Templar Winter 24 - New Recruit
Templar Winter 24 - New Recruit
Categories Chapter Master, Character, Epic Hero, Faction: Adeptus Astartes, Faction: Black Templars, Grenades, High Marshal Helbrecht, Imperium,
Infantry, Tacticus, Warlord
90 PTS CHAPLAIN WITH JUMP PACK
Models Options
1x Chaplain with Jump Pack Crozius Arcanum, Perdition's Edge, Bolt Pistol
Unit M T SV W LD OC
Chaplain with Jump Pack 12" 4 3+ 4 5+ 1
Ranged Weapons Range A BS S AP D Keywords
Bolt Pistol 12" 1 3+ 4 0 1 Pistol
Melee Weapons Range A WS S AP D Keywords
Crozius Arcanum Melee 5 2+ 6 -1 2 -
Abilities Description
Exhortation of Each time this model’s unit is selected to fight, you can select one enemy unit within Engagement Range of this model’s unit
Rage and roll one D6: on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds.
This model can be attached to the following units:
Leader ■ Assault Intercessors with Jump Packs
■ Vanguard Veteran Squad with Jump Packs
Invulnerable
4+
Save
Litany of Hate While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Wound roll.
Adeptus Astartes model only.
■ Improve the Strength and Armour Penetration characteristics of the bearer’s melee weapons by 1.
Perdition's Edge
■ If the Suffer Not the Unclean to Live vow is active for your army, add 1 to the Attacks characteristic of the bearer’s melee
weapons as well.
Rules Deep Strike, Leader, Oath of Moment, Pistol
Categories Chaplain, Character, Faction: Adeptus Astartes, Fly, Imperium, Infantry, Jump Pack
Categories Battleline, Faction: Adeptus Astartes, Faction: Black Templars, Grenades, Imperium, Infantry, Primaris Crusader Squad, Tacticus
Categories Assault Intercessors with Jump Packs, Faction: Adeptus Astartes, Fly, Grenades, Imperium, Infantry, Jump Pack, Tacticus
180 PTS BLADEGUARD VETERAN SQUAD
Models Options
1x Bladeguard Veteran Sergeant Master-crafted Power Weapon, Plasma Pistol
5x Bladeguard Veterans Heavy Bolt Pistol, Master-crafted Power Weapon
Unit M T SV W LD OC
Bladeguard Veteran Squad 6" 4 3+ 3 6+ 1
Ranged Weapons Range A BS S AP D Keywords
➤ Plasma Pistol - Supercharge 12" 1 3+ 8 -3 2 Hazardous, Pistol
➤ Plasma Pistol - Standard 12" 1 3+ 7 -2 1 Pistol
Heavy Bolt Pistol (x5) 18" 1 3+ 4 -1 1 Pistol
Melee Weapons Range A WS S AP D Keywords
Master-crafted Power Weapon (x6) Melee 4 3+ 5 -2 2 -
Abilities Description
At the start of the Fight phase, you can select one of the following abilities to apply to models in this unit until the end of
the phase:
Bladeguard ■ Swords of the Imperium: Each time a model in this unit makes a melee attack, re-roll a Hit roll of 1.
■ Shields of the Imperium: Each time an invulnerable saving throw is made for a model in this unit, re-roll a saving throw of
1.
Invulnerable
Save
4+
Categories Bladeguard Veteran Squad, Faction: Adeptus Astartes, Grenades, Imperium, Infantry, Tacticus
Categories Faction: Adeptus Astartes, Grenades, Imperium, Infantry, Infiltrator Squad, Phobos, Smoke
170 PTS TERMINATOR SQUAD
Models Options
1x Terminator Sergeant Storm Bolter, Power Fist
1x Terminator w/ Heavy Weapon Power Fist, Assault Cannon
3x Terminator w/ Power Fist Power Fist, Storm Bolter
Unit M T SV W LD OC
Terminator Squad 5" 5 2+ 3 6+ 1
Ranged Weapons Range A BS S AP D Keywords
Storm Bolter (x4) 24" 2 3+ 4 0 1 Rapid Fire 2
Assault Cannon 24" 6 3+ 6 0 1 Devastating Wounds
Melee Weapons Range A WS S AP D Keywords
Power Fist (x5) Melee 3 3+ 8 -2 2 -
Abilities Description
At the start of the battle, you can set up one Teleport Homer token for this unit anywhere on the battlefield that is not in your
Teleport opponent’s deployment zone. If you do, once per battle, you can target this unit with the Rapid Ingress Stratagem for 0CP, but
Homer when resolving that Stratagem, you must set this unit up within 3" horizontally of that token and not within 9" horizontally of
any enemy models. That token is then removed.
Fury of the
First
Each time a model in this unit makes an attack that targets your Oath of Moment target, add 1 to the Hit roll.
