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The Black Templars

07/16/08

Armies of the 41st Millennium


Black Templar Rules
Standard Abilities
Space Marines of the Blood Angels Chapter may use all of the standard Space Marine abilities (Rapid Fire,
the Shaken rule, Tech Marines restrictions and repairs, etc.)
Combat Squads
The Black Templars do not subscribe to the Index Astartes lists concerning the organization of troops on the
battlefield. As such, they cannot divide their squads into half, as other Chapters can. This modified squad
level organization is presented in the Squads section of the Chapter, below.
Black Templar as Allies
Unless agreed to before the army lists are chosen, Black Templars may not be used as Allies, and may not
take other specific Space Marine Chapters as Allies.

Chapter Rules
Remember, the following rules are in addition to all other rules which normally apply to Space Marines,
and apply only to Black Templars Space Marines.
Righteous Zeal
Whilst most Space Marines under heavy fire of facing difficult odds in close combat will become Shaken if
they fail a Moral roll, the Black Templars will hurl themselves at the enemy with even greater
determination and fervent anger. If a Black Templars unit ever becomes Shaken, it will use the following
rules instead. The unit will head towards the nearest enemy unit, advancing 2d6" before taking into account
any modifiers for terrain; models equipped with Jump Pack may use them, provided the unit has not
already jumped in this turn. If this movement takes the squad into contact with an enemy unit, the Black
Templars count as making a Charge into Hand to Hand combat. Note that enemy units may still shoot at the
squad BEFORE it moves, if such fire is applicable.
In close combat, Black Templars normally pass any morale checks thy have to make automatically.
However, this rule does not apply if there is an intervention by the Emperors Champion (see below).
Purity Seals
Black Templars characters and Initiates may be given purity seals, at a +2 pts per model (Neophytes may
not be given purity seals). Should a Black Templar with a Purity Seal become filled with Righteous Zeal, it
allows the model to roll an extra die and discard one die of your choice when determining their movement
towards the enemy. Should the model/unit be broken, they may use the extra die towards their rally roll in
the following turn, instead.
Mixed Armor
Black Templars squads often have models with different armor saves. Remember that when dicing
casualties you must take into account the troop type when making armor saves.
Emperors Champion
The Emperor's Champion MUST be taken in a Black Templars army even if both players have agreed not
to use special characters. This model is always and independent character; the Emperor's champion always
fights as an independent character and so my never be accompanied by a command unit.
The Black Sword
The Black sword can be used with one or two hands. If used as a single-handed weapon its treated as a
power weapon with a +1 STR, and may be used in addition to the Champions bolt pistol. If used as a

double handed weapon it counts as being a power fist. The Black Sword does not suffer the usual -1
Initiative penalty if used in two hands.
Challenge
At the start of any Hand to Hand phase that the champion is engaged in combat with a unit which contains
or has an enemy character with 2 of the fight, he may issue a challenge. Do not roll combat for the units
involved! Your opponent must choose a character to fight him, who is also in the same close combat as the
champion (but need not be in base contact with him); the challenge can't be refused. Move the models into
base contact and fight out the close combat between the two normally; no other models may attack the
Champion or his opponent during a challenge. The outcome of the challenge decides the outcome of the
close combat for all parties involved; the side which loses is considered to have Broken, and must follow
the rules for being broken accordingly.
Note that, should the Champion lose, any Black Templar models involved in that fight WILL break, not be
filled with Righteous Zeal!
Vows

50pts
The Black Templars must swear one of the following vows before a battle. Choose which vow you army
has sworn after you've determined the mission but before either army sets up. Vows don't affect Black
Templar vehicles unless noted.

