapons to your gauntlets and '''take the fight to them'''. No [[Tau|pity]], no [[Chaos_Space_Marines|remorse]], no [[Eldar|fear]]!'' <div class="mw-collapsible-content"> ====Special Rules==== *'''Chapter Tactics - Righteous Zeal:''' Units with this tactic can re-roll charge and advance rolls. They also get a 5+++ FNP vs mortal wounds. **Simple yet effective, this and Shock Attack are your incentives for melee. With an individual 47.8% chance of making a 9" charge, a massed deepstrike is less of a coinflip ― the probability of ''at least one of two units'' making a 9" charge is '''72.8%'''. And you have a ton such units: ''Anything'' {{W40Kkeyword|Jump Pack}}, Reivers, {{W40Kkeyword|Terminators}}. Even melee Dreadnoughts will improve, as it makes charges vastly more reliable. But ''MSU everything'': one of two 5-man units making the charge is better than 10 dudes standing around doing nothing. It also doubles the grenades they can use (especially Reiver Shock Grenades), and the unit left behind can prevent any characters that didn't make the charge from being sniped when the others do get into melee. *'''Templar Vows:''' Huzzah, huzzah! The sacred vows of the Black Templars make their glorious return from 4th Edition! You pick one of the vows at the beginning of the game (after seeing what you're up against) and all of your units gain the listed benefits and penalties (Passion) of that vow. These replace the Super Doctrines other Chapters get, and while they do have a penalty associated with them, they are active all game long instead of being restricted to a few specific turns. **'''Accept Any Challenge, No Matter the Odds:''' Any models in melee will always gain the Assault Doctrine, which is a major convenience for early-game offense, allowing you to double dip doctrines: you can shoot with the tactical doctrine, and fight using the assault one. In addition, all units in melee gain +1 attack until the end of their fight - while this won't stack with Shock Assault, this will provide a bit of an edge in prolonged fights. In exchange, your units can't fall back so they don't want to get charged by a vehicle or monster they can't really wound or they'll be stuck there all game. ***Since the first points of AP are the most important ones, this benefits your Crusaders and Assault Intercessors the most. **'''Abhor the Witch, Destroy the Witch:''' On your first turn, your army gets +3" to their movement if there are any psykers in the enemy army. Any at all, which makes this incredibly handy. In addition, your units re-roll 1s '''to wound''' against enemy psykers. However, your units can't carry out any actions while within 18" of an enemy psyker. **'''Uphold the Honour of the Emperor:''' Your units gain a 5++ save and will never be wounded on an unmodified 2 to wound. However, they cannot receive the benefit of cover, though their saves offer quite a bit of protection. Armies that usually have an easy time wounding T4 Space Marines on a 2+ won't like this at all. ***Very good for both vehicles and big Crusader squads, which are usually too spread out to be affected by cover anyway, forcing AP-2 to be wasted on Neophytes and AP-3 to be wasted on vehicles, and you get ''5++ Dreadnoughts!'' ***Not quite the auto-take vow now thanks to Armor of Contempt, but still very useful depending on what you're up against. **'''Suffer Not the Unclean to Live:''' Natural 6s to hit a non-{{W40Kkeyword|Vehicle}} model in melee auto-wound, but whenever the unit charges, the unit has to charge the closest unengaged non-{{W40Kkeyword|Aircraft}} enemy within 12". You're usually only in range to charge one unit anyway, but a smart opponent can put a chaff unit or a tough unit like a vehicle nearer to your unit, forcing you to either charge that or do nothing for a turn. *'''Unit Restrictions:''' {{W40Kkeyword|Adeptus Astartes Psykers}} cannot be from the {{W40Kkeyword|Black Templars}} Chapter and you can't take a Chapter Champion as you already have the [[Emperor's Champion]]. *'''Wargear Options:''' Their Primaris Marshals (Captains) and Primaris Castellans (Lieutenants) get extra options. The firstborn ones don't: **Basic Primaris Captains can swap their loadouts to the manlier choice between master-crafted power sword or master-crafted power axe and plasma pistol or auto-flamer. The auto-flamer introduces the first instance of a Primaris combi-weapon, slapping a flamer on an auto bolt rifle for max-purging at full advance speed. **Primaris Lieutenants can swap their bolt rifle for a combi-flamer (yeah, a combi-flamer on a primaris model) and master-crafted power axe. Or they can replace their entire loadout for a choice between a heavy bolt pistol or auto-plasma and a choice between a chainsword or master-crafted power sword. While the option of a combi-flamer is odd when the auto-flamer exists in the same supplement, this is so that you can use the special classic mini as a primaris instead of a firstborn. Also, only they can take the auto-plasma, not the Captain. **Primaris tanks (Repulsors, Impulsors, Gladiators) can get a multi-melta instead of an ironhail heavy stubber (and increases the tank's PL by 1, if you ever use PL). On a Gladiator Valiant that means ''three'' multi-meltas on top of your twin las-talon and icarus rocket pod, which is a ''lot'' of [[dakka]]. ====Crusade Additions==== <tabs> <tab name="Agendas"> *'''Fulfil Your Vows''': Depending on which Vow you select for the battle, the following Agenda applies: **'''Abhor the Witch, Destroy the Witch''': Unit gains +1XP for each {{W40kKeyword|Pysker}} unit it destroys or +2XP for {{W40kKeyword|Pysker Characters}}, to a max of 3XP per eligible unit. **Accept Any Challenge, No Matter the Odds: Unit gains +1XP for each enemy unit it destroys that had 11 or more models, or +2XP for each unit that had 21 or more models, to a max of 3XP per eligible unit. **Suffer Not the Unclean to Live: Unit gains +1XP for each enemy {{W40kKeyword|Character}} or {{W40kKeyword|Monster}} it destroyed, or +2XP for each {{W40kKeyword|Character Monster}}, up to a max of 3XP per eligible unit. **Uphold the Honour of the Emperor: +1XP if your unit finishes the game in the