Wednesday, 17 July 2013

Black Templars Write Up **Updated**

Everything we know collated into a single page:
I've underlined and bolded all the important bits.


Taken From Mauler on Warseer:
SistersOfBattleNerd, I didn't forget you: SISTERS OF BATTLE/BLACK TEMPLARS will get attention and are not in line to be dropped at this time. I spoke to Jervis Johnson and asked him myself and he said "Every army is getting worked on and will be updated in time." But obviously in true GW fashion he couldn't say when or if it would be via codex or supp. Personally I believe codices will be used when I consider what a supplement is for, but that's just me.

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From Faeit212:
via an anonymous source on Faeit 212
Now apocalypse is released there are 2 major upcoming armies
-Orks (around October)
-Black Templar (around December)
This is to represent the third war for armageddon


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via a good anonymous source on Faeit 212
In so far as Black Templar: They are getting a full book not a supplement.  The direction of the book is on "crusades," and differentiating the Black Templar when they persecute Xenos as opposed to when they put the Witch to the sword.

They are seeing a lot of changes from their previous incarnation, and are no longer a shooting army (despite the intention of the previous book, they were received as a shooting army).

The army will have a "knights in space" kind of feel with wargear being a very big importance for the characters, and vows similar to old bretonians.  The struggle there is with book keeping, but it is a pretty cool concept.

Crusade squads with their hybrid neophyte and space marine combinations are gone.  Which will probably anger a lot of people without pleasing any (since in the past you could just take 0 neophytes so in essence this is just removing choices), but take it for what it's worth.

The whole "move after taking casualties" thing is gone and has been replaced with something more similar to battle trance (but less swift, and more assault oriented).

Templar point costs are down even from those of dark angels, and are designed to be balanced by their point cost, but also deliver the feeling that this is a "crusade army" that has never really felt the yoke of the codex astartes, and thus has huge companies of marines.  


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 via Faeit 212

Neophytes get their own unit entry, 5-10 unit size, they're 0-X max, where X = squads with the crusader keyword (crusader squad, sword brethren, assault squads, bike squads). It seems like the terminators either don't take squires anymore or they fall under sword brethren.

They get attached to squads with the crusade keyword at the start of the game when the main squad is deployed or they can be deployed independently.

They're troops, but if they are attached to a unit they take on whatever squad type the parent squad is. Otherwise though they take up no force org.

Initiates come with bp/ccw and grenades, one in 5 can take an assault gun, and their squad size is 1-20. 11 points each. They can replace their weapons with blotters for a price. They're bs3, and can buy bs4 for a price.

Can take land raiders as dedicated transports at a really decent price reduction.

All power armoured models roll 3D6, pick the two highest to charge. (CrAzY424-LOL, Don't know about this) Casualties they take from overwatch are done after initiative 1 attacks are resolved and before combat resolution using the new "closest models." (basically distributed as CC)

1-3 per choice elite champion-like model who takes vows. Vows are a lot like dark angel banners and revolve around objectives (defending or taking), but only apply to the unit they've joined and are a bit more toned down. Reminiscent of space wolf oaths.

HQs get access to better vows, and are different for chaplains and Captains. Emperor's champion is only required in games over 1500 points, does not take up an HQ slot and does not have macro-vows anymore, instead...

The army buys a vow for 0-40 points for every 1,000 or more points the army is. You can only buy one vow and it basically stacks in cost the bigger the army is.

Some vows are cheaper than others.

Vows have either an anti- psyker or xenos feel.

Wargear is significantly cheaper for BT characters.


Squads that have taken casualties are subject to rage for the remainder of the game.

Scout Stat line.
They do not take up a force organization slot, but count as troops for all intents and purposes (Scoring etc).

They do not have infiltrate, or move through cover.  They also are not subject to rage after taking a casualty.
The number of Neophyte Squads you can take equals the number of Initiate, Assault, Bike and Sword Brethren squads total you have in the army.

Sword Brethren Terminators do not increase this limit.

Once purchased, as a 5-10 unit choice they are their own selection.

When deploying Squads with the Crusade keyword (Initiates, Assault, Bikes) you can attach a Neophyte squad to it.  This then becomes one unit for all intents and purposes for the remainder of the game and cannot be split.

If the squad numbers 5 models, Neophytes can buy Bikes.  They cannot buy jump packs.  They come with bolt pistol and CCW and they cannot take special weapons.  Those on bikes can upgrade to grenade launchers though. Neophytes can take shotguns

If you don't want to attach them, you can just deploy them as their own unit.

From what it seems, you can put Neophytes with bikes into squads without bikes, and vice versa.


Initiates:
Initiates have the stats of a basic marine, except their BS which is 3.  It's +1 point per model (and the whole squad has to buy it), to get up to BS  4.  For 1 more point, you swap their chainsword for a bolter.  They are 10-20.  Only assault special weapons (meltaguns, plasmaguns or flamers) can be taken.  No heavy weapons.  Instead of assault weapons they can take power weapons.  They can replace both their BP and CCW for a Heavy Chainsword. They do not have sergeants, and are leadership 8.

Yes it's possible to take 20 Initiates and 10 Neophytes it seems.

Castellans:
Castellans are a 0-3 per slot elites choice.  They are independent characters and take on vows that are reminiscent of oaths of moment from the books.  Things like taking objectives, or defending them till the end and confer that benefit to initiates (or better) that are in the same squad as them.  They can't take more than one vow and vows have different point costs.  They get access to all sorts of interesting wargear, and unique wargear.  They do not have to take wargear or vows, and are more expensive than a wolf guard, despite having the same stats.  They are leadership 9.

This playtest set is incomplete and out of date, but since it's only one version out, it should be pretty close to what is currently being used.



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Starting to get into a bit of wish listing is my guess but rumours are rumours! All a bit of fun and games.

Cheers.


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