Black Templars

Homebrew by Andres707

the righteous Crusaders

100% positive
Composition

1 SERGEANT from the following list

.TEMPLAR SERGEANT: can have the following

.special is bolt pistol ,power weapon, chain sword

.

5 opperatives from the following list you can only have one of each opperatvies from below other than warrior opperatives

.

. templars ace :can have the following options

.special isue bolt gun ,pistol, fist

.bolt rifle ,pistol , fist

.

.power weapon, bolt pistol.

.emperors champion

.templar assassin

.templars enchanted

. .

. .templar warrior: can have only the following options

.bolt rifle ,pistol,fist

.auto rifle , pistol, fist

.special issu bolt pistol, chain sword

.

.templar dead eye

.templars whisperer

.templars enforcer: can have the following options

.

bolt gun,bolt pistol,fist

. .

power fist, special isue bolt pistol

.

.templars escutcheon

.templars damned crusader

Common Abilities and Options

Astartes:
During each friendly 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 TEMPLAR operative can counteract regardless of its order.

Templar srgt
A 3
M 6”
S 3+
W 15
Weapons
ATK
HIT
DMG
Special issue bolt pistol (Prc1 ,8”)
4
3+
3/4
Righteous blade (lethal 5+)
5
3+
4/6
Chain sword (Rending)
5
3+
4/5
Abilities
AstartesBlessings of the emperorEmperors advance

Blessings of the emperor: you can select an additional equipment

Emperors advance: as a startegic gambit (add an inch to all friendly opertaives movement )

Srgt
Templars ace
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Special Issue boltgun (Prc1)
4
3+
3/4
Bolt rifle (Prccrit1)
4
3+
3/4
Bolt pistol (8”)
4
3+
3/4
Fist
4
3+
3/4
Blade of diamonds (Lethal 5+)
5
3+
4/6
Abilities
AstartesRigid diamond

Rigid diamond: Whenever this operative is fighting, its blade of diamonds has the Brutal weapon rule. Whenever this operative performs the Charge action, its blade of diamonds has the Ceaseless weapon rule until the end of the activation/counteraction.

Emperors champion
A 3
M 6”
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt pistol (8”)
4
3+
3/4
Emperors blade (Lethal 5+, brutal)
5
3+
4/6
Emperors rage (Lethal 5+)
4
3+
4/6
Abilities
Adaptive bladesmanAstartesEmperors rage

Adaptive bladesman: You can ignore any changes to the Hit stat of this operative’s emperors blade. Whenever this operative is fighting or retaliating, you can resolve one of your successes before the normal order. If you do, that success must be used to block

Emperors rage: Whenever this operative performs the Fight action with this weapon profile, if it isn't incapacitated, it can immediately perform a free Fight action afterwards, but you must select this weapon profile and it can only fight against each enemy operative within its control range once per activation or counteraction using this weapon profile. This takes precedence over action restrictions, and you can continue to perform free Fight actions until this operative is incapacitated or has fought against every enemy operative within its control range

Templar assassin
A 3
M 7”
S 3+
W 13
Weapons
ATK
HIT
DMG
Bolt pistol (8”)
4
3+
3/4
Blessed blades (Lethal 5+)
5
3+
4/5
Abilities
AstartesEmperors snare

Emperors snare: Whenever this operative performs the Charge action during its activation, if it climbs, drops, jumps, or its base moves underneath Vantage terrain during that action, its melee weapons have the Lethal 3+ weapon rule until the end of that activation.

Templars enchanted
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt gun
4
3+
3/4
Bolt pistol (8”)
4
3+
3/4
Fist
4
3+
3/4
Abilities
AstartesOccult1AP: Sorcery

Occult: The first time during each turning point that another friendly BLACK TEMPLAR operative would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative is not incapacitated, has 1D3 wounds remaining, and cannot be incapacitated for the remainder of that action. After that action, that friendly operative can immediately perform a free Dash action, but must end that move with this operative's control range. Subtract 1 from this and that operative's APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative’s activation, that activation ends. You cannot use this rule if this operative is incapacitated, or if it is a Shoot action and this operative would be a primary or secondary target.

Sorcery (1AP): Select one friendly TEMPLAR operative within this operative's control range to regain up to 1D3+3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point. This operative cannot perform this action while within control range of an enemy operative.

Templar warrior
A 2
M 6"
S 4+
W 11
Weapons
ATK
HIT
DMG
Bolt rifle (Prccrit1)
4
3+
3/4
Auto bolt rifle (Tor 1”)
4
3+
3/4
Bolt pistol (8”)
4
3+
3/4
Special issue bolt pistol (Prc1, 8”)
4
3+
3/4
Fist
4
3+
3/4
Chain sword (rending)
5
3+
4/5
Power weapon (Lethal 5+)
4
3+
4/6
Power weapon, chain sword (Lethal 5+, rending)
4
3+
4/6
Abilities
Adaptive warriorAstartesGroup activation

Adaptive warrior: You can do one of each of the following once per turning point. One friendly TEMPLAR WARRIOR can perform the Smoke Grenade action. One friendly TEMPLAR WARRIOR can perform the Stun Grenade action. The rules for these actions are found in universal equipment. Performing these actions using this rule does not count towards their action limits (i.e, if you select those grenades from equipment).

Group activation: Whenever this operative is expended, you must then activate any other ready friendly TEMPLAR WARRIORS 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).