enemy deployment zone, or +2XP if the unit has at least 2 models and is not below Half-strength. *'''First-Hand Experience''': Affects any units with Black Templar Scout, Scout Biker, Neophyte or Primaris Neophyte models within them, i.e. including Crusader Squads. Keep a tally for each time that unit is within a friendly-controlled objective or destroys an enemy unit. If you score at least 2 on the tally, that unit gains 2XP. *'''Reconsecration''': ''AKA the fun one''. After Deployment, let your opponent place down a Holy Relic marker anywhere outside their deployment zone. Any BT Character unit in your army can attempt to recapture it via an Action. If it does so that guy gains 3XP and you can add a Relic to your army via the Relic Requisition for 0RP. ''Brother Albrecht, where did I leave the holy fingernail of Mordred?'' </tab> <tab name="Requisitions"> *'''Relic Bearers (1RP)''': Select one of your units that has at least Battle Hardened rank. One model in the unit can become a Relic Bearer. Cannot be used twice on the same unit ''sad holy hand grenade squad''. *'''Visions from the Emperor (1RP)''': One of your existing BT Characters sees the light and is anointed Emperor's Champion. Loses any relics but can pick new traits and keeps its battle honours and experience. Nice, but realistically are you going to swap an arguably more powerful HQ for this? Might work on a Castellan or a compensating Judiciar. Might be more fun to just skip the Requisition and add a new EC. You could homebrew and say one of your Primaris Crusaders rises up? *'''The Marshall's Chosen (1RP)''': ''Neophyte, your training is complete.'' Firstborn or Primaris Crusader Squad completes it's training and gets a promotion. The unit is essentially removed and replaced with two units; one representing the Initiates becoming Sword Brethren and one representing the Neophytes becoming Initiates. Replace the unit respectively with a Sword Brethren/Vanguard Vet squad and a Intercessor/Assault Intercessor/Tactical/Assault Squad. Both units retain their experience points, battle honours and scars. Actually a very useful and fluffy way to rank up multiple units if you're starting with Crusader Squads. *'''Holy Intervention (XRP)''': ''So cowardly, it barely deserves a mention.'' Trade RP to complete Oaths if you were too pussy to win some battles. Deed/Foe/Condition/Situation costs 1/2/3/4 RP respectively. No. Don't you dare. </tab> <tab name="Battle Traits"> *'''Crusader Squad Traits (Firstborn & Primaris)''' **'''Exceptional Mentors''': Whilst any Initiates are still alive, Neophytes re-roll melee wounds of 1. **'''Faithful Squires''': Whilst any Neophytes are alive, Initiates re-roll melee hit rolls of 1. **'''Unbreakable Faith''': Start of each Command Phase, restore 1 wound to 1 model. In addition, whilst below Half-strength, add 1 to Leadership of all models. Potentially useful if you're running big blobs of 20. *'''Priest Traits (All flavours of Chaplain)''' **'''Voice of the Emperor''': Add 6" to the range of any Litanies of the Devout. Very situational, especially as Devout Litanies don't include any Auras. Meh. **'''Exceptional Recital''': ''Who said we can't read?!'' +1 to casting Litanies, all the time. Cool. *'''{{W40kKeyword|Sword Brethren, Bladeguard, Vanguard Veterans, & Terminator units}}''' **'''Strength from Conviction''': Any affecting Litanies of the Devout also give the unit +1 Strength for the duration. Scary with Chainswords. **'''Selfless Martyrs''': If unit has taken any casualties, add 1 to Attacks and Leadership. **'''Blades of the Emperor''': Any affecting Litanies of the Devout also give the unit exploding 6s in melee. **'''Illustrious Tutors''': ''Stay in school, kids.'' In your Command Phase, select one unit with Scout/Neophyte models and those models re-roll 1s to hit in melee. **'''Peerless Duellists''': +1 WS. Simple, effective. **'''Zealous Intervention''': Can perform Heroic Interventions. </tab> <tab name="Crusade Relics"> *'''Artificer Relic''' **'''Shackles of the Faithful''': The bearer can ignore any or all modifiers to the hit and wound roll *'''Antiquity Relic''' **'''Thronelight Lantern''': Aura. Enemy {{W40kKeyword|psykers}} within 12" of the bearer substract 1 from psychic tests. Once per battle, the bearer can select a {{W40kKeyword|psyker}} unit within 18", and until the end of the phase, that unit's melee attacks suffer -1 to their hit rolls. *'''Legendary Relic''' **'''The Black Sword of Sigismund''': The very same. Replaces your power sword / master-crafted power sword / relic blade for a S+3 AP-5 D3 sword, meaning ''it's better than The Burning Blade'', which is rumoured to be the Emperor's Own sword. </tab> </tabs> =====Oaths of Crusade===== The unique Templar Crusade mechanic, ''and it rocks''. At any time outside of a battle, declare an Oath of Crusade. Oaths are made of up to four parts: a Deed, a Foe, a Condition and a Situation. You must take at least a Deed, and if you can do so then take a Foe, and if you have a Foe take a Condition, and if you have a Condition you can take a Situation. In other words, make it as easy or challenging as you like. Each Oath part has a corresponding reward. You don't get the reward however until the whole Oath has been completed. Be warned, however. Once you make your Oath, you cannot change it or select a new one until the Oath is completed. So if you're facing reversals or not facing the required enemies, RAW the only way out is to spend RP via the Holy Intervention Requisition. Tricky if you have a very limited opponent pool, so choose carefully. <tabs> <tab name="Deeds"> *'''Bring Glory to His Name''': Win at least 4 Battles where you fielded Black Templar units. Reward: Casket of the Pious. *'''Bring Victory to the Chapter''': Score a total of 200 Victory Points in battles that you fielded Black Templar units. Reward: Blade of the Lost Crusader. *'''Reclaim His Domain''': In 4 Battles, have your Black Templar units capture at least two objective markers. Reward: ObSec units gain 1 XP. *'''Prosecute the Eternal Crusade''': Gain XP for 1 unit using the unique Black Templar Agendas in at least 4 Battles. Reward: Use Relic Bearers