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Templar Stratagems!?


4ndroid

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Due to our lack of codex and our single chapter stratagem.

 

I thought it would be interesting to consider what our Stratagems might look like. 

 

 

Additionally a Chapter Specific set of "Zealotry" traits used during the psychic phase would be interesting.

I know this second list of abilities is 'off reservation' but a simple 2d6 test against a unit's Leadership could resolve these techniques in keeping with our lore. 

 

 

Please humbly critique and add your own to the discussion.

Keep them within reason, and consider how we could reach parity with Blood Angel's tactics for instance.

 

Finally, we can email GW with a solid list of dream strats. Never hurts to ask (and get ignored)

 

Here we go! 

 

:::::: BT Stratagems :::::: 

 

-Abhor the Witch 1CP 

Deny an enemy psyker on a 4+ within 24” of any friendly chapter unit

 

-Vow of Silence 1 CP

Deny an enemy psyker’s smite on a 4+ within 24” of any friendly chapter unit

 

-Rage of the Templars 1 CP

if an ‘Infantry’ unit has lost half or more models in the previous turn

increase the strength +1 and attacks +1 for this unit for the remainder of the the turn. 

 

-Chaplain’s Blessing 2 CP

Increase the toughness +1 for a single ‘Infantry’ or ‘Character’ unit for the remainder of the turn.

 

-Crusade of the Ancients 1 CP

Increase the attacks +1 for any friendly chapter ‘Dreadnought’ for the remainder of the turn.

 

-Sigmusund’s Honor 1 CP

add a +1 to the ‘summon a final attack when slain’ roll for any models within the aura of ‘The Standard of the Emperor Ascendent’ for the remainder of the turn.

 

-Indomitable Fortitude 3 CP

a Unit is granted an additional Feel No Pain save on a 5+ for the remainder of the turn.

 

-The Charge of Armageddon 2 CP

Roll 3D6 for a unit attempting to charge, this cannot be rerolled using BT chapter trait.  

 

 

 

::::::  BT Zealotry (psychic phase) :::::::

 

-Duel of the Fates

Roll 2d6 if equal to or greater than a Friendly Chapter Character's Leadership value 

A Friendly Chapter Character may immediately target and shoot an Enemy Character as if it were the shooting phase, even if the Enemy Character is not the nearest model.

The Enemy Character may spend a command point to shoot a single shot in response at the shooting Friendly Chapter Character.

 

-Monastic Endurance

Roll 2d6 if equal to or greater than a unit’s Leadership lowest value

An Infantry unit may immediately move again as if it were the move phase. 

The Unit cannot shoot but it still allowed to charge. 

 

-Castellan’s Credo 

Roll 2d6 if equal to or greater than an 'Infantry' unit's Leadership lowest value

You may reroll hit rolls for this ‘Infantry’ unit the remainder of the turn.

 

-Chant of Helsreach

Roll 2d6 if equal to or greater than ‘Cenobyte Servitors’ Leadership lowest Value

You may increase the aura of the ‘Relic of Helsreach’ 6+ inches for the remainder of the turn.

 

-Rogue Traitors

Roll 2d6 if equal to or greater than an 'Infantry' unit’s Leadership lowest value

Affects any ‘Heretic Astartes’ within 1” of a friendly chapter unit

1d3 Enemy units immediately attack fellow Enemy units within 1”

 

-Slap of the High Marshall

Roll 2d6 if equal to or greater than an 'Infantry' unit’s Leadership lowest value

An ‘Infantry’ unit’s ‘Neophytes’ have a +1 attack for the remainder of the turn.

 
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There needs to be a Holy Hand Grenade stratagem.

 

Perhaps you can spend 1 to 3 CP on it for increasing damage.

Not 4.

5 is right out.

Hilarious! 

 

'Tis But a Scratch 2 CP 

Unit ignores and replaces any wounds or models lost this turn. 

 

I've got Knight's of Roundtable stuck in my head now 

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i would prefer vows as:

 

before the battle starts an emperors champion can swear an oath for 3 CP: choose one of the following vows. It belongs to the emperors champion until the battle ends.

 

1. Accept any challenge, no matter the odds. Each Black Templar Unit within 12" get +1 to hit in the fight phase. If they can declare a charge, they have to and each Black Templar character except a "Ancient" or a "apothecarius" have to make a heroic intervention if its possilbe. Each Black Templar character can reroll one saving throw in the fight phase or can force an enemy character to reroll a passed saving throw.

 

2. Abhor the witch.. Each Black Templar Unit within 12" can reroll any failed hitrolls against psykers and get a 5+ (FNP) against each wound they sufferd against the "smite" psychic power. In addition each throw made by the stratagem "abhor the witch" get +2 on the roll.

 

3. Suffer not the unclean to live. Each time a Black Templar unit within 12" is in the fight phase they can decide to hit at last. If they do so they get +1 for each damage they rolled a unmodified 6+ on to wound rolls and they get +1 to each wound roll.

 

4. Uphold the Honour of the emperor. Each Black Templar unit within 12" get  +1 on saving throws if they are on a object marker or they havent moved.

 

 

EXTRA STRATAGEM: Pray to the Emperor:

- this stratagem can be used just one time in the game. For 2 CP the Vow can be changed.

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