Accept any challenge, No Matter the Odds


Any unit in the Black Templar army must charge the enemy if they are in range at the start of the Hand
to Hand phase, and they must make a follow up move into combat if they win a fight, so long as they
would normally be allowed to do so. In close combat, the Black Templar may re-roll any single die in
each round of Hand to Hand combat (this vow has no effect against vehicles without a WS.)
Neophytes in the unit do not benefit from this vow; if only neophytes remain in a unit, they are not
bound by it. Dreadnoughts in the army are bound by this vow.
Uphold the Honor of the Emperor
The Black Templars are convinced that the Emperor will protect them and refuse to skulk behind
cover like cowards. Black Templar units my not count cover bonuses when being fired upon.
However, such is their faith in themselves that they shrug off even the most severe wounds, so gain a
6+ invulnerable saving throw (or +1 to an unmodified save of 3+ or higher). Neophytes may count
cover as normal but do not gain the invulnerable save.
Suffer not the Unclean to Live
When rolling to wound in close combat, Black Templars with this vow add +2 to their STR roll to
wound in Hand to Hand combat. Black Templars need to summon their holy strength when they attack,
so strike at -1 to their Initiative. Neophytes strike and wound normally.
Be Pure in Mind, Body and Soul
Of all deviants, Black Templar abhor witches and warlocks the most. The faintest sign of heretical
psychic power drives them into a violent fervor. This vow affects all Black Templar units, including
vehicles. If there is an enemy psyker on the table at the start of the Black Templar first move phase,
the Black Templars must make an additional move towards the enemy before their normal movement.
The distance moved is 2d6 " (roll for each unit) and each unit must move the full distance, ending the
move as close to the enemy then when they started, if possible. After this initial surge forwards, units
may make their normal move without restriction. All units count as having covered the full distance
for moving that turn, when resolving their opponents shooting modifiers (vehicles may not accelerate
in the initial deployment, but may do during their normal movement in the first turn). The Black
Templars only get this extra move in the first turn of the game.

Army Organization
25%+ Troops

Up to 50% Support

Up to 50% Characters

Troops: Assault, Neophyte, Sword Brother, Tactical, and Veteran Squads


Characters: Captains, Standard Bearers, Apothecaries, Tech Marines, Inquisitors, and Veteran
Sergeants
Support: Allies; Devastator Squads; Support Weapons; Vehicles
An army commander must be selected for any Space Marine Army.
Space Marine armies have a basic Strategy Rating of 5.

Space Marines Armory


Armor
Models picking from this list may select only one item.
Armor
Carapace Armor (4+ Save)
Power Armor (3+ Save)
Terminator Armor w/Stormbolter, Targeter (+1 to hit), Power Fist
Terminator Armor w/Lightning Claws (pair)
Terminator Armor w/Thunder Hammer and Storm Shield
Terminator Armor w/Stormbolter, Targeter, Chainfist
Terminator Armor w/Stormbolter, Targeter, Power Sword

Cost
7
10
49
49
55
51
45

Assault Weapons
Models picking from this list may select as many items as they want.
Weapon
Chainsword
Power Axe
Power Fist
Power Maul
Power Sword
Bolt Pistol
Hand Flamer
Plasma Pistol

Cost
2
7
10
6
6
2
7
5

Special Weapons
Models picking from this list may select only one item.
Special Weapon
Boltgun
Flamer
Meltagun
Plasma Gun

Cost
3
9
8
8

Heavy Weapons
Models picking from this list may select only one item. Each weapon comes with a Targeter (+1 to hit).
Weapon
Autocannon
Heavy Bolter
w/Hellfire Shells
Lascannon
Missile Launcher w/Frag and Super Krak Missiles
Melta missiles
Anti-plant missiles
Plasma missiles
Multi-Melta
Heavy Plasma Gun

Cost
25
15
+5
45
45
+5
+5
+5
65
40

Grenades
Models picking from this list may select as many as they want.
Grenade
Blind
Frag
Krak
Melta bombs
Plasma
Photon Flash Flare

Cost
2
2
3
5
3
2

Neophyte Weapons
Models picking from this list may select as many as they want.
Weapon
Boltgun
Shotgun
Chainsword
Bolt Pistol
Hand Flamer

Cost
3
2
2
2
7

Sword Bother Assault Weapons


Terminator models picking from this list may select only one item. Note that a hand with a Lightning
Claw, Thunder Hammer, or Storm Shield cannot carry other equipment or weapons.
Weapon
Power Sword (Sergeants only)
Lightning Claws (one or two, replaces that arms other weapon)
Chainfist
Thunder Hammer and Storm Shield

Cost
Free
Free
2
6

Sword Brother Heavy Weapons


Models picking from this list may select only one item.
Weapon
Stormbolter and Cyclone Missile Launcher
Assault Cannon, Light
Assault Cannon, Heavy
Heavy Flamer

Cost
59
22
41
21

Dreadnought Weapons
A Dreadnought may pick two of the following weapons.
Weapon
Variable-Focus Multi-Melta
Power Fist w/built-in Stormbolter
Assault Cannon
Missile Launcher with Frag and Super Krak missiles
Twin-linked Lascannons
Twin-linked Heavy Bolters
Lightning Claw with Heavy Flamer
Heavy Plasma Gun

Cost
65
15
45
45
55
30
37
40

Space Marines Characters


Characters
Space Marine Captain
96 points
Troop Type
M
WS
BS
S
T
W
I
A
Captain
4
7
7
5
5
3
7
3
Wears Power Armor (3+ save), wields a Bolt Pistol and Frag grenades.