Requisition for free once. *'''Bring Down the Enemy's Outposts''': Win 6 Combat Patrol or Incursion Battles. Reward: Handle of the Sceptre. *'''Shatter the Holdings of the Enemy''': Win 4 Strike Force or Onslaught Battles. Reward: Shackles of the Penitent's Roar. </tab> <tab name="Foe"> *'''Lay Low the Foe's Mightiest Heroes''': Kill a Character from 4 different factions, or kill 8 Characters from the same faction. Reward: Seal of the Pious. *'''Slay the Enemy's Leaders''': Kill 4 enemy Warlords. Reward: Grip of the Lost Crusader. *'''Destroy the Machineries of Subjugation''': Destroy 12 enemy Vehicles. Reward: Receiver of the Penitent's Roar. *'''Decimate the Foe's Mainstay Forces''': Destroy 12 enemy Troops units. Reward: Each BT Troops units in your Order of Battle gains 2XP. *'''Cut Off the Enemy's Support Forces''': Destroy 8 enemy Heavy Support units. Reward: Stasis Casket of the Sceptre. *'''Strike Down the Greatest of Beasts''': Kill at least 8 enemy Monster units. Reward: BT Elites units in your Order of Battle gain 2XP. </tab> <tab name="Condition"> *'''Without Taking a Backwards Step''': Finish 4 Battles in which no BT units fled (i.e. lost to morale or combat attrition tests). Reward: Select up to 3 BT Core units (excluding Characters, Monsters and Vehicles), they gain the Battle-Tested Battle Trait from the CRB (gain ObSec, can shoot whilst performing Actions and auto-pass Combat Attrition if in range of an objective. Very powerful for Crusader Squads or Bladeguard etc. *'''Without Hesitation''': At the end of 3 Battles, have all BT units in the enemy's deployment zone. Reward: Every BT unit on your Order of Battle gains 2XP. *'''Without Allowing Our Holy Relics to Fall''': In 4 Battles, have a least one unit with a Relic or Relic Bearer survive. Reward: Bones of the Pious. *'''Without Allowing Our Heroes to Fall''': Have your BT Warlord survive in 5 Battles. Reward: Cross Guard of the Lost Crusader. *'''Without Suffering Overwhelming Casualties''': Play 4 Battles where you lost less than 50% of your army's Power Level. Reward: Select one eligible Character unit and give it an Artificer Relic. *'''Without Allowing the Machinations of the Enemy''': In 5 Battles, have no objective markers in your deployment zone be controlled by the enemy. Reward: Barrel of the Penitent's Roar. </tab> <tab name="Situation"> *'''Across this Forsaken Sector''': Play 10 Crusade missions with BT units. Reward: Increase Crusade Supply Limit by 10. *'''Across the Imperium''': Win at least 5 Crusade Battles against 5 different Factions. Reward: Remove one Battle Scar from up to 3 BT units. *'''Whilst Displaying our Colours Proudly''': Select the Uphold the Honour of the Emperor Vow in at least 5 battles. Reward: Head of the Sceptre. *'''Regardless of What Assails Us''': Play in at least 4 different Theatres of War (i.e. 9e Expansions, Charadon, Octarius etc). Reward: BT Fast Attack units gain 2XP. *'''Whilst Holding the Line Against the Encroaching Foe''': Play 4 Battles as the Defender. Reward: BT Heavy Support units gain 2XP. *'''At the Very Heart of the Enemy's Domains''': Play 4 battles as the Attacker. Reward: Grip of the Penitent's Roar. </tab> </tabs> =====Reclaimed Relics===== Each Reclaimed Relic requires you to have obtained the four parts of each relic through Oaths. Note you don't need to acquire the four parts in a single Oath...but that'd mean like several crusades to complete a single one. ''In the name of the Immortal Emperor, I hereby vow to...'' *'''Hands of the Pious''' - ''...Bring Glory to His Name and Lay Low the Foe's Mightiest Heroes, Without Allowing Our Holy Relics to Fall'' (Win at least 4 Battles + Kill a character of 4 different factions/[[Khorne|Kill 8 characters]] of the same faction + In 4 battles have at least 1 Relic/Relic Bearer unit survive): A Chaplain model knows ALL the Litanies of the Devout. Can also be given to a Non-Chaplain model instead, who then knows 1 Litany of the Devout and can cast it as if he was a Priest. ''Fucking sick''. *'''Sceptre of Fallen Empires''' - ''...Bring Down the Enemy's Outposts and Cut Off the Enemy's Support Forces, Whilst Displaying our Colours Proudly'' (Win 6 Combat Patrol/Incursion Battles + [[Khorne|Destroy 8 enemy]] Heavy Support units + Select the "Uphold the Honour of the Emperor" Vow in at least 5 battles): Once per Battle, in your Command phase, reveal magic sceptre and enemy units within 6" suffer -1 to hit until your next turn. *'''Sword of the Lost Crusader''' - ''...Bring Victory to the Chapter and Slay the Enemy's Leaders, Without Allowing Our Heroes to Fall'' (Score a total of 200 Victory Points + Kill 4 enemy Warlords + Have your BT Warlord survive in 5 Battles): S+2 AP-3 D2 sword that makes enemies suffer -1 to hit when targeting the bearer in melee. *'''The Penitent's Roar''' - ''...Shatter the Holdings of the Enemy and Destroy the Machineries of Subjugation, Without Allowing the Machinations of the Enemy At the Very Heart of the Enemy's Domains'' (Win 4 Strike Force/Onslaught battles + Destroy 12 enemy Vehicles + In 5 Battles, have no objective markers in your deployment zone be controlled by the enemy + Play 4 battles as the Attacker): Pistol 2 S5 AP-3 D2 pistol that ignores LoS! and dishes MWs on a wound roll of a 6. '''Awesome Unofficial Homebrew Ideas''' In this scribe's opinion, the new BT Crusade mechanics are awesome, but do remember it is ''your'' game, so long as your opponent agrees. If you want to create custom Oaths, i.e. for Helbrecht to finally catch up and kill Ghazkull, fucking DO IT, and create a custom reward too for finally slaying that SOB. Same for the reclaimed relics, which apart from Hands of the Pious are arguably a bit meh considering you need to win like 10 battles to achieve it, so go ahead and create your own fancy versions. ====Secondary Objectives==== ====Stratagems==== <tabs> <tab name="Battle Tactic"> *'''Crusader's Wrath (2 CP)''': Use during a Command Phase where the assault doctrine is active. Whenever one of your models rolls a natural 6 to wound with a pistol or melee weapon, that hit improves its AP by 1. This stacks with the assault doctrine's buffs, but this is used only