Black Templar “Decurion”

Here is my idea for experimental rules for Black Templar to get their own Gladius, or Decurion, type detachment, as well as special Relics, etc:

 

BLACK TEMPLAR CRUSADER FORCE (1-2 Core, 0-3 Command, 1+ Auxiliary)

Special Rules:

1 – Litanies of Hate – All Chaplains and High Chaplain Grimaldus in this detachment grant themselves and their squad Shred when in close combat

2 – Vows of the Templar – Before each game, must choose one of the following Vows, which then applies to all models within the detachment for that game:

*Abhor the Witch, Destroy the Witch – All units in this detachment gain Preferred Enemy: Psykers, Brotherhood of Psykers, Pyschic Pilot

*Accept Any Challenge, No Matter the Odds – All characters in this detachment gain +D3 attacks and Initiative when fighting in a challenge

* Suffer Not the Unclean to Live– All units in this detachment gain Hatred when locked in close combat with one or more models from the Eldar, Dark Eldar, Harlequin, Orks, Tyranids, Tau, or Necrons faction

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WARLORD TRAITS

1 – Warlord gains +1A/+1WS

2 – If the Warlord’s Unit fails a morale check during the Shooting or Psychic phase, they run 2D6” toward the nearest enemy unit, instead of falling back

3 – Warlord has Hatred: Psykers and Preferred Enemy: Psykers

4 – Warlord and his unit may re-roll charge distances

5 – Warlord has Fearless and may re-roll failed to Hits when in a Challenge

6 – Warlord and all friendly units within 12” may re-roll failed Morale, Pinning, and Fear checks

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RELICS

1 – Blade of the Crusader – S: x2 AP2, Two-Handed, Massive (always strikes at I2)

2 – Armor of Hatred – Terminator Armor that gives bearer +1T and Eternal Warrior

3 – Black Rosarious – Bearer and unit gain 5++ save, or re-roll failed Invul saves if they already have one, while locked in Close Combat (Chaplain only)

4 – Orb of Antioch – 12” S8 AP2 Small Blast, Ignore Cover, Shred, One Use Only

5 – Chains of Zeal – Bearer and his unit add +3” to Run and Charge distances

6 – Banner of Wrath – All friendly Black Templar units within 12” gain Fearless/within 6” gain +1S when locked in combat (Command Squad/Honor Guard only)

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CORE (1-2 Option)

a) Battle Demi-Company (see Codex: Space Marines)

b) Crusade Fighting Company

(*1 Castellan [Captain] or Chaplain)

(*0-1 Emperor’s Champion)

(*0-1 Sword Brethren Squad [Command Squad])

(*4-8 Crusader Squads)

(*2-4 Assault Space Marine or Assault Centurion Squads)

(*0-1 Devastator or Devastator Centurion Squads)

Special Rules:

1 – Crusade of Wrath – Once per game, choose an Assault Phase and all units in this detachment have the Hatred and Fleet rules until the end of the phase (this can be used separately from High Marshal Helbrecht’s ability of the same name)

2 – Unequalled Zeal – Any unit with the Righteous Zeal special rule in this formation gains Counterattack and Rage FOR THE REST OF THE GAME if it suffers one or more casualties in the Shooting phase or as the result of Overwatch

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COMMAND (0-3 Option)

a) Strike Force Command (see Codex: Space Marines)

b) Reclusiam Command Squad (see Codex: Space Marines)

c) Council of Zeal

(*3 – 6 Chaplains)

Special Rules:

1 – Reclusiarch’s Vow – All Chaplains in this formation gain +1WS/A for free

2 – Shield of Faith – All Chaplains in this formation grant themselves and their unit +2 to their Deny the Witch rolls (this is not cumulative if there is more than one Chaplain in the same unit)

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AUXILIARY (1+ Option)

a) Storm Wing (see Codex: Space Marines)

b) Land Raider Spearhead (see Codex: Space Marines)

c) Armoured Task Force (see Codex: Space Marines)

d) 1st Company Task Force (see Codex: Space Marines)

e) Marshal’s Hammer

(*1-2 Land Raider Crusaders)

(*2-4 Vindicators)

(*1-2 Techmarine)

Special Rules:

1 – Anointed Armor – Vehicles in this formation ignore the effects of the Lance rule

2 – Awaken the Machine Spirit – All Vindicators within 12” of a Techmarine from this formation have the Power of the Machine Spirit rule

f) Drop Zone Clearance Force

(*1-3 Dreadnoughts/Venerable Dreadnoughts/Ironclad Dreadnoughts – must take Drop Pods)

(*1-3 Thunderfire Cannons – must take Drop Pods)

Special Rules:

1 – Clear the Zone – All units in this formation must start in Deep Strike Reserve and arrive on turn 1 automatically (their Drop Pods do not count when calculating the Drop Pod Assault rule). Thunderfire Cannons gain the Relentless rule and Dreadnoughts/Venerable Dreadnoughts/Ironclad Dreadnoughts count their weapons as Twin-Linked on the turn they arrive from Reserve

g) Templar Lancer Assault Squadron

(*1 Command Squad – All Veterans must take Space Marine Bikes and Power Lances)

(*2-4 Space Marine Bike Squadrons – Must take Veteran Sergeant with Power Lance)

(*0-2 Attack Bike Squadrons)

Special Rules:

1 – Furious Charge

2 – Tank Hunter/Monster Hunter

 

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