<50%
Ld
10

A Black Templars army must be lead by either a Space Marine or Sword Brother Captain; only one
Captain can be assigned to an army.
As the Army Leader, the Captain provides a Strategy Rating of 5. Friendly Space Marines within 12
of him may use his Leadership for their Break Tests.
Options
May pick items from the Armor, Assault, Special, and Grenades lists, and may have up to 3 Wargear
Cards. The Model may ride a Bike for +20 points.
Sword Brother Captain
125 points (0-1x)
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Captain
4
7
7
5
5
3
7
3
10
Wears Terminator Armor (3+ save on 2D6), wields a Stormbolter and a Power Sword.
A Black Templars army must be lead by either a Space Marine or Sword Brother Captain; only one
Sword Brother Captain can be assigned to an army.
As the Army Leader, the Captain provides a Strategy Rating of 5. Friendly Space Marines within 12
of him may use his Leadership for their Break Tests.
Options
May pick items from the Terminator Assault List, and may have up to 3 Wargear Cards.
Chaplains
Champion53 points
Hero84 points
Mighty Hero125 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Champion
4
5
5
4
4
1
5
1
9
Hero
4
6
6
5
5
2
6
2
9
Mighty Hero
4
7
7
5
5
3
7
3
10
All Chaplains wear Power Armor (3+ save), wield a Bolt Pistol and Frag grenades, have a Crozius
Arcanum and a Rosarius (integrated Conversion Field: 4+ unmodified save).
In addition, any friendly Space Marines within 8 of an Interrogator- or Master-Chaplain may re-roll
any failed Break Test once.
Options
May pick items from the Armor, Assault, Special, and Grenades lists, and may have up to 2 Wargear
Cards. A Chaplain may ride a Bike for +20 points.

Emperors Champion
105 points, including Wargear
Troop Type
M
WS
Champion
4
7

BS
6

S
5

T
5

W
2

I
6

A
2

Ld
9

Artificer Armour (2+ Save), Terminator honors, purity seals, master crafted bolt pistol, the Black
Sword.
A Black Templars army must be accompanied by an Emperors Champion; this model is an
Independent character, and cannot join or command a unit.
Options
An Emperors Champion may carry one additional Wargear Card.
Inquisitor
100 points
Troop Type
M
WS
BS
S
T
W
Inquisitor
4
7
6
5
5
4
The model initially comes with no weapons and no armor.

I
6

A
2

Ld
10

Inquisitors are immune to psychology, and will never break.


A Black Templars army may be accompanied by an Inquisitor, if you wish. Only one Inquisitor can be
included in a Black Templars army.
Options
May have up to 3 Wargear Cards, and may choose from any of the Grenades, Armor, Assault, Special,
and Terminator Assault Weapon Lists. Any Inquisitor may be a psyker of any Mastery Level each
Level costs +25 points.
Apothecary
40 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Apothecary
4
5
5
4
4
1
5
1
9
An Apothecary wears Power Armor (3+ save), wields a Bolt Pistol and Frag grenades, and carries a
Medi-Pack.
Options
May pick items from the Armor, Assault, Special, and Grenades lists, and may have up to 1 Wargear
Card. He may ride a Bike for +20 points.
Techmarine
33 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Techmarine
4
5
5
4
4
1
5
1
9
A Techmarine wears Power Armor (3+ save), wields a Bolt Pistol and Frag grenades.
A Techmarine must be included in a Black Templar army that fields any vehicles.
In the midst of battle, a Techmarine may attempt to repair a damaged vehicle.
Options
May pick items from the Armor, Assault, Special, and Grenades lists, and may have up to 1 Wargear
Card. Tech Marines may ride a Bike for +20 points.
Veteran Sergeant
+5 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Veteran Sgt.
4
5
5
4
4
1
5
1
9
For each 1000 points of Army strength, one Initiates squad may have one Brother upgraded to a
Veteran Sergeant with the stats shown above. His weapons and armor remain unchanged (and he may
not be the model with the Special or Heavy weapon), but he may carry up to 1 Wargear Card.

