manheim Posted August 15, 2005 Share Posted August 15, 2005 Ive been working on a DIY chapter for about a week now and want to present it to you. They are called the knights templar, the have white and red gore power armour. I am writing rules for them with some relics and SC's trying to make then not too cheesy. But for now heres tere history, plz comment or critisise (its patchy for the moment) The knights templar were a chapter of the 5th founding of a chapter not know to any but the high lords of terra. they thaught themselves to be of the most purity and valour, who would do anything for the emperor includinig loose entire companies on vital missions that none but them could face and they gained a reputation for this. When the chapter they spawned from became extremly powerful in their region they were deemed excomunicate tratoris by the cult imperialis and exiled so as not to be a threat to the imperium if they grew too big and could not start another heresy. When the knights templars father chapter was excommunicated so where they. They strive to come back into the favout of the imperium by fighting for the emperor, quickly comeing down ot a battle feild to annihalate his foes and then dissapearing to where they are next needed... Special rules. Extream calm: they are well know for their abillity to stay calm in times of stress and thus count as having master crafter weapons when shooting at an enemy unit less than half range. Stubborn: You may choose a squad to be Stubborn Slow but purposful: All models in power or gain this rule. Weapons training: The knight templar focus mainly on weapons traing and not so much in CC, because of this they are not as confident in combat. When charged any units (not special characters) gain a -1 modifier in WS and I for the first trun of combat. Relics Grail:pts model with this item gains a 5+ inv. save-20pts The holy bolter: this was once blessed by the emperor himself and is held in complete reverance by the chapter:The model with this item hit son a 2+ at strenght 6 with no armour save.-independant chars only-40 pts Thanks for reading this (its still not finished) and please suggest any ways to improve it. (ive been playing ofr 6 months and this is my first DIY chapter so plz dont be TOO harsh) :lol: Link to comment https://bolterandchainsword.com/topic/82111-knights-templar/ Share on other sites More sharing options...
Wolfsrage Posted August 15, 2005 Share Posted August 15, 2005 RelicsGrail:50pts model with this item gains a 5+ inv. save-20pts The holy sabre: this was once blessed by the emperor himself and is held in complete reverance by the chapter:The mdel with this item gains one exrta attack at the end of comebat but before working out who has won which hitson a 2+ at strenght 6 with no armour save.-independant chars only-40 pts I suggest against your own relics.. but for a 5+ invulnerable Demonhunters get a refractor field for 15 points, instead of 20. And instead of the holy sabre why not use the rules for the Dark Angels Sword of Secrets? Link to comment https://bolterandchainsword.com/topic/82111-knights-templar/#findComment-950591 Share on other sites More sharing options...
manheim Posted August 15, 2005 Author Share Posted August 15, 2005 I hear what your saying but i like my armies to have individuality instead of stealing other chapters stuff, thanks ayway though. Link to comment https://bolterandchainsword.com/topic/82111-knights-templar/#findComment-950596 Share on other sites More sharing options...
Krooter Posted August 15, 2005 Share Posted August 15, 2005 Nice fluff, love the name (mainly coz myself and Sin Vraal both use it). Seems sound, but I strongly suggest using manheim's suggestions. Oppenents that way won't think you are ripping them off. Link to comment https://bolterandchainsword.com/topic/82111-knights-templar/#findComment-950599 Share on other sites More sharing options...
manheim Posted August 15, 2005 Author Share Posted August 15, 2005 Im actually going to chnge the history so that it includes them being charged with stuff like defiling imperial propoganda and communication with heritics only confessed after weeks of torture :lol: if anyone gets the referance. I want ti to be accurate. Link to comment https://bolterandchainsword.com/topic/82111-knights-templar/#findComment-950600 Share on other sites More sharing options...
Ferrata Posted August 15, 2005 Share Posted August 15, 2005 Im not a fan of making up your own rules for your chapter, specially when the traits can cover most ideas. Special rules.True grit: all models have the true grit ability Extream calm: they are well know for their abillity to stay calm in times of stress and thus count as having master crafter weapons when shooting at an enemy unit less than 6" away. Also through this they gain the counter attack ability So you've taken trust your battle brothers without paying for it. Also squads with m/c weapons are impossible to roll without rolling each member seperately. I wont go onto the rest, but what are the downsides to your army? If you want people to take your rules seriously and have a chance of using them against a sane player, your going to need some major drawbacks. Ferrata Link to comment https://bolterandchainsword.com/topic/82111-knights-templar/#findComment-950763 Share on other sites More sharing options...