once, so you should save it for either felling a high-save foe or when most of your army gets stuck in. **You can read "6's to wound" as "1 in 9 attacks at WS3+". *'''Devout Push (1 CP)''': Use at the start of the fight phase, a {{W40Kkeyword|core}} or {{W40Kkeyword|character}} unit can ''either'', if it is unengaged, do a 3" <u>Normal</u> move towards the closest enemy unit or objective, ''or if he already is within engagement range of an enemy'', do a Pile-in move. **''<u>You cannot devoutly push yourself into melee because "Normal move"s cannot get you within engagement range</u>''. You can use it to creep onto an objective or basically move at M9", especially if the unit doesn't have assault weapons...but what are you going to use it on? Devastators who are walking out in the open who just so happen to be some 3" away from cover? And Terminators have 2 speeds anyways: deepstrike and charge. *'''Vicious Riposte (1 CP)''': Use at the begining of the fight phase (aka before attacks are declared) on a {{W40Kkeyword|Black Templars Core}} unit. Until the end of that phase, whenever a model of that unit is killed in melee without exploding, roll a D6; on a 5+, after the attacker's done their attacks, they receive 1 mortal wound, up to a maximum of 6 mortal wounds (you'd need 18 dead primaris crusaders for the full 6MW). ''Good for dead scouts, who only take 1 wound to kill. And even then you still need to lose 9 of them''. It manages to be even less useful than an Ancient. </tab> <tab name=" Epic Deed"> *'''For the Emperor's Honour! (2 CP)''': During the Fight Phase, pick out one {{W40Kkeyword|Black Templars Character}} and an enemy {{W40Kkeyword|Character}}. For this entire phase, the enemy character has to direct any attacks to your chosen character if they're in combat. ''This begs to be combined with Tanhauser's Bones for 1D''. *'''Bombastic Delivery (2 CP)''': In your Command phase (aka when footslogging), one of your Chaplain's litanies will automatically inspire, and they can roll to use another litany. ''So, it guarantees that litany you want, plus allowing to roll for Litany of Hate as well'' </tab> <tab name="Requisition"> *'''Revered Repositories (1 CP)''': You can hand a sergeant or Sword Brother one of the following: Witchseeker bolts (better when fired by a Primaris character's Master-crafted gun), Sword of Judgement (better wielded by someone with more WS and Attacks), the Skull of the Cacodominus (which merely needs to be held), Master-Crafted Weapon, or Digital Weapons. Your choice. *'''Heir of Sigismund (1 CP)''': Typical "warlord gets another WT" stratagem. Must be a BT trait. *'''Champion of the Feast (1 CP):''' One sergeant or Sword Brother gets +1 to their Attacks and Wounds and improves their WS by +1. **This changes things: normally a sergeant's WS3+ 2W 3+1A stats would only be okay for holding a low level relic. But WS2+ 3W 4+1A is comparable to a Lieutenant, and is especially useful for a relic bearer (or/''with'' revered repositories teammates). A unit equipped that way is basically a character + retinue, worthy of being supported by a chaplain or transport. Sergeants of note are: ***Assault Centurion (5W 5+1A), can master-craft either the drill or the hurricane bolter. They aren't CORE, though. ***Aggressor (4W 5+1A) ***Assault Intercessor (3W 4+1A) <u>Can fight twice</u> with the Fist of Balthus or master-crafted hammer, ''both unavailable to primaris characters''. ***Bladeguard (4W 5+1A) with the Sword of Judgement ''if someone else isn't wielding it''. </tab> <tab name="Strategic Ploy"> *'''Abhor the Witch (1 CP)''': When an enemy psyker manifests a power within 24" of your units, they can deny it on a 4+. This has no stipulations on only infantry or anything, so you can even have your land raiders shut down those psykers like nobody's business. *'''The Emperor's Will (1 CP)''': Use when a {{W40Kkeyword|Black Templars Infantry}} Unit advances. They can still shoot pistols, rapid-fire, and assault weapons without any penalties. While charging remains off the table, you now have a way to bring a firing line much closer and fire as soon as they get there. *'''Exemplars of the Crusade (1 CP)''': A unit of Sword Brethren (Only Primaris since we have no way to bring back the original unit) that roll a natural 6 to hit score an additional hit. *'''Deadly Cargo (1 CP)''': After a {{W40Kkeyword|Land Raider Crusader}} made its Normal move, units (''plural'') embarked inside it can disembark (3"). They cannot move any further...but they can charge. ''Assault vehicle is back!''. **The stratagem targets the Land Raider itself, meaning you can disembark three units & a character in different directions and have them all charge. M10" + 3" disembark + 9" makes Assault Centurions inescapable. *'''Strength of Conviction (1 CP):''' One {{W40Kkeyword|Black Templars Core}} unit will count as as having ObSec for this turn. ''A reminder that Dreadnoughts are CORE''. *'''Tenacious Assault (1 CP)''': Roll a d6 when an enemy {{W40Kkeyword|infantry}} or {{W40Kkeyword|beasts}} unit tries to fall back from your units. On a 4+, they can't fall back. While it can now lock up things like Flesh Hounds and spawns, the effect itself took a major blow to effectiveness. </tab> <tab name="Wargear"> *'''Heretic's Pyre (1/2 CP)''': Pick one {{W40Kkeyword|Black Templars Core}} unit during the Shooting Phase. Any flame weapons in the unit (including those spiffy new pyroblasters and pyre pistols) essentially gain Blast: a target unit of 6-10 models scores 3 hits while a unit of 10+ models scores all of the hits. They don't gain the actual rule, which matters to Dreads with flamers. Costs 2CP if the unit is {{W40kKeyword|Mark x Gravis}} aka Aggressors; still 1CP for the other sources of flame: Assault Centurions and Sternguard & Company Vets with combi-flamers. ''What better way to spread the faith and show off to those sisters than by cooking the enemy alive?'' *'''Incendiary Shells (1 CP)''': Any unit that fires their shotgun (aka Crusader Squads of both varieties, and Scouts & Scout bikers) improve their damage to D2. </tab> </tabs> ====Warlord Traits==== #'''Epitome of Piety:''' The Warlord can