Black Templar Squads


Squads
25%+
Assault Squad
37 points per model
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Space Marine
4
4
4
4
4
1
4
1
8
Each squad includes 5 to 10 Black Templar Initiates; each Marine wears Power Armor (3+ save),
carries a Bolt Pistol and Assault Weapon and has a jump pack.
The entire unit may buy Krak grenades and Melta bombs as well.
Options
Up to 2 models may replace their Bolt Pistols for a second Plasma Pistol or Power weapon; any model
may replace its Bolt Pistol for a Storm Shield for +10 points.
Bike Squadron
47 points per biker
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Space Marine
4
4
4
4
4
1
4
1
8
Each squad includes 3 to 5 Black Templar Initiates riding Space Marine Bikes. Each Marine wears
Power Armor (3+ save), and carries a Bolt Pistol.
Each Bike is equipped with twin-linked Bolt guns and a Targeter (+1 to hit).
Options
Any model may carry Assault Weapons, and up to 2 Initiates may choose to replace their Bolt Pistol
with a Special Weapon. The entire squadron may carry Frag grenades for +2 points per model, and/or
Krak grenades for +3 points per model.
In addition to the 3-5 normal Bikes, the Squadron may include up to 3 Neophytes on Bikes for 35
points per Bike.
Black Templar Close Combat Squad
30 points per model
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Space Marine
4
4
4
4
4
1
4
1
8
Each squad includes 5 to 10 Black Templar Initiates; each Marine wears Power Armor (3+ save).As a
Squad, the Initiates carry a Bolt Pistol and Close Combat weapon. The entire unit may buy Frag and/or
Krak grenades as well.
Options
Up to 1 model may change his Bolt Pistol for a Special weapon. The entire squad may carry Krak
grenades for +30 points.
Each squad may purchase a vehicle capable of transporting the unit as part of its cost. This vehicle is
then attached to the unit, and must remain within 6 of it (as long as it functions).
Black Templar Tactical Squad
30 points per model
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Space Marine
4
4
4
4
4
1
4
1
8
Each squad includes 5 to 10 Black Templar Initiates; each Marine wears Power Armor (3+ save).As a
Squad, the Initiates may carry a Boltgun. The entire unit may buy Frag and/or Krak grenades as well.
Options
Up to 1 model may swap his Boltgun for a Heavy weapon. The entire squad may carry Krak grenades
for +30 points.

Each squad may purchase a vehicle capable of transporting the unit as part of its cost. This vehicle is
then attached to the unit, and must remain within 6 of it (as long as it functions).
Neophytes
20 points per model
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Neophyte
4
4
3
4
3
1
4
1
7
Each Initiate Squad may include up to 5 Neophytes. Each Neophyte wears Carapace Armor (4+ save).
Options
Any model may carry either a Shotgun or Boltgun, or may select from the Neophyte Close Combat
weapons. If grenades are purchased for the Initiate Squad, they must be purchased for the Neophytes as
well.
Sword Brother Squad
450 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Terminator
4
5
5
4
4
1
5
1
9
Each squad includes 5 Black Templar Initiates. Each Sword Brother wears Terminator Armor (3+ save
on 2D6) with a Power Fist and a Storm Bolter. Note that amongst other things, the Armor incorporates
a Targeter (+1 to hit).
Options
Up to 1 Terminator may replace his Storm Bolter with a Terminator Heavy Weapon, and any number of
models may replace their Power Fist with a Terminator Assault Weapon. The entire squad may be
teleported into battle.
Veteran Space Marine Assault Squad
33 points per model
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Veteran Space Marine
4
5
5
4
4
1
5
1
9
Each squad includes 5 to 10 Black Templar Initiates; each Marine wears Power Armor (3+ save),
carries a Bolt Pistol and a Close Combat Weapon. The entire unit may buy Blind Frag, and/or Krak
grenades, and Melta bombs as well.
Options
Up to two models may take Space Marine Special Weapons; any model may replace its Bolt Pistol for
a Storm Shield for +10 points.
The entire squad may be equipped with Jump Packs for +50 points; alternately, the entire squad may be
allowed to Infiltrate for +10 points per model; however, they are still subject to the normal rules for
Vows, and may not use dispersed formation.

