Black Templars Righteous Crusaders

Homebrew by NDT987

"The galaxy is the Emperor's, and anyone or anything who challenges that claim is an enemy who must be destroyed." - HIGH MARSHAL HELBRECHT AT THE BATTLE OF FIRE AND BLOOD.

100% positive
Composition

A BLACK TEMPLARS Kill Team is composed of the following: 1 CRUSADE CHAMPION from the following list

  • EMPERORS CHAMPION
  • MARSHAL with one of the following options:
    • Combi weapon or Plasma Pistol
    • Power Sword or Power Axe
  • CASTELLAN
  • EXECRATOR with one of the following options:
    • Hand Flamer, Crozius and Power Weapon
    • Absolver Bolt Pistol, Crozius and Power Weapon

And 5 BLACK TEMPLAR Operatives from the following list

  • CRUSADE ANCIENT
  • SWORD BROTHER with one of the following options:
    • Combi Weapon and Chainsword
    • Heavy Bolt Pistol, Storm Shield and Power Weapon
    • Any Combination of a Heavy Bolt Pistol, Pyre Pistol, or Plasma Pistol and Chainsword, Power Sword, Power Axe, Thunder Hammer or Twin Lightning Claws
  • INITIATE with one of the following options:
    • Bolt Rifle and Fists
    • Pyreblaster and Fists *
    • Heavy Bolt Pistol and Chainsword
    • Heavy Bolt Pistol and Power Fist *
  • You may only use one instance of these loadouts
  • NEOPHYTE ** with one of the following options:
    • Boltgun and Fists
    • Astartes Shotgun and Fists
    • Bolt Pistol and Chainword ** These operatives only count as 1/2 a selection so every time you add a NEOPHYTE add an additional NEOPHYTE.

Additional Rules

  • Your Kill Team cannot include an EMPERORS CHAMPION and CRUSADE ANCIENT.
  • You may only include one CRUSADE ANCIENT in your Kill Team.
  • You must include at least one SWORD BROTHER and one INITIATE operative.
  • You can only include up to two SWORD BROTHER operative.
Common Abilities and Options

Astartes:
During each friendly BLACK TEMPLAR operative's activation, it can perform either two Shoot actions or two Fight actions. If it is two Shoot actions, a bolt weapon must be selected for at least one of them. A bolt weapon is any ranged weapon that includes 'bolt' in its name, e.g. marksman bolt carbine, special issue bolt pistol, etc. Each friendly BLACK TEMPLAR operative can counteract regardless of its order

Honour Tokens:
Your Black Templar Can earn Honour Tokens. This is a pool of points that you can use across your kill team. You earn a Honor Token at the beginning of each turning point, whenever an operative from your kill team defeats an opponents operative and various operatives have abilities to gain additional tokens. These tokens can be spent through the Templar Vows Ability.

Templar Vows (1AP):
You may spend your Honour Tokens for any of the following to be true. Only one may be active unless otherwise stated. This abibilty may be used during an operatives activation, before this operative has been activated but subtract 1 from its APL stat for the reamainder of the turning point,or after it has been activated but this action counts as a counteract

Abhor the Witch, Destroy the Witch (1 Honour Token)

  • When targetting an enemy operative with the Psyker keyword, melee weapons gain Lethal 5+ if they already have Lethal 5+ it becomes Lethal 4+.

Accept any Challenge, no Matter the Odds (2 Honour Tokens)

  • Melee Weapons Equipped by this Operative gain the Punishing

Suffer Not the Unclean to Live (2 Honour Tokens)

  • This operative may perform the Fall Back Action for free.

Uphold the Honour of the Emperor (3 Honour Tokens)

  • You can reroll defense dice for this operative and if this operative is within control range of an objective results of a 5+ are considered critical successes.
EMPERORS CHAMPION
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Bolt Pistol (Range 8")
4
3+
3/4
Black Sword
Offensive Stance (Lethal 5+, Brutal)
4
3+
5/7
Defensive Stance (Lethal 5+, Shock)
4
3+
5/7
Abilities
Armor of FaithAstartesHonour TokensSigusmund"s Heir1AP: Templar Vows

Armor of Faith: Once per turning point when Normal damage would be inflicted on this operative reduce that damage to 0.

