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07/16/08
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.
Army Organization
25%+ Troops
Up to 50% Support
Up to 50% Characters
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
Cost
Free
Free
2
6
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
<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
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.
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
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
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
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.
Rare
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:
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.