Veterans of Helsreach

Common Abilities and Options

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 incapacitates an opponents operative and various operatives have abilities to gain additional tokens. These tokens can be spent through the Templar Vows Ability.

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. Bolt Pistol, Combi Bolter, etc. Each friendly BLACK TEMPLAR operative can counteract regardless of its order

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.

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

Operatives

1. Andre Mathews
EXECRATOR
A 3
M 6"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Pyre Pistol (Rng 6”, Sat, Tor 1”)
5
2+
3/3
Crozius and Power Weapon (Lethal 5+, Stun)
5
3+
4/5
Abilities
Honour TokensAstartesRemorseless Persecution1AP: Templar VowsCondemnatory Annihilation

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.

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

Black Templar, Crusade Champion, Astartes, Execrator
2. Luke Alford
CRUSADE ANCIENT
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8”)
4
3+
3/4
Power Sword (Lethal 5+)
5
3+
3/5
Abilities
Astartes1AP: Templar VowsHonour Tokens1AP: Vengeful ExhorationMartial Honour

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

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.

Black Templar, Crusade Champion, Astartes, Crusade Ancient
3. Marc Bradford
SWORD BROTHER
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Rng 8", Prc 1)
4
3+
3/5
Supercharge (Rng 8", Prc 1, Lethal 5+, Hot)
4
3+
4/5
Power Sword (Lethal 5+)
5
3+
4/6
Abilities
Shield*1AP: Templar VowsAstartesRighteous ZealHonour Tokens

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.

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

Black Templar, Crusade Champion, Astartes, Sword Brother
4. Nathaniel Cash
INITIATE
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Pyreblaster (Rng 8", Sat, Tor 2")
5
2+
3/3
Fists
4
3+
3/4
Abilities
1AP: Templar VowsAstartesHonour Tokens
Black Templar, Crusade Champion, Astartes, Initiate
5. Erik Conner
INITIATE
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Rifle (PrcCrit 1)
4
3+
3/4
Fists
4
3+
3/4
Abilities
1AP: Templar VowsAstartesHonour Tokens
Black Templar, Crusade Champion, Astartes, Initiate
6. Brendan Dorsey
NEOPHYTE
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Chainsword
5
3+
4/5
Abilities
Group Activation1AP: Initiates Squire
Black Templar, Crusade Champion, Astartes, Neophyte
7. Barry Shelton
NEOPHYTE
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Chainsword
5
3+
4/5
Abilities
Group Activation1AP: Initiates Squire
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

Rite of Perfervid Wrath
Firefight Ploy

Select a friendly BLACK TEMPLAR operative and choose a Templar Vow to be active.

Chant of Deathless Devotion
Firefight Ploy

Reduce the Damage of 1 result of incoming critical damage and change it to a normal damage.

Sacred Range
Firefight Ploy

Select a friendly BLACK TEMPLAR operative, melee weapons equipped by that operative gain the Punishing weapon rule.

Exploit their Cowardice
Firefight Ploy

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

Chorus of Relentless Hate
Strategy Ploy

Any friendly Black Templar Operative with 3" of your Crusade Champion can immediately perform a free dash.

Pyre Brand
Strategy Ploy

Increase the range of "Pyre" weapons by 2"

Benediction of Fury
Strategy Ploy

Ranged Weapons equipped by friendly BLACK TEMPLAR operatives that are visible to the CRUSADE CHAMPION operative gain the Ceaseless weapon rule.

Purge and Sanctify
Strategy Ploy

Friendly BLACK TEMPLAR operatives can fall back for 1 less AP.

Tac Ops

Sweep & Clear
Seek And Destroy

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.

Dominate
Seek And Destroy

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.

Rout
Seek And Destroy

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.

Plant Banner
Security

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.

Martyrs
Security

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.

Envoy
Security

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.