Sigusmund"s Heir: When this Operative performs the Charge action its melee weapons gain the Ceasless weapon rule or if the Operative being targeted has the LEADER keyword it's melee weapons gain the Relentless weapon rule.

Black Templar, Crusade Champion, Astartes, Emperors Champion
MARSHAL
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Combi Weapon
Combi Bolter (Piercing Crits 1)
4
3+
3/4
Combi Flamer (Range 8, Saturate, Torrent 1")
4
2+
3/3
Plasma Pistol
Standard (Range 8", Piercing 1)
4
3+
3/5
Supercharge (Range 8", Piercing 1, Hot, Lethal 5+)
4
4+
4/5
Power Sword (Lethal 5+)
5
3+
4/6
Power Axe (Brutal)
5
4+
5/7
Abilities
AstartesHonour TokensInspirational Exemplar1AP: Templar Vows

Inspirational Exemplar: Friendly Black Templar Operatives within 6" of this Operative can perfrom mission actions for free. Restrictions: Excluding Operate Hatch, however they can perform the Breach Action for 1 fewer AP

Black Templar, Crusade Champion, Astartes, Marshal
CASTELLAN
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Combi Weapon
Combi Bolter (Piercing Crits 1)
4
3+
3/4
Combi Flamer (Range 8", Saturate, Torrent 1")
4
2+
3/3
Power Axe (Brutal)
5
4+
5/7
Abilities
AstartesHonour TokensPrioritised EradicationTemplar Vows1AP: Vehement Agression

Prioritised Eradication: Whenever an enemy operative is defeated within 6" of this operative roll 1 D6 and on a 4+ you gain an additional Honour Token.

Vehement Agression (1AP): This Operative may perform the Dash Action and a friendly Black Templar Operative within 3" of this operative may be selected to dash as well. Restriction: This ability cannot be used if the Chorus of Relentless Hate Strategy Ploy was used this turning point.

Black Templar, Crusade Champion, Astartes, Castellan
EXECRATOR
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Absolver Bolt Pistol (Rng 8” PrcCrits 1)
4
3+
3/4
Pyre Pistol (Rng 6”, Sat, Tor 1”)
5
2+
3/3
Crozius and Power Weapon (Lethal 5+, Stun)
5
3+
4/5
Abilities
AstartesCondemnatory AnnihilationHonour TokensRemorseless Persecution1AP: Templar Vows

Condemnatory Annihilation: When determining control over an objective treat enemy operatives within 3" of this operative as having -1 APL

Remorseless Persecution: Once during each of this operative's activations, when this operative ends the Fight action, if it’s no longer within control range of enemy operatives, you can use this rule. If you do, it can immediately perform a free Charge action (even if it’s already performed the Charge action during that activation), but it cannot move more than 2" during that action. Doing so doesn’t prevent it from performing the Charge, Dash or Reposition action afterwards during that activation.

Black Templar, Crusade Champion, Astartes, Execrator
CRUSADE ANCIENT
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8”)
4
3+
3/4
Power Sword (Lethal 5+)
5
3+
3/5
Abilities
AstartesHonour TokensMartial Honour1AP: Templar Vows1AP: Vengeful Exhoration

Martial Honour: Treat this Operatives APL as +1 when determining objective control. Additionally each time a friendly BLACK TEMPLAR operative visible to this operative performs a charge or mission action you gain an Honour Token.

Vengeful Exhoration (1AP): This operative can choose an additional Templar Vow to be active for itself or Another Friendly Operative within 8"

Black Templar, Crusade Champion, Astartes, Crusade Ancient
SWORD BROTHER
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Combi Weapon
Combi Bolter (PrcCrit 1)
4
3+
3/4
Combi Plasma - Standard (Prc 1)
4
4+
4/6
Combi Plasma - Supercharge (Prc 1, Lethal 5+, Hot)
4
4+
5/6
Heavy Bolt Pistol (Rng 8", PrcCrit 1)
4
3+
3/4
Plasma Pistol
Standard (Rng 8", Prc 1)
4
3+
3/5
Supercharge (Rng 8", Prc 1, Lethal 5+, Hot)
4
3+
4/5
Pyre Pistol (Rng 6", Sat, Tor 1")
5
2+
3/3
Chainsword
5
3+
4/5
Power Sword (Lethal 5+)
5
3+
4/6
Power Axe (Brutal)
5
4+
5/7
Thunder Hammer (Shock, Stun)
5
4+
6/7
Twin Lightning Claws (Ceaseless, Lethal 5+, Rnd)
5
3+
4/5
Storm Shield and Power Sword (Lethal 5+, Shield*)
5
3+
4/6
Abilities
AstartesHonour TokensRighteous ZealShield*1AP: Templar Vows

Righteous Zeal: Whenever an enemy operative is selected to fall back while in control range of this operative, halve that operatives movement.