Wolfsrage Posted August 15, 2005 Share Posted August 15, 2005 Slow but purposful:All models in power or scout armour gain this rule. I also don't think this should be one of your "special rules". For no extra cost you can walk an entire tac squad forward.. fire all your bolters, and assault / heavy weapons? Just takes the trait for Trust Your Battle Brothers and don't try to "create" to much and you should be fine. Link to comment https://bolterandchainsword.com/topic/82111-knights-templar/#findComment-951015 Share on other sites More sharing options...
Gator_of_Bahamut Posted August 15, 2005 Share Posted August 15, 2005 Agreed! Making up your own rules like that with no cost seems....cheesy doesn't quite cut it. Dairy-farmy? Wisconsiny? If I gave my army a rule I made up like say... Giant Robots Are Cool! - All infantry squads may take a Warhound Titan as a transport option for 1 pt. ... would you want to play me? GW may not be the best or most creative when it comes to writing rules, but if you want to make up our own as you go, I suggest you take up Calvinball. Oh, and I'll take the minis you won't be using. Want to see the rules as to why? :devil: Link to comment https://bolterandchainsword.com/topic/82111-knights-templar/#findComment-951019 Share on other sites More sharing options...
manheim Posted August 15, 2005 Author Share Posted August 15, 2005 Thanks guys ill take these into the frame and change acordingly. Link to comment https://bolterandchainsword.com/topic/82111-knights-templar/#findComment-951151 Share on other sites More sharing options...
Grand Master Belial Posted August 15, 2005 Share Posted August 15, 2005 Extreme Calm & Slow but Purposeful Seems a bit much. This has all the hallmarks of a SAFH (Shooty Army From Hell). This seems to be at odds with the traditional Knights of yore who always tried to close the gap on their opponents to fight them in single combat. I could be wrong though. Belial Out. Link to comment https://bolterandchainsword.com/topic/82111-knights-templar/#findComment-951186 Share on other sites More sharing options...
manheim Posted August 15, 2005 Author Share Posted August 15, 2005 Ya im going for a shooty army as i collect BA and im tired of having to get in combat 2nd turn. Also that reminds me to add some rules which lessen my combat skills. Link to comment https://bolterandchainsword.com/topic/82111-knights-templar/#findComment-951329 Share on other sites More sharing options...
Wolfsrage Posted August 15, 2005 Share Posted August 15, 2005 *at the risk of heresy suggests the playing of imperial guard, the simple fact they are IG is a close combat handicap* But anyway I really must suggest you use the new codex traits and simply leave things be. Trying to create your own rules is "ok" if your local group are fine playing against you with it. But as you can see in the rules above you went a little overboard and created a godly close quarters shooting list. You can "create" fluffy items if you want, just use items from the codex. For example, my commander is gonna carry a "sacred hammer" which will be a master-crafted thunder hammer. Link to comment https://bolterandchainsword.com/topic/82111-knights-templar/#findComment-951605 Share on other sites More sharing options...
manheim Posted August 16, 2005 Author Share Posted August 16, 2005 Thanks for those guys, ive made the army alot worse at combat to compencate for there shooting. Please keep the critisism coming it helps me loads. by the way wolfsrage what do you care about herecy you a nurgle worshiper ^_^. Link to comment https://bolterandchainsword.com/topic/82111-knights-templar/#findComment-951633 Share on other sites More sharing options...
Wolfsrage Posted August 16, 2005 Share Posted August 16, 2005 by the way wolfsrage what do you care about herecy you a nurgle worshiper Haha.. I play Death Guard and a DIY Space Marine army. I meant heresy by suggesting an army that's not "bolter & chainsword". Link to comment https://bolterandchainsword.com/topic/82111-knights-templar/#findComment-951663 Share on other sites More sharing options...
manheim Posted August 16, 2005 Author Share Posted August 16, 2005 oh right, gotcha. ::cuss: Link to comment https://bolterandchainsword.com/topic/82111-knights-templar/#findComment-951674 Share on other sites More sharing options...
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