Invulnerable
Save
4+
Rules Deadly Demise D3, Oath of Moment, Anti-, Heavy, Melta, Rapid Fire
Categories Faction: Adeptus Astartes, Faction: Black Templars, Gladiator Lancer, Imperium, Smoke, Vehicle
220 PTS LAND RAIDER CRUSADER
Models Options
1x Land Raider Crusader Armoured Tracks, Hunter Killer Missile, 2x Hurricane Bolter, Multi-melta, Storm Bolter, Twin Assault Cannon
Unit M T SV W LD OC
Land Raider Crusader 12" 12 2+ 16 6+ 5
Ranged Weapons Range A BS S AP D Keywords
Hunter Killer Missile 48" 1 2+ 14 -3 D6 One Shot
Hurricane Bolter (x2) 24" 6 3+ 4 0 1 Rapid Fire 6, Twin-linked
Multi-melta 18" 2 3+ 9 -4 D6 Melta 2
Storm Bolter 24" 2 3+ 4 0 1 Rapid Fire 2
Twin Assault Cannon 24" 6 3+ 6 0 1 Devastating wounds, Twin-linked
Melee Weapons Range A WS S AP D Keywords
Armoured Hull Melee 6 4+ 8 0 1 -
Abilities Description
This model has a transport capacity of 16 Adeptus Astartes Infantry models. Each Jump Pack, Wulfen, Gravis
Transport
or Terminator model takes up the space of 2 models and each Centurion model takes up the space of 3 models.
Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a
Assault Ramp
charge this turn.
Damaged: 1-5
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
Wounds Remaining
Rules Deadly Demise D6, Oath of Moment, One Shot, Twin-linked, Rapid Fire, Melta, Devastating Wounds
Categories Faction: Adeptus Astartes, Grenades, Imperium, Land Raider Crusader, Smoke, Transport, Vehicle
Categories Dedicated Transport, Faction: Adeptus Astartes, Faction: Black Templars, Imperium, Impulsor, Transport, Vehicle
Force Rules
Army Roster (Imperium - Adeptus Astartes - Black Templars)
Oath of Moment
If your Army Faction is Adeptus Astartes, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your
next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your
Oath of Moment target:
■ You can reroll the Hit roll
■ If your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords,
add 1 to the Wound roll as well.
Selection Rules
Anti-:
Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a
target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.
Blast:
Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how
many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the
target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units
from the attacking model’s army (including its own unit).
Deadly Demise D3 / Deadly Demise D6:
Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such
a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal
wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").
Deep Strike:
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the
battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is
more than 9" horizontally away from all enemy models.
If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the
rules for Strategic Reserves or using the Deep Strike ability.
Devastating Wounds:
Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a
weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving
throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After
that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage
characteristic of that attack, instead of inflicting damage normally.
Feel No Pain:
Some models have 'Feel No Pain x+' listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound
(including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by 'x: that wound is
ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers
damage and so would lose a wound.
Firing Deck 6:
Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you
can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can
select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT
model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other
weapons. Until the end of the phase, those selected models’ units are not eligible to shoot.
Hazardous:
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has
resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one
Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each
failed test one at a time):
■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected
model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds
inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Heavy:
Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s
unit Remained Stationary this turn, add 1 to that attack’s Hit roll.
Ignores Cover:
Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the
target cannot have the Benefit of Cover against that attack.
Infiltrators:
During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more
than 9" horizontally away from the enemy deployment zone and all enemy models.
Leader:
While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are
destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has
resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a
different Toughness characteristic. Each time an attack successfully wounds an Attached unit, that attack cannot be allocated to a Character
model in that unit, even if that Character model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as
the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be
allocated to Character models in that unit.
Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit becomes a separate unit,
with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all
of its attacks.
Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit
attached, that Attached unit’s Bodyguard unit becomes a separate unit, with its original Starting Strength. If this happens as the result of an
attack, they become separate units after the attacking unit has resolved all of its attacks.
Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit
(unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.
Melta:
Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half
that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.
Oath of Moment:
If your Army Faction is Adeptus Astartes, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your
next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your
Oath of Moment target:
■ You can reroll the Hit roll
■ If your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords,
add 1 to the Wound roll as well.
One Shot:
The bearer can only shoot with this weapon once per battle.
Pistol:
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in
its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to
shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such
circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.
If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its
other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Precision:
Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully
wounds an Attached unit, if a Character model in that unit is visible to the attacking model, the attacking model’s player can choose to have
that attack allocated to that Character model instead of following the normal attack sequence.
Rapid Fire:
Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that
weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.
Scouts 6":
Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the
first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model
in that unit can be greater than that model's Move characteristic, as long as it is not greater than x".
DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the
battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that Dedicated
Transport model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an
attached Character, etc.).
A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that
can do this, the player who is taking the first turn moves their units first.
Torrent:
Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack
automatically hits the target.
Twin-linked:
Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-
roll that attack’s Wound roll.