deny one power in the Psychic Phase, and gains a +1 on his roll to do so. Grimaldus takes this one, meaning '''he gets 2 enhanced denies'''. #'''Paragon of Fury:''' Whenever the warlord finishes a charge move, add +1 to their Strength stat until the end of the turn, and roll 1d6 for each enemy model within engagement range of the warlord; on a 5+ that unit takes a mortal wound. #*Give this guy a +3S D3 sword, like a master-crafted Relic Blade or the Sword of Judgement. Now he wounds T4 on a 2+ without a hit penalty. The Emperor's Champion's sword is S+3 already, so he'll reach S8 on the charge. #'''Master of Arms:''' The Warlord Always Fights First and adds +1 to their Attacks stat. #*Black Templars don't do fall back feints, and fighting first means the enemy cannot kill you because you killed them first. Plus, it means the melee progression becomes "you fight, they fight, you fight", as opposed to "you fight, then the enemy fights twice". It remains super powerful in 9th. You can heroically intervene and strike first in the opponent's turn, saving your brothers. #*You can combine it with the '''Champion of Humanity''' WT for a character with <u>+2A, who always fights first, and has +1 to hit and +1 to wound against characters</u>. Maybe give the Sword of Judgement to this guy instead. #'''Inspirational Fighter:''' When friendly {{W40Kkeyword|Black Templars Core}} units within 6” of this warlord roll an unmodified 6 to wound for melee weapon attacks, improve the weapon’s AP by 1. Unlike last edition, this stacks with Assault Doctrine, which means it's an easier time cutting down traitors. #*6s to wound on a 3+ to hit means "1 of 9 attacks gains -1AP". So, 3.44 attacks out of a 10-man Crusader squad charging with chainswords on everyone. Is that a lot? #'''Front-Line Commander:''' Add 1 to the Advance and Charge distances of the warlord. If the Warlord is in engagement range of an enemy unit, add 1 to the result of any {{W40Kkeyword|Black Templars Core}} charging the same unit. High Marshal Helbrecht's trait. #*Remember it doesn't stack with '''Canticle of Hate''', which has problems when the Chaplain Deep Strikes or rides up in a transport. Up to you to use a Front-Line Commander to do a turn 1 drop pod assault or be patient and wait for turn 2 with Chaplain support. #*Strictly worse than the Master of the Vanguard WLT other than working on non-Phobos. #'''Oathkeeper:''' Warlord can do 6" Horizontal, 5" Vertical Heroic Interventions. The Emperor's Champion has this as an innate rule, but unlike Grimaldus he actually cannot get this trait. Not that he'd want to anyway. A 9" inescapable intervention, now that would have been something. ''Maybe useful for characters leading Crusader squads, which are huge and may get to fight without him despite him behing within 1" of them''. #*'''BAD'''. When was the last time your enemy charged the captain's retinue but it was far away from him and he didn't get to fight? Never. When was the last time you said "I wish my character was eligible to be struck before he gets the chance to fight"? Never! <u>Taking this is not taking Paragon of Fury</u> or Master of Arms; you cannot defend that. ''Could be combined with Master of Arms to have a character that both intercedes and fights first though. Also has a niche use in getting a Judicar where he needs to be.'' ====Relics and Special-Issue Wargear==== <tabs> <tab name="Chapter Relics"> *'''Adamantine Mantle:''' 5+++. Not that great in an army with access to so many rolls to negate wounds. *'''Ancient Breviary:''' {{W40Kkeyword|Chaplain}} only. When you roll for a litany for the bearer, you can roll 2D6 and discard either result. **Equivalent to being able to re-roll. Can give 97.55% reliability to Litany combos for a Master of Sanctity. *'''Aquila Immortalis:''' +1 to the bearer's Toughness and Attacks. Can either make a character feel like they're wearing Gravis without the bulk of it, or double-down on a character already wearing Gravis (or a bike) for T6 W8. The '''Iron Resolve''' WT gets them to T6 W9 Fnp6. *'''Artificer Armour:''' Gives a model a 2+ armour save and a 5++ invulnerable save. Best put on a model with a decent amount of wounds but no invulnerable (Lieutenants and Ancients). *'''Aurillian Shroud:''' Once per battle at the start of your command phase (aka when footslogging), the bearer of this relic can activate it. When they do, until the end of the battle round, models in friendly {{W40Kkeyword|Black Templars Core Infantry}} units have a 4++ invulnerable save while within 3” of the relic bearer. ''Make 4+/4++ neophytes ignore AP for a turn''. *'''Breath of the Throne:''' Replaces the flamer part of a combi-flamer or auto-flamer. 12" Assault 3+D3 S5 AP-1 D2. This is a pretty sizeable buff for the combi-flamer by not only guaranteeing a minimum of 4 hits but by strapping a master-crafted heavy flamer onto your bolter. *'''Crusader's Helm''': Increase the range of the model's aura abilities by 3", to a maximum of 9". Also, during your Command phase (so it doesn't work in deepstrike/transports), pick a friendly {{W40Kkeyword|Black Templars Core}} unit with the Combat Doctrines ability within 6" of this model. Until your next Movement phase, the Assault Doctrine is active for that unit, replacing the current doctrine. *'''Perdition's Edge:''' Replaces a power axe or MC power axe. S+3 AP-2 D2 but deals 2 mortal wounds on a natural 6 to wound (some once each six attacks at WS2+ Rr 1s to wound). Honestly not much when compared to the Sword of Judgment, but this can punch past invulns. *'''Tännhauser's Bones:''' The damage of ANY attacks are reduced to 1, effectively telling all plasma, melta and hammers to eat shit and die. ''Combine it with the '''Iron Resolve''' WT for +1W and FnP6 and teach newbies what '''Eternal Warrior''' means''. </tab> <tab name="Sergeant Relics"> These are assignable like normal relics, but also assignable via the Revered Repositories strat to a Sergeant or Sword Brother: *'''Digital Weapons:''' When you fight, you make one extra attack that scores a mortal wound if it hits. Usually worse than a Master-Crafted Weapon on anything you can be bothered putting a melee relic