Shield:* If this Operative is equipped with the "Storm Shield and Power Sword" you can always retain a cover save regardless if this operative is in cover or not, if it is in cover it may reatin an additional cover save. These can be used in conjunction with the** Column From the Major Altar **equipment.

Additionally when resolving a fight action, each time this operative parries you may parry an addtional normal success.

Black Templar, Crusade Champion, Astartes, Sword Brother
INITIATE
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Rifle (PrcCrit 1)
4
3+
3/4
Pyreblaster (Rng 8", Sat, Tor 2")
5
2+
3/3
Heavy Bolt Pistol (Rng 8", PrcCrits 1)
4
3+
3/4
Fists
4
3+
3/4
Chainsword
5
3+
4/5
Power Fist (Brutal)
5
3+
5/7
Abilities
AstartesHonour Tokens1AP: Templar Vows
Black Templar, Crusade Champion, Astartes, Initiate
NEOPHYTE
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Astartes Shotgun (Rng 6")
4
2+
4/4
Bolt Pistol (Rng 8")
4
3+
3/4
Fists
3
3+
3/4
Chainsword
5
3+
4/5
Abilities
Group Activation1AP: Initiates Squire

Group Activation: Whenever this operative is expended, you must then activate any other ready friendly BLACK TEMPLAR NEOPHYTE operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives as specified with this rule).

Initiates Squire (1AP): Can utilize The Templar Vows rule if within 6" of a friendly INITIATE operative

Black Templar, Crusade Champion, Astartes, Neophyte
Equipment

Banner of the Emperor Victorious:
Place a BANNER token any where in your deployment zone. Friendly Operatives can perform the PICK UP mission action on this token. While an operative is within control range of an objective they control they can place this token. While this token is on an objective it is treated as the operative that placed it and that operative may perform mission actions on that objective even if it is not within control range of it. Remove this token if any enemy operatives enter control range of it.


Halo of Devastation:
Once per battle you can use this equipment whenever your CRUSADE CHAMPION performs the charge action. If you roll a D6.

  • On a result of a 1-3 the enemy operative suffers D3 Mortal Wounds
  • On a result of a 4 or 5 that enemy operative suffers D3 mortal wounds and -1 to its APL stat until the end of its next activation.
  • On a result of a 6 that enemy operative suffers D3+2 mortal wounds and -1 to its (and other enemy operatives within 3") APL stat until the end of its next activation

Water From the Stoup of Elucidation:
Once per turning point a friendly BLACK TEMPLAR operative can perfrom a free mission action.


Column From the Major Altar:
Once per turning point a friendly BLACK TEMPLAR operative may retain a cover save as a critical success.


Ploys

Firefight - Rite of Perfervid Wrath:
Select a friendly BLACK TEMPLAR operative and choose a Templar Vow to be active.


Firefight - Chant of Deathless Devotion:
Reduce the Damage of 1 result of incoming critical damage and change it to a normal damage.


Firefight - Sacred Range:
Select a friendly BLACK TEMPLAR operative, melee weapons equipped by that operative gain the Punishing weapon rule.


Firefight - Exploit their Cowardice:
Whenever an enemy operative is selected to fall back you can perform a free fight action but arer -1 to your HIT stat.


Strategic - Chorus of Relentless Hate:
Any friendly Black Templar Operative with 3" of your Crusade Champion can immediately perform a free dash.


Strategic - Pyre Brand:
Increase the range of "Pyre" weapons by 2"


Strategic - Benediction of Fury:
Ranged Weapons equipped by friendly BLACK TEMPLAR operatives that are visible to the CRUSADE CHAMPION operative gain the Ceaseless weapon rule.


Strategic - Purge and Sanctify:
Friendly BLACK TEMPLAR operatives can fall back for 1 less AP.


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.