Black Templar Support


Support
<50%
Allies
You may select allies from the Imperial Guard, Codex Imperialis, Squats and Eldar army lists. If your
opponent allows it, you may pick units from any of the specific Space Marine Chapter lists (e.g., Dark
Angels, Black Templars, etc.).
Devastator Squad
30 points per model
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Space Marine
4
4
4
4
4
1
4
1
8
Each squad includes 5 to 10 Black Templar Initiates; each Marine wears Power Armor (3+ save). As a
Squad, the Initiates carry a Boltgun and Close Combat weapon. The entire unit may buy Frag and/or
Krak grenades as well.
Options
Up to 4 models may swap their Bolt Pistol for a Heavy Weapon. Neophytes may not be included as
part of a Devastator Squad.
Support
<50%
Vehicles
A Space Marine force may select any vehicle listed in the Vehiculum Astartes for the points costs listed.
Note that some Marine Chapters have vehicles which are exclusive to that group; these can only be
purchased for a different army if your opponent allows you to use the rules for a Space Crusade.
Attack Bike Squadron
110 points/bike (3-5x)
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Space Marine
4
4
4
4
4
1
4
1
8
Each squadron includes Black Templar Initiates riding 3-5 Space Marine Attack Bikes. Each Marine
wears Power Armor (3+ save), and carries a Bolt Pistol.
Options
Each driver may carry an Assault Weapon. The entire squadron may carry Frag grenades for +2 points
per model. Neophytes may not be included in Attack Bike squadrons.
Land Speeder Squadron
Cost changes with variant (3-5x)
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Space Marine
4
4
4
4
4
1
4
1
8
Each squadron consists of Black Templar Initiates riding 3-5 Space Marine Land Speeders. Each
Marine wears Power Armor (3+ save), and carries a Bolt Pistol.
Options
The entire squadron may carry Frag grenades for +2 points per model. Neophytes may not be included
in Land Speeder squadrons.

Emperors Champion Dreadnaught (Sarcophagus Chassis)


235 points
Crew Type
Space Marine

M
-

WS
7

BS
6

S
-

T
4

W
1

I
5

A
2

Ld
10

Ram
Number of
Speed
Movement
Str
Dmg
Save
Crew Passengers Walk
Charge
Fast
Type
8
D10
-4
6
10
N/A
1
0
Walker
Both Dreadnaught arms wield a Champions Sword, and one arm carries an auxiliary Meltagun with a
90 arc of fire to the front. The Dreadnaught may upgrade with auto-launchers (with Frag or Krak) for
+5 points. The Dreadnaught is affected by all applicable Vows taken by the army.
D6
Location
Front
1
Legs
20
2
Left Arm
19
3
Right Arm
19
4-6
Body
21
HtH Stats
WS
A
7
5*
*The A in not reduced by the loss
of the models arms.
D6
1
2
3-4
5-6
D6
1
2
3-5
6
D6
1
2
3-4
5
6

Armor
Side/Rear
18
17
17
19

Legs Damage Table


The Dreadnaughts leg holds, but the force of the blow slows it down. The Dreadnaught
may not move next turn.
The walker is knocked sprawling, It staggers D3 in a random direction, colliding with
anything it moves into
The leg is seriously damaged. The Dreadnaught may now only limp along at D3 per
turn.
The leg is blown off. The Dreadnaught crashes to the ground, and is effectively
destroyed.
Arm Damage Table
The arm is partial paralyzed; ranged weapons may be used, but the arm may not be used
in HtH combat.
The links to the arm are damaged. The arm may only work on a roll of 4+.
The arm is torn off the Dreadnaught.
The weapons in the arm explode, causing a flashback into the body of the dreadnaught.
Roll on the Body table to determine the result.
Body Damage Table
The controls are damaged. The machine may only move and attack on a roll of 4+
(make one check each turn).
The Champion controlling the Dreadnaught is badly injured; the characteristics of the
Dreadnaught are halved for the rest of the game.
The Dreadnaughts engine bursts into flames and the machine is immobilized. The pilot
may still use emergency controls to fire one weapon. At the start of each turn, roll D6; it
explodes on a roll of 1 or 2. Any models within 3 suffer D6 S-10 hits with a -3 save.
The Champion Dreadnaught is slain. The Dred staggers D3 in a random direction, and
then collapses to the ground.
The Dreadnaughts ammunition explodes, completely destroying the machine and

inflicting D6 S-10 hits with a -2 Mod to any models within 3.