on. *'''Master-Crafted Weapon:''' Give a weapon +1D. Good on a thunder hammer for D4. *'''Skull of the Cacodominus:''' Enemy psykers within 12" of the bearer suffer a -1 to channeling rolls and will suffer perils on any doubles instead of double 1s or 6s. Once per game, the bearer can activate it and make an 18" bubble that adds an additional -1 to casting checks. Though your guys can still be targeted by psykery, this will make it a difficult affair. *'''Sword of Judgment''': Replaces a power sword, master-crafted power sword, or relic blade with a master-crafted relic blade: S+3 AP-3 D3. Compared to a Thunder Hammer, hitting on a 2+ but wounding on 3+ is the same as hitting on a 3+ but wounding on a 2+, unless you have access to a buff that's only on one of them - in particular, it's a lot easier for you to re-roll hits than wounds, making the Thunder Hammer better in practice if you brought that to the party. **Despite this using a relic slot (1CP) to do what a regular Thunder Hammer does, this relic sword costs ''one tenth'' the points and can be wielded by Primaris characters, who can't use hammers. *'''Witchseeker Bolts:''' Goes with a bolt weapon and you can shoot this instead of its normal ammo. You only get one attack, but the attack can ignore Look Out, Sir against a {{W40Kkeyword|PSYKER CHARACTER}}. Also, a hit on a {{W40Kkeyword|Psyker}} causes an extra 1d3 mortal wounds. ''Put it on a Master-crafted Stalker bolt rifle for D3+1d3 to witches. So does a Master-crafted Instigator bolt carbine, but the RG FAQ confirms a '''Marksman's Honours''' warlord does get +1D when shooting relic ammo''. </tab> <tab name="Relic Bearers"> A bit of a weird addition, but you can also add a relic from this list to one model (doesn't need to be the sergeant) in a {{W40Kkeyword|black templars Core}} or {{W40Kkeyword|biker}} unit, raising the PL of that unit as well as the point cost for buying that upgrade - you can only upgrade a unit once and you can only hand out each of these relics once. This also gives the model the {{W40Kkeyword|Relic Bearers}} keyword for use in any stratagems or objectives. ''Can be used with Revered Repositories to have two relics in the same unit''. *'''Beastpyre:''' Replaces a flamer or pyreblaster. 15" Assault d6 S6 AP-2 D1. *'''Bones of Mordred:''' Any melee attacks the bearer makes that roll a nat 6 to wound deal a mortal wound as well. *'''The Crux Obsidian:''' Any damage the bearer suffers is reduced by 1 to a minimum of 1. ''Use it on Centurions, Aggressors, Bladeguard, or Outriders, your units with the most wounds''. **Keep in mind that once you begin allocating wounds onto a model, any further wounds must be allocated onto it until it either dies or heals to full; if you tank a multi-D wound, the enemy can then waste the crux by next attacking with D1 weapons until the bearer dies. *'''Fist of Balthus:''' Replaces a power fist with a +1 to hit, +1D Power Fist (or equivalently, +1 to hit, -1AP Thunder Hammer): Sx2 AP-3 D3 without any penalty to hit, making it a pretty easy grab. **Compared to a MC Thunder Hammer (which is 33.33% better than a normal one), the accuracy buff alone is worth the same (+33.33%) on a WS3+ model but is only worth +25% on a WS2+ model, and the improved AP is <s>often useless</s> a roughly 25% increase in damage against 3+ Sv targets with no invuln. 20% in Assault Doctrine, either way more than a 33% increase. The MC Thunder Hammer wins out against things with exactly 4 wounds, or 7-8 or 10+ wounds and an invuln. So Ltns, Gravis Captains, ect. The fist beats vehicles and regular gravis infantry better. Also the MC Thunder Hammer takes a command point. *'''Holy Orb:''' The Holy Hand Grenade of Antioch returns yet again. Once per game on the shooting phase, the bearer can chuck this on an enemy within 6" and hit on a 2+. The target suffers d3 MWs and won't be able to fight until after all of your army does, making it a handy tool for supporting a charge. *'''Icon of Heinmann:''' All attacks allocated to the bearer with AP-1 or AP-2 are reduced to AP0, which is useful for shutting off power axes and bolters. **A Bladeguard, Terminator, or squad in cover can use the Icon to save up to AP-2 on a 2+. **A unit can combine it with Uphold the Honor of the Emperor to save up to AP-2 on a 3+, while AP-3 hits can be tanked by 5++. Especially good for Crusader squads who can use Neophytes for that. *'''Light of the Emperor's Grace:''' Grants +1 to the unit's Leadership and the psyker debuff aura from the Skull of the Cacodominus without the perils part. *'''[[Sigismund]]'s Seal:''' Mark one enemy unit during the first turn of the game. The bearer's unit gets to re-roll to hit and to wound against that unit. Mark it for a key unit in your enemy's army, maybe mark it for a hero that your characters won't be able to handle because they have better priorities. </tab> </tabs> ====Litanies of the Devout==== To compensate for their lack of a Psychic Discipline, the Black Templars gain six unique Litanies for their Chaplains to use instead of the usual ones. They all only affect one friendly {{W40Kkeyword|black templars Core}} or {{W40Kkeyword|Character}} unit within 6". They are all useful, awesome, and extremely flavorful despite not being auras. #'''Litany of Divine Protection''': The target gains a 5+++ FNP, as in, no longer restricted to mortal wounds only. #'''Psalm of Remorseless Persecution''': Target unit deals a MW on an unmodified 6 to wound in melee, in addition to any normal damage. You can only score up to 6 mortal wounds in this way. Unlike the others, this one doesn't affect characters. #*You need some 13 crusaders on the charge to get the 6 MW. However it's actually a good effect: basically a +1D that does spill onto the next target on a 6 to wound. #*Strictly better than Exhortation of Rage (+1 to wound) on D1 weapons, and is generally best on weapons with poor AP and D (so the +1 MW matters more), and is more noticeable on weapons with lower S (so more of your successful wounds trigger the mortal wound). #'''Plea of Deliverance''': ''Fuck psykers!'' Target is immediately cleared of any effects from an enemy psychic power and can ignore