Templar Dead eye
A 3
M 7”
S 3+
W 12
Weapons
ATK
HIT
DMG
Blessed bolt carbine (Lethal 5+, prc1)
4
2+
3/4
Bolt pistol (8”)
4
3+
3/4
Serrated blade
4
3+
3/4
Abilities
AstartesEmperors guardEmperors visionUmbra

Emperors guard: This operative can perform the Guard action (see close quarters rules, Kill Team Core Book) in any killzone. It can perform the Guard action while it has a Conceal order, but when you perform the free Shoot or Fight action during the interruption, you must change its order to Engage.

Emperors vision: Whenever a TEMPLAR DEAD EYE is shooting, enemy operatives cannot be obscured.

Umbra: Whenever an operative is shooting TEMPLAR DEAD EYE operative: Ignore the Saturate weapon rule. If you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This isn’t cumulative with improved cover saves from Vantage terrain. Saturate: The defender cannot retain Cover saves.

Templars whisperer
A 3
M 6”
S 4+
W 14
Weapons
ATK
HIT
DMG
Bolt gun
4
3+
3/4
Bolt pistol (8”)
4
3+
3/4
Fist
4
3+
3/4
Abilities
Astartes1AP: Emperors hold

Emperors hold (1AP): Select one ready enemy operative that is a valid target for this operative, or visible to this operative instead if you spend 1 additional AP. Roll 1D6, until the end of the turning point, that enemy operative cannot be activated or perform actions until it is the last enemy operative to be activated, or until your opponent has activated a number of enemy operatives after this action equal to the roll (whichever comes first) This operative cannot perform this action while within control range of an enemy operative.

Templar enforcer
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
bolt gun
4
3+
3/4
Bolt pistol (8”)
4
3+
3/4
Special issue bolt pistol (8”, prc1)
4
3+
3/4
Fist
4
3+
3/4
Power fist (Brutal)
5
4+
5/7
Abilities
Astartes1AP: Brute forceEmperors will power1AP: Enforce

Brute force (1AP): Whenever this operative is fighting or retaliating, subtract 1 from both Dmg stats of the weapons the enemy operative in that sequence has (to a minimum of 2).

Emperors will power: Once per turning point when a ready friendly TEMPLAR operative is incapacitated while visible to and within 6" of this operative, you can use this rule. If you do, before that operative is removed from the killzone, it can perform a 1AP action for free (excluding Fight ) and you can change its order to do so. It is then incapacitated as normal.

Enforce (1AP): Select one other friendly TEMPLAR operative visible to and within 3" of this operative. That operative can immediately perform a 1AP action for free, but it cannot move more than 3" during that action.

Templars escutcheon
A 3
M 5”
S 2+
W 15
Weapons
ATK
HIT
DMG
Bolt pistol (8”)
4
3+
3/4
Power weapon (Lethal 5+ ,brutal)
5
3+
4/6
Abilities
AstartesInvulnerable ShieldShield of the gods

Invulnerable Shield: Whenever an operative is shooting this operative, worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored.

Shield of the gods: Whenever this operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one).

Templars damned crusader
A 3
M 7”
S 3+
W 13
Weapons
ATK
HIT
DMG
Eternal flames (7”, tor 2”)
4
2+
3/4
Hand flames (6”, tor 1” , saturate)
4
3+
3/3
Flamed fist
4
3+
3/4
Abilities
Astartes1AP: Eternal fire

Eternal fire (1AP): once a battle add an extra two to your atk stat on your eternal flames ( to maximum of 6)

Flammer
Equipment

Emperors mending:
Once during each friendly TEMPLAR operative’s activation, before or after it performs an action, if it’s not within control range of enemy operatives, you can use this rule. If you do, select one of the following: . That friendly operative regains up to D3 lost wounds.


Eyes of the Emperors:
Once per turning point, when a friendly operative performs the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of the activation (or counteraction), enemy operatives within 8" of it cannot be obscured.


Emperors gifts:
Once per turning point, when a friendly TEMPLAR 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.


Emperors shield:
Once per turning point, when a friendly TEMPLAR operative is fighting or retaliating, after your opponent rolls their attack dice, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).


Ploys

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


Firefight - Ambush of the emperor:
Use this firefight ploy when a friendly TEMPLAR opperative that has a Conceal order is activated, is given an Engage order, performs the Charge and then the Fight action, and you’re resolving your first attack dice from this activation. After doing so, you can immediately resolve another of your attack dice (before your opponent). The operative cannot have performed any other actions during this activation (but can do so after resolving this ploy).


Firefight - Dead shot:
Use this firefight ploy when you resolve a critical success for a friendly TEMPLAR operative that is shooting with a bolt weapon. Inflict D3 additional damage.


Firefight - Emperors guidance:
during a friendly TEMPLAR operative’s activation, before or after it performs an action, if it’s not within control range of enemy operatives it can Remove one of the following tokens that friendly operative has (before that token’s activation effects are resolved, if relevant): Neutron Fragment, Poison, Terrorchem.


Strategic - Up close:
Whenever a friendly TEMPLAR operative is fighting or shooting an operative within 3" of it, that friendly operative’s weapons have the Punishing weapon rule. Punishing: If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.


Strategic - Emperors shadow:

Whenever an operative is shooting a friendly TEMPLAR operative: Ignore the Saturate weapon rule. If you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This isn’t cumulative with improved cover saves from Vantage terrain. Saturate: The defender cannot retain Cover saves.


Strategic - Emperors will:
You can ignore any changes to the stats of friendly TEMPLAR operatives from being injured.


Strategic - Emperors charge:
As a STRATEGIC GAMBIT after first turning point, a number of friendly TEMPLAR operatives equal to a d3 can immediately perform a free Reposition action, but must end that move wholly within 3" of your territory


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.


Infiltration: Track Enemy

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

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

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


Infiltration: Plant Devices

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

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

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


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.