Land Raider Mk. III Crusader


250 points
Crew Type
Space Marines

M
4

WS
4

BS
4

S
4

T
4

W
1

I
4

A
1

Ld
8

Ram
Number of
Speed
Movement
Str
Dmg
Save
Crew Passengers
Slow
Combat
Fast
Type
20 M or 10 T
8
D12
-5
7
14
20
3
Tracked
The Land Raider Crusader variant is armed with twin linked Assault Cannons on a forward mount with
a 90 arc of fire from the front of the vehicle. Hurricane Bolters on each side of the tank have a 95 arc
of fire on each side, while a Multi-Melta has a 180 arc of fire around the vehicle. Two Frag Defenders
come as standard. A Land Raider may upgrade with auto-launchers (with Frag or Blind) for (+5)
points.
D6
Location
1-2
Track
3-5
Hull
6
Hurricane Bolter*
*Closest one to attacker
D6
1
2-5
6
D6
1
2-3
4
5
6
D6
1
2-5
6

Front
17
20
18

Armor
Side/Rear
20/17
22
18

Track Damage Table


The track is damaged but keeps running. The Land Raider may only move at slow
speed for the rest of the game.
The track is blown off. The Land Raider moves out of control next turn, and then comes
to a permanent halt.
The track is blown off, and the vehicle flips over, coming to a halt D6 away in a
random direction. Any model hit takes D6 S-7 hits with a -2 save. Any models on board
are killed on a D6 roll of 4+; survivors may dismount normally the following turn.
Hull Damage Table
The twin linked Heavy Bolters are destroyed and may no longer be used.
A fiery explosion tears through the crew compartment. Any models on board are killed
on a D6 roll of 4+.
The engine explodes. All models on board are killed, and the tank is spun around to face
a random direction, and comes to a permanent halt.
The fuel tank ignites. All models on board are killed, and the wreck moves out of
control next turn before exploding. Any model within 3 of the point where it stops will
be hit as if by a heavy flamer.
The ammunition explodes. All models on board are killed, and any model within 3 will
be hit by D6 S-10 hits with a -3 save.
Hurricane Bolter Damage Table
The Hurricane Bolter is damaged, and may only be used on a roll of 4+ (check each
turn).
The Hurricane Bolter is destroyed.
The Hurricane Bolter is destroyed; molten fragments ricochet inside the vehicle. Roll
on the HULL table to determine the result.

Support
<50%
Support Weapons
Space Marine Armies may purchase the following Support Weapons, for the costs listed. Each Support
Weapon comes with a crew of two servitors, if any crews are required for them.
Tarantula
20 points+weapons
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Servitor
4
3
4
3
4
1
4
1
7
The Tarantula has a crew of 1 Servitor, whose armored body confers a 5+ armor save. The Tarantula
has an integrated Targeter (+1 to hit).
Options
Select 1 of the following weapons:
Twin-linked Lascannons
Multi-Melta
Twin-linked Missile Launchers w/Super-Krak missiles
Twin-linked Autocannons
Twin-linked Heavy Bolters

+55
+65
+55
+50
+30

Rapier Laser Destroyer


65 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Servitor
4
3
4
3
4
1
4
1
7
The Rapier has a crew of 1 Servitor, whose armored body confers a 5+ armor save. The Tarantula has
an integrated Targeter (+1 to hit).