the effects of any powers cast upon them until your next command phase. This is the closest you'll get to actually being immune to psykers, so consider saving this for moments where your preferred unit needs to be free of any witchcraft in order to make their charge. #'''Fires of Devotion''': Target gains +1A if it charges, gets charged, or makes a Heroic Intervention until the end of the turn. #*Now that it works when the target unit is charged, it can also make for a useful bunker strategy. Can stack with Psalm of Remorseless Persecution and reach the target 6 MW for a unit of 10 Crusaders when they get 5A on the charge. ''Add the Honor Vehement and Accept Any Challenge to eviscerate everything in existence.'' #'''Fervent Acclamation''': The target gains the effect of one Templar Vow that isn't already in effect. Considering that all the vows are quite awesome and none of them overlap in any way, you can find some nice combos. #*RAW your unit will take all of the effects of the Vow, including the Passion that vow has. While this won't matter too much, it is something to consider for something like ''Suffer Not the Unclean to Live''. #*This is a very useful toolbox litany depending on what you're up against. If your opponent has any Psykers, use this to apply the benefit of Abhor the Witch and yeet a Brutalis Dreadnought 13 inches up the board on turn 1. If a unit is still stuck in melee a second turn, throw Accept Any Challenge on them and it's like they charged again. If a unit gets charged by a really tough enemy vehicle/monster, throw Suffer Not on the unit so they can do some damage to it. #'''Oath of Glory''': The chaplain always fights first that turn at +1S, and any unmodified 6s to hit scores two extra hits. ====Special Units==== =====HQ===== *'''[[Grimaldus|Chaplain Grimaldus]]:''' THE guy for Black Templar's Black Tide lists, now a Master of Sanctity with two litanies ([[Fail|but only Ld9]]) and sporting the spiffy new Primaris look. He comes with a standard plasma pistol (which you'll never supercharge) and an Artificer Crozius (S+2 AP-2 D2). **Unlike prior editions, his servitor retinue is now permanently attached to him and each providing a different relic. The first one lets friendly {{W40Kkeyword|Black Templars Core}} or {{W40Kkeyword|Character}} units within 6" add 3+d3" to advance rolls instead of d6", the second provides them a 6+++ FNP against any wounds rather than just mortal wounds, and the third gives the man +1 to his litany rolls, meaning his place is leading huge blobs on foot. Bear in mind that as written, if Grimaldus dies and then rises back up on a 4+, the servitors still die. Get all the juice out of them that you can before they become meatshields for Grimaldus. *'''[[Helbrecht|High Marshal Helbrecht]]:''' The big boss of the Black Templars. In addition to being a 9th edition Chapter Master with the Captain and Chapter Master Aura/Ability, all {{W40kKeyword|Black Templar Core}} units within 6" gain +1S, and S5 is a sweet spot in this edition. So when this guy rolls up in an Impulsor like a good Primaris, disembarks, waits an entire battle round to be polite (since you can't charge out of an Impulsor), and then charges you with his S5 re-rolling-hit-rolls-of-1 homeboys with chainswords... you're dead. End of discussion. He himself is no slouch in combat, packing an improved Sword of the High Marshals (S+2 AP-3 D1 with double the attacks or Sx2 AP-3 D3). Even his servitor retinue that's with his new model can make some token swings. **His combi-melta from the olden days has been replaced with what's effectively a heavy bolt rifle (though with a shorter 30" range) that's also a combi-melta. Not only can Helbrecht now decimate whatever he sees with his sword, but now his gun can punch holes in whatever opposition he finds. **Like any Chapter Master, he can't grant his full re-roll ability while also disembarking from a transport. *'''The Emperor's Champion:''' This guy will brutally murder any enemy Character, taking the Chapter Champion's role and cracking the dial to 11, being technically ''the only Primaris Champion anyone has'' (yeah he's Primaris now). He takes a crowded HQ slot instead of being in the very forgiving Elites one. As for stats, he's a Primaris Chapter Champion with +1W and an improved Invuln: WS2+ S4 A5 W4 Sv2+/4++. Sigismund's Heir lets him re-roll to hit ''and'' wound enemy {{W40kKeyword|Characters}}, not just wounds like a normal Chapter Champion. He has the Chapter Champion standard abilities of ASF and 6" interventions against Characters and -1 to be hit in melee. He strikes with the Black Blade, a super-sword that can swap between a relic blade (WS2+ S+3 AP-3 D2) or a thunder hammer (WS3+ Sx2 (8) AP-4 D3), because he didn't get the memo Chapter Champions aren't allowed nice weaponry. **Monsters are the closest the Champion has to a weak spot, as his offensive boosts pretty much evaporate the moment he runs into a Carnifex or Maulerfiend. Fortunately, his Black Blade's been buffed to be able to at least put up more of a fight against these foes and a supporting Chaplain might even push that a little further. **Entirely dedicated to being a beatstick, he needs support, most notably a Transport. Furthermore, his retinue will need support because he lacks an aura himself, and you both lack Librarians and cannot use Litanies out of a transport without spending a CP. Unless you take Sigismund's Seal for them to target the retinue of the enemy character your Champion will be fighting. =====Troops===== *'''Crusader Squad:''' You have a unit of tactical marines that can also take up Scouts as cheap meat shields and now also let the unit use the Smokescreen stratagem. Going melee any Initiates can swap their bolter for a chainsword for free, and the Sword Brother leading them can take a power weapon/fist/special/combi-weapon while another initiate can take a special weapon, and another can take a heavy/melee weapon that isn't a Chainsword or Thunderhammer. Basically, they can take weapons much like a normal tactical squad but with extra melee. Neophytes (scouts) can replace their bolter for either a shotgun or knife. **Crusader squads only