Black Templar Neophyte Missionaries

Homebrew (Unpublished) by bigender_liver

Uncharacteristic of a Codex Chapter, Black Templars Neophytes are employed as frontline soldiers rather than being used as a separate Scout Company. They attain the rank after completing their grueling training as an Aspirant and are given an Initiate as a tutor. Under the care of their Initiate superiors and acting as their squires, Black Templars Neophytes are deployed in Crusader Squads. Outside of battle, Neophytes have other duties such as caring for their Initiate's arms and armour, waiting upon their mentor during Chapter feasts, acting as second during honour duels, and standing long vigils while their Initiates engages in long prayer.

Towards the end of their tutelage, a Neophyte will be given a series of grueling trials by their Crusades Chaplains. If they are successful, they are then elevated to the rank of Initiate. Apothecaries oversee their final stages of transformation into a full Astartes, such as being augmented with the Black Carapace. Some of the newly ordained Initiates remain with their Crusader squad, while others are deployed to new roles.

Composition
  • 1 NEOPHYTE MISSIONARY CHAMPION operative with one of the following options:
    • Astartes shotgun, fists Bolt Carbine, Fists
    • Bolt Pistol, Chainsword
  • 7 NEOPHYTE MISSIONARY operatives selected from the following list:
    • RELICBEARER
    • GRENADIER
    • SQUIRE
    • TRACKER
    • WARRIOR with one of the following options:
      • Astartes Shotgun, fists
      • Bolt Carbine, Fists
      • Bolt Pistol, Combat Blade

Other than Warrior operatives, your Killteam can only include each operative once.

Common Abilities and Options

Astartes:
During each friendly NEOPHYTE MISSIONARY operative's activation, it can perform either 2 shoot actions or 2 fight actions. If it is 2 shoot actions, an Astartes Shotgun, Bolt Pistol, or Bolt Carbine must be selected for at least one of them. Each friendly NEOPHYTE MISSIONARY operative can counteract regardless of its order.

Hot-Blooded Zealotry:
Each friendly NEOPHYTE MISSIONARY model can only shoot or charge at the closest enemy model. (In other words, only the closest enemy model is a valid target)

Neophyte Champion
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Astartes Shotgun (Rng 6")
4
2+
4/4
Bolt Pistol (Rng 8")
4
3+
3/4
Bolt Carbine
4
3+
3/4
Chainsword
5
3+
4/5
Fists
3
3+
3/4
Abilities
AstartesGuide the MassesHot-Blooded Zealotry

Guide the Masses: Once during each of this operative's activations, you can select one other friendly TEMPLAR NEOPHYTE operative in the killzone. Until the end of that operative's next activation, add 1 to its APL stat, but reduce its Save stat by 1.

TEMPLAR NEOPHYTE, IMPERIUM, ADEPTUS ASTARTES, BLACK TEMPLARS, LEADER, CHAMPION
Neophyte Relicbearer
A 3
M 6"
S 3+
W 11
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Fists
3
3+
3/4
Abilities
AstartesHot-Blooded ZealotryRelic of Legend

Relic of Legend: Whenever determining control of a marker, treat this operative's APL stat as 1 higher, or as 2 higher if it is Injured. Note this is not a change to its APL stat, so any changes are cumulative with this.

NEOPHYTE MISSIONARY, IMPERIUM, ADEPTUS ASTARTES, BLACK TEMPLARS, RELICBEARER
Neophyte Squire
A 3
M 6"
S 3+
W 11
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Power Sword (Lethal 5+)
4
3+
4/6
Abilities
AstartesHot-Blooded Zealotry1AP: Tend to Wounds

Tend to Wounds (1AP): Select one friendly NEOPHYTE MISSIONARY operative within this operative’s control range to regain up to 2D3 lost wounds.

This operative cannot perform this action while within control range of an enemy operative.

NEOPHYTE MISSIONARY, IMPERIUM, ADEPTUS ASTARTES, BLACK TEMPLARS, RELICBEARER
Neophyte Grenadier
A 3
M 6"
S 3+
W 11
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Bolt Carbine
4
3+
3/4
Chainsword
5
3+
4/5
Fists
3
3+
3/4
Frag Grenade (Rng 6", Blast 2", Sat)
4
3+
2/4
Krak Grenade (Rng 6", Prc1, Sat)
4
3+
4/5
Abilities
AstartesGrenadierHot-Blooded Zealotry

Grenadier: This operative can use frag and krak grenades (see universal equipment). Doing so does not count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever it is doing so, improve the Hit stat of that weapon by 1.