Black Templar Special Characters


Individual Heroes
Lord Helbrecht, High Marshal of the Black Templars of the Black Templars
129 points, 169 points including Wargear (0-1x)
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Helbrecht
4
8
7
5
5
4
8
4
10
Armed with a Black Sword and Bolt Pistol, and wears Artificer Armor (2+ save). Helbrechts armor is
also equipped with a Conversion Field; note that this count as a single Wargear Card.
With a Strategy Rating of 6, Helbrecht is automatically your armys commander.
Options
Helbrecht may carry up to 3 Wargear Cards; two of these will always be the Black Sword, and his
Artificers Armor.
Helbrecht may be escorted by a Sword Brothers Squad. Any number of models in this bodyguard
squad may take Space Marine Terminator Weapons at normal cost.
Chaplain Tancedar, Guardian of the Faith
86 points (0-1x)
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Hero
4
6
6
5
5
2
6
2
9
As a Chaplain, Tancedar wears Power Armor (3+ save), wields a Bolt Pistol and Frag grenades, have a
Crozius Arcanum and a Rosarius (integrated Conversion Field: 4+ unmodified save).
In addition, any friendly Space Marines within 8 of Tancedar may re-roll any failed Break Test once,
adding an extra die for his Righteous Purity Seal.
Options
Tancedar possesses a Purity Seal Relic, and may take one additional Wargear Card. He may ride a Bike
for +20 points.
Inquisitor Cadman Lochran, the Emperors Hammer
269 points (0-1x)
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Inquisitor
4
7
6
5
6
4
6
3
10
Armed with a Master-Crafted Plasma Pistol and a Force Sword, Cadman Lochran wears Terminator
Armor (3+ save on 2D6), and carries Frag and Krak grenades.
Lochran is a psyker of Mastery Level 4.
Because of his unwavering devotion to the Emperors cause, any attempts to nullify his Psychic
powers are at a +1 difficulty, while any attacks directed at him or which come in contact with the
model will be nullified at -1 difficulty for the Inquisitor.
He is immune to Daemonic possession of any sort.
Options
Cadman Lochran may carry up to 3 Wargear Cards.
Thorreich, Hero of the Donian Crusade
60 points (0-1x)
Troop Type
M
WS
Thorreich
4
6

BS
6

S
5

T
5

W
2

I
6

A
2

Ld
9

Armed with a Chainsword, a Boltgun & Pistol, Frag and Krak grenades, and wears Power Armor (3+
save).
Options
Thorreich may carry up to 2 Wargear Cards.
Brother Captain Wernher, Marshal of the Thangdron Crusade
106 points (0-1x)
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Wernher
4
7
7
5
5
3
7
3
10
Armed with a combi-weapon, Boltgun & Meltagun, Frag and Krak grenades, and wears Power Armor
(3+ save).
Wernher hates Orks. He may command your army, and has a Strategy Rating of 5 if he does so.
Options
Wernher may carry up to 3 Wargear Cards.

Black Templar Wargear


This section lists Wargear which is exclusive to this Specific Chapter; for a list of additional Wargear
available to all Space Marine Armies, see the Space Marine Army List at the beginning of the Codex.
Uncommon
Auto-Launcher
5 pointsSpace Marine terminators only, one use
This is an automatic point defense system, which is loaded before the game starts with either Frag or Blind
grenades. This can be triggered at any time, and will automatically deploy the grenade 6 in front of the
model.
Rare
Conversion Field
10 points
The wearer gains an additional, unmodifiable armor saving throw of 4+. A successful save using the Field
causes a blinding flash; unprotected troops within a radius equal to the incoming weapons Strength in
inches will be blinded until the beginning of their next turn on a 4+ on D6. Blind models cannot move or
shoot and fight in hand-to-hand combat with a WS of 1. Note that only one personal Field may be used at a
time.
Rare
Force Sword
10 pointspsykers only
At the end of the psychic phase, one unused Force Card may be stored in the Sword instead of being placed
in the discard pile. The stored Force Card may be retrieved and used in subsequent psychic phases. In handto-hand combat, the Sword increases the wielders Strength by a number equal to his Mastery Level, and
wounds Daemons automatically with no save possible. The wielder may also expend the stored Force Card
to gain an extra +2 Strength and 2 armor save in hand-to-hand combat. May also be used to parry .
Uncommon
Jump Pack
10 points
Permits the wearer to make a long, powered leap instead of its normal move. A jump can be up to a distance
of 18, reaching a height sufficient to clear most obstacles, vehicles and models. Woods and single-story
buildings reduce the jump to 12. Roll a Scatter Die for the jumping model as it lands; an arrow indicates
that the model scatters D3 in the indicated direction from its desired landing point. If a model with a Jump
Pack has declared a charge, he may move up to 4 after hes landed to engage in hand-to-hand combat . A
model may jump, then shoot or throw a grenade, but it cant use a Move or Fire weapon. Models using
Jump Packs do not receive the 1 to hit penalty for firing at a fast-moving target.
Master-Crafted Bolt Pistol
10 points
See the weapon profile for this weapon for more information.