make sense (barely) when taken at 11-20 size and boosted with stratagems or litanies that target a single unit. Changes to morale don't affect large units as much as smaller ones but blast weapons are now a thing. Chaplains (especially Grimaldus) help their morale at the same time they increase their lethality. So do Captains(Helbrecht)/Lieutenants/Ancients, and the Standard of the Emperor Ascendant/Rites of War Warlords makes them immune to morale, so 20-man Crusader squads love them, as they can't fit inside most transports and you can't Combat Squad them. **Also hurting things is the loss of the re-rolls given to neophytes for having more initiates with them. **While they are now priced the same as Tactical Squads, they are still the objectively better choice over Assault Intercessors due to the plethora of different weapons the squad has access to. LOOKS LIKE MELEE IS STILL ON THE MENU BOYS *'''Primaris Crusader Squad:''' The mainstay of your army lists, this unit is purpose-built to capitalize on the Black Templars' chapter tactics and play style. They can be taken in units of 10-20 and it's highly recommended to max them out in order to get the most out of our buffs. The initiates all get auto bolt rifles while the neophytes are basically "Carapace Intercessors" (2W 2A), with bolt pistols and Chainswords. **As has been the case with other Primaris units, all of your weapons choices for the rank and file tend to be all-or-nothing; any number of initiates can trade their bolt rifles for heavy bolt pistols and chainswords while neophytes have to all swap their chainswords and pistols for either shotguns or bolt carbines. In a minimum 10-man unit, two initiates can equip either pyreblasters (new flamers with improved range and AP-1) or power fists and heavy pistols. Double that if you take a full 20-man squad. **Your Sword Brother already comes stock with a power sword, and can swap that only for an axe while the bolt pistol can be swapped for a pyre pistol, giving a hand flamer with AP-1. ***[[Pyrovore|We now have a contender for]] [[Dark Commune|the most useless unit of 9th edition here thanks to Arks of Omens!]] Can now take free weapons like their Primaris brothers. Issue? They are now [[what|MORE expensive than primarily crusaders]]. Literally the only advantage they have is not needing to take five scouts with a squad, so unless +5 pts and a massive downgrade in combat ability is worth taking a five man squad, these things are now worthless. =====Elite===== *'''Primaris Sword Brethren:''' Base 3A like Primaris Vets, they''re all armed with Heavy Bolt Pistols and Chainswords, which any of them can swap for a power weapon for +3 points each. The unit is a minimum of 4 models rather than 5 as each one is the lore equivalent of a Sergeant already. **If the unit is 4-9, ''one'' marine can take a thunder hammer, then another ''one'' can take paired lightning claws. Another one can take an axe and another one can take a maul (like you'd ever want to). In addition, ''one'' marine can swap their pistol for a plasma pistol, and up to 2 can swap it for a pyre pistol. Double those numbers if there're 10 models in the unit, aka, if you want them to be forced to walk. **These guys are the only unit that can ignore the Templar Vow Passions. **While they are often compared to Bladeguard in both appearance and battlefield role, Sword Brethren are less resilient but more aggressive. They have a variety of gear options; they can be kept relatively cheap with just Heavy Bolt Pistols and Chainswords for clearing chaff, or they can be upgraded with Power Weapons to go elite hunting. The addition of thunder hammers, power claws, and relic bearers allows them to be equipped for basically any melee purpose. (Ex: Sword Brother with Suffer Not the Unclean to Live, Lightning Claws, Champion of the Feast, Bones of Mordred, Fires of Devotion, and Exemplars of the Crusade = 1 model with 7 attacks, 6s to hit doing extra hits and also auto wounding, 6s to wound doing mortal wounds, re-rolling all failed wound rolls and that's just one model in the unit) ====Tactics==== *'''Crusader Spam:''' Black Templars aren't necessarily the best melee chapter but '''they can reliably get lots of models stuck in''', (all the melee buffs in the world don't matter if your units fail their charge rolls). What BT have over other assault-focused chapters is a series of interlocking buffs that makes massed foot-slogging surprisingly viable. You can't advance and charge, but thanks to Uphold the Honor of the Emperor and Righteous Zeal, your army has a 5++ and an additional 5+++ against Mortal Wounds on ''every'' model. Sprinkle in our unique Litanies of the Devout and HQ auras and you've got scary large units that can annihilate anything they charge. **'''Termie deepstrike charge:''' The ''one'' thing BT can do that other chapters struggle with is getting terminators into melee quickly and reliably without paying for Land Raiders; others can get +1 or +2 to charge, but not a re-roll. And you can get +1 or +2 with a Front-Line Commander or Commanding Oratory Canticle of Hate, from a Captain or Chaplain you have to bring anyway, to alleviate the -1 to hit from the termies' weapons. **This applies to anything melee you want to deep strike, including Vanguard Veterans, Company Veterans in a Drop Pod, etc etc. *'''Vehicle Spam:''' Uphold the Honour of the Emperor works just fine on your vehicles, although immunity to being wounded on 2s is less useful the tougher the model; you still get the 5++, and you won't ever notice not having access to cover. An example unit you should consider fielding is a Redemptor Dread with Macro Plasma - you're more willing than other chapters to fire overcharged plasma, and the Redemptor loves getting the same invuln a Contemptor has. Bear in mind ''most'' things that can carry heavy plasma cannons can also carry a multimelta, which is better against just about everything - don't take plasma just because it's an option. Since you're also good at charging, vehicles that are good in melee - like the Redemptor - are also better choices for you. </div></div>
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