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This is from the unofficial SWA group on Facebook. Was added there as "a friend's house rule file", so the author is unknown. The rules are legit and balanced though, very nice package.

Enjoy, Brothers! May the Crusade be Eternal! 

 

https://drive.google.com/file/d/0BzLCn1XIVRiwOEhicGd2dTVRVEU/view?usp=sharing

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https://bolterandchainsword.com/topic/333089-swa-black-templar-rules/
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And the Black Templars are included in the Space Marines Kill Teams project that I'm working on. Now that I've finished my initial efforts, I'm going to take a look at the ones that Kastor Krieg posted to see how they stack up. If anyone has any feedback to help me improve my project, I'd appreciate it.

 

+EDIT+

 

Okay, I just took a quick gander and the rules that Kastor Krieg linked are much more tame than the ones I created. They are largely similar, though the skills are very different. I do like the ratio of power armour to scout armour and I'll probably incorporate that into my project.

Edited by Brother Tyler
  • 2 weeks later...

Pardon the bump but assuming folks don't let you homebrew how would you all best represent using the available rules?

It pains me to say it, but Chaos Space Marines. The only 'normal' Space Marines in SW:A, with access to most of the weapon combinations that Templars can take, and Marks can represent Vows.

 

Unfortunately, they don't have ATSKNF, and Cultists are a poor substitute for Neophytes. Additionally, they are dirty rotten traitors, and I now need to commence a penitent crusade for even suggesting such heresy.

 

If you wanted to go with a more Movie Marine-style route, you could go with Grey Knights.

  • 6 months later...

Here is the final version of the Black Templars rules in my project:

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BLACK TEMPLARS

The Black Templars Chapter does not follow standard Codex Astartes organization and does not organize its scouts into a dedicated Scout Company for training. Instead, the neophytes are placed under the tutelage of experienced battle-brothers, Initiates. A Black Templars kill team may recruit a Neophyte fighter as a new recruit. The number of Neophyte fighters in a Black Templars kill team may not exceed the number of Space Marine (trooper) fighters.

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NEOPHYTE New Recruit, Cost to recruit: 75 points

M 5" | WS 3 | BS 3 | S 4 | T 4 | W 1 | I 4 | A 1 | Ld 8

Neophytes are the newest recruits to a Black Templars kill team, and are assigned to an experienced Initiate battle-brother for their indoctrination and training.

Wargear: A Black Templars Neophyte has a combat blade and Scout armour. In addition, a Neophyte can be armed with items chosen from the Space Marines Hand-to-Hand Weapons, Pistols, Basic Weapons, Ammunition, Grenades, and Miscellaneous Equipment lists.

When a Black Templars Neophyte earns his third 'Mission Completed' mark, he becomes a trooper and may be given skills in the future as normal; his WS and BS increase to 4, but his other characteristics and equipment remain the same. When you rearm your kill team, you may spend 50 points to exchange his Scout armour for power armour. Once he is equipped with power armour, he becomes a Space Marine as normal, and his Move score is changed to 4".

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The Black Templars mix zealous fury with unorthodox close-assault tactics, forging themselves into crusades whose onslaught is as terrifying as it is brutal. Driven by their devotion to the Emperor, they will never back down from a challenge, and steel their minds against the vile corruptions of witch and heretic alike.

Righteous Zeal: If a Black Templars fighter is hit by enemy shooting and does not roll Down or Out of Action results on the Injuries table, the model must pass a Ld test or is subject to Hatred against any enemy model until the start of your following turn. The Black Templars fighter may automatically fail the test, if desired.

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Black Templars troopers may take Combat, Ferocity, and Muscle skills.

Black Templars Specialists may take Ferocity, Guerilla, Muscle, and Shooting skills.

Black Templars Leaders may take Combat, Ferocity, Guerilla, Agility, Muscle, and Shooting skills.

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There are also some larger changes, though these affect all Chapters. These include some additional weapons and wargear (power mauls, power axes, power fists, grav weapons). Other than that, the end result is mostly like the set of rules that Kastor Krieg posted a link to (in terms of the outcome for the Black Templars).

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