NEOPHYTE MISSIONARY, IMPERIUM, ADEPTUS ASTARTES, BLACK TEMPLARS, RELICBEARER
Neophyte Tracker
A 3
M 6"
S 3+
W 11
Weapons
ATK
HIT
DMG
Astartes Shotgun (Rng 6")
4
2+
4/4
Bolt Pistol (Rng 8")
4
3+
3/4
Bolt Carbine
4
3+
3/4
Chainsword
5
3+
4/5
Fists
3
3+
3/4
Abilities
AstartesHot-Blooded Zealotry1AP: Track Enemy

Track Enemy (1AP): Select one enemy operative within 8" of this operative. Until the end of the turning point, whenever a friendly NEOPHYTE MISSIONARY operative is shooting that enemy operative, that friendly NEOPHYTE MISSIONARY can ignore the Hot-Blooded Zealotry ability, and its ranged weapons have the Seek Light rule.

This operative cannot perform this action while within control range of an enemy operative.

TEMPLAR NEOPHYTE, IMPERIUM, ADEPTUS ASTARTES, BLACK TEMPLARS, SCOUT
Neophyte Warrior
A 3
M 6"
S 3+
W 11
Weapons
ATK
HIT
DMG
Astartes Shotgun (Rng 6")
4
2+
4/4
Bolt Pistol (Rng 8")
4
3+
3/4
Bolt Carbine
4
3+
3/4
Chainsword
5
3+
4/5
Fists
3
3+
3/4
Abilities
AstartesHot-Blooded ZealotryIndomitable Will

Indomitable Will: While this operative is within 4" of another friendly NEOPHYTE MISSIONARY WARRIOR operative, its Melee and Ranged weapons gain the Balanced weapon rule.

TEMPLAR NEOPHYTE, IMPERIUM, ADEPTUS ASTARTES, BLACK TEMPLARS, WARRIOR
Equipment

Vow of True Focus:
STRATEGIC GAMBIT May be used once per battle. Until the end of the turning point, friendly NEOPHYTE MISSIONARY operatives ignore the Hot-Blooded Zealotry ability.


Vow of Redemption:
Once per turning point, when a friendly NEOPHYTE MISSIONARY operative is incapacitated, you gain 1 CP.


Vow of Justice:
Whenever a friendly NEOPHYTE INITIATE operative is fighting or retaliating, whenever an attack dice inflicts damage on it, roll one D6: on a 4+, inflict 1 damage on the enemy operative in that sequence.


Vow of Absolution:
Once per turning point, when a friendly NEOPHYTE MISSIONARY operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


Ploys

Firefight - In Death, Glory:
Use this firefight ploy when a friendly NEOPHYTE MISSIONARY operative is incapacitated. Before that operative is removed from the killzone, inflict D3 damage on each enemy operative within its control range (roll separately for each).


Firefight - Transhuman Physiology:
Use this firefight ploy when an operative is shooting a friendly NEOPHYTE MISSIONARY operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.


Firefight - Mind on the Mission:
Use this firefight ploy at the end of a friendly NEOPHYTE MISSIONARY operative’s activation. If that operative has an Engage order, change it to Conceal. You cannot use this ploy for each friendly operative more than once per battle.


Strategic - And They Shall Know No Fear:
You can ignore any changes to the stats of friendly NEOPHYTE MISSIONARY operatives from being injured.


Strategic - Armour of Contempt:
Whenever an operative is shooting a friendly NEOPHYTE MISSIONARY operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


Strategic - Reckless Charge:
Whenever a friendly NEOPHYTE MISSIONARY operative is activated, if the first action it performs during that activation is the Charge action, when it ends its move during that action, you can inflict D3 damage on one enemy operative within its control range.


Strategic - Blade of Contempt:
Whenever a friendly NEOPHYTE MISSIONARY operative is shooting against, fighting against or retaliating against a wounded enemy operative, you can re-roll one of your attack dice.


Strategic - Radiant Aura:
Use this firefight ploy when a friendly NEOPHYTE MISSIONARY operative is performing the Shoot action, when you select a valid target. Until the end of that action, whenever that friendly operative is shooting an enemy operative within 3" of it (i.e. including secondary targets, if any), that friendly operative's ranged weapons have the Piercing 1 weapon rule.


TacOps
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.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

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


Recon: Retrieval

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

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

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