With the Black Templars Army Set going up for pre-order this weekend, Games Workshop is drip feeding us some of the new rules included in Codex Supplement: Black Templars.
First up, we are taking a look at the new Templar Vows. Vows were introduced as a set of rules for Black Templars back in Warhammer 40k 3rd Edition.
Accept Any Challenge, No Matter the Odds
While this vow is in effect:
- While this unit is within Engagement Range of any enemy units, if a combat doctrine is active for your army, this unit gains the bonus of the Assault Doctrine, instead of the combat doctrine that is active.
- Each time this unit fights, until that fight is resolved, add 1 to the Attacks characteristic of models in that unit. This is not cumulative with the additional attack granted by the Shock Assault ability.
- This unit cannot Fall Back.
This gives you effective AP -1 to your melee attacks and permanent plus 1 attack. If Black Templars end up having a good way to get stuck in, they can be a real melee threat.
Abhor the Witch, Destroy the Witch
While this vow is in effect:
- Once per battle, in your first Movement phase, if there are any enemy Psyker units in your opponent's army, until the end of the phase, add 3" to the Move characteristic of models in this unit.
- Each time a model in this unit makes a melee attack against a Psyker unit, re-roll a wound roll of 1.
- While an enemy Psyker unit is within 18" of this unit, this unit cannot perform any actions.
You are going to take this for the +3" move on turn one. We have seen pregame move and the Necrons +1" move be used to really get out on the board and get your units in to position. Movement is the name of the game in 9th Edition.
Black Templars are known for Relics! You would expect as much from a Chapter that decorates their kits with the bones of martyrs.
Each Crusade Fleet maintains its own Reclusiam, filled with potent holy relics of the Black Templars. Upon swearing their vows on the eve of battle, a Black Templars squad may be granted the honour of bearing a relic on the battlefield, demonstrating their devotion to the Emperor and to the destruction of his foes.
If your army includes any Black Templars Chaplain units, you can use the upgrades listed below.
- For each Black Templars Infantry or Black Templars Biker (excluding Character units) from your army, you can upgrade from the list below to give that unit.
- Each upgrade in your army must be unique.
- Once selected, that upgrade must be allocated to one model in that unit, and that model gains the abilities listed. This model should be distinctive from others in the unit, and before each battle you should make it clear to your opponent which model has the upgrade.
Games Workshop is pitching that you use the Relics included in the new Black Templars Upgrade Sprue to add the relic to one of your upgraded units. Hello magnet time. Holy Orbs are making a return for Black Templars as well.
Each holy orb is a masterpiece, combining explosives with sacred unguents. When thrown, the orb explodes, superheating the unguents into a cloud of scalding incense. Unbelievers who inhale this are sent into a paroxysm of agony, while they contemplate their many sins.
Once per battle, in your Shooting phase, you can select one enemy unit that is within 6" of and visible to this model.
- Roll one D6: on a 2+, that unit suffers D3 mortal wounds.
- Until the end of the turn, that unit is not eligible to fight until after all eligible units from your army have done so.
Icon of Heinmann
Castellan Heinmann was martyred at the climax of the Donian Crusade. This icon, worn upon his backpack, symbolized this obstinacy and refusal to fall until his task was complete.
Each time an attack with an Armour Penetration characteristic of -1 or -2 is allocated to this model, that attack has an Armour Penetration characteristic of 0 instead.