Rare

Master-Crafted Plasma Pistol


15 points
See the weapon profile for more information on this item.

Rare

Uncommon
Medi-Pack
10 points
To use this item, the user must move into base-to-base contact with the model on which you want to use it.
At the end of the close combat phase, the medi-pack may be used to do one of the following:

Restore 1 Wound to a wounded but still living character .

Restore a model reduced to 0 Wounds to 1 Wound on a roll of 5+ on D6.

Restore the vision of any blinded model.

Cure the effects of any non-lethal gas type.

Negate any psychological effects in a model.

Nemesis Force Weapon


20 pointsInquisitors and Grey Knights only
See the weapon profile for this weapon for more information.

Rare

Common
Purity Seal (Relic)
8 pointsImperium only
Models bearing Purity Seals are immune to Fear and Terror. Furthermore, if hit by a psychic attack, the
model has a psychic save on a D6 of 4+. This does not Nullify the power; you must roll for each model
with a Purity Seal individually to see if it is effected. Note that, unlike other Relics, the Purity Seal may be
taken by any model with the ability to choose Imperium Only Wargear.
Common
Purity Seal
2 pointsBlack Templar Initiates only
Black Templars characters and Initiates may be given purity seals. Should a Black Templar with a Purity
Seal become filled with Righteous Zeal, it allows the model to roll an extra die and discard one die of your
choice when determining their movement towards the enemy. Should the model/unit be broken, they may
use the extra die towards their rally roll in the following turn, instead.
Uncommon
Rosarius (Standard)
10 pointsImperial Forces only
A Rosarius is a Relic fitted with a Conversion Field. The wearer gains an additional, unmodifiable armor
saving throw of 4+. A successful save using the Field causes a blinding flash; unprotected troops within a
radius equal to the incoming weapons Strength in inches will be blinded until the beginning of their next
turn on a 4+ on D6. Blind models cannot move or shoot and fight in hand-to-hand combat with a WS of 1.
Note that only one personal Field may be used at a time.
Uncommon
Scanner
1 point
Detects hidden troops within 24, or it may be used to ascertain the strength and Radius of the Effects of
any Rad Grenades within 24 instead.
Rare
Storm Shield
10 points
Model receives an extra armor saving throw of 4+ against shooting or hand-to-hand combat which cannot
be modified and applies only against attacks from the models front 90 arc. Also may be used to parry.
Targeter
Uncommon
2 points
The user gains a +1 to hit with a specific projectile weapon he carries; pick which weapon before the game
starts. Targeters may not be interchanged between weapons during battle.
Terminator Armor
Rare
45 pointsImperium only
This is powered armor augmented by an exo-skeletal lifting frame, and provides a modified save 3+ on
2D6. The wearer may carry a single heavy weapon without penalty. All of the suits are linked, and feed all
tactical data to every other suit on the field, and allow its wearer to utilize the LOS of other models in the
squad. It is completely sealed against all environmental effects (gas, bacteria, flamers, etc.). Because it is so
bulky, the wearer cannot throw grenades; if it is deactivated, its wearer is effectively helpless, and may not
move or fire. Terminator armor comes equipped with a targeter and Power Glove as standard.

Chapter Unique Weapons


Like the Wargear, above, this section lists weapons which are exclusive to this Specific Chapter. Again, for
a full list of additional weapons available to all Space Marine Armies, see the Space Marine Army List at
the beginning of the Index.
Black Sword
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
Close combat only
User+1
1
User
D6+Str
Close Combat: 1 Hand
Close combat only
8
1
-5
D6+D20+8 Close Combat: 2 Hands
The Black Sword does not suffer the usual -1 Initiative penalty if used in two hands.
Champions Blades (Dreadnaught)
Save
Armor
Str
Dmg
Mod
Pen
Special
8
D3
-5
8+D3+D20+D6 Close combat, one parry per Sword
If you score 2 or more hits, you may combine all of the hits into a single hit with an Armor Penetration of
8+3D6+D20.

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