Templarios Aristo.
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.
Eq: 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.
Operatives
1. Templar srgt
A 3
M 6”
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Righteous blade (lethal 5+) | 5 | 3+ | 4/6 |
| Special issue bolt pistol (Prc1 ,8”) | 4 | 3+ | 3/4 |
Abilities
Blessings of the emperorAstartesEmperors advanceOptions
Eq: Emperors gifts2. Templars ace
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt pistol (8”) | 4 | 3+ | 3/4 |
| Blade of diamonds (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
Rigid diamondAstartesOptions
Eq: Emperors gifts3. Emperors champion
A 3
M 6”
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Emperors blade (Lethal 5+, brutal) | 5 | 3+ | 4/6 |
| Bolt pistol (8”) | 4 | 3+ | 3/4 |
Abilities
AstartesEmperors rageAdaptive bladesmanOptions
Eq: Emperors gifts4. Templar assassin
A 3
M 7”
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blessed blades (Lethal 5+) | 5 | 3+ | 4/5 |
| Bolt pistol (8”) | 4 | 3+ | 3/4 |
Abilities
AstartesEmperors snareOptions
Eq: Emperors gifts5. Templars enchanted
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt pistol (8”) | 4 | 3+ | 3/4 |
| Fist | 4 | 3+ | 3/4 |
Abilities
Occult1AP: SorceryAstartesOptions
Eq: Emperors gifts6. Templar warrior
A 2
M 6"
S 4+
W 11
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Power weapon, chain sword (Lethal 5+, rending) | 4 | 3+ | 4/6 |
Abilities
Group activationAstartesAdaptive warriorOptions
Eq: Emperors giftsEquipment
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
Transhuman physiology
Firefight PloyUse 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.
Ambush of the emperor
Firefight PloyUse 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).
Dead shot
Firefight PloyUse 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.
Emperors guidance
Firefight Ployduring 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.
Up close
Strategy PloyWhenever 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.
Emperors shadow
Strategy PloyWhenever 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.
Emperors will
Strategy PloyYou can ignore any changes to the stats of friendly TEMPLAR operatives from being injured.
Emperors charge
Strategy PloyAs 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
Tac Ops
Sweep & Clear
Seek And DestroyReveal: 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.
Dominate
Seek And DestroyReveal: 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.
Rout
Seek And DestroyReveal: 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.
Track Enemy
InfiltrationReveal: 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.
Plant Devices
InfiltrationReveal: 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.
Steal Intelligence
InfiltrationReveal: 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.