Ferocious Black Templar Castellan
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While I was reading through my Grey Knights Codex I started thinking; "Hey, if a Brotherhood Champion can get wargear, so should my Emperor's Champion!". This, combined with an already existing intention to some day revamp the vows, made me make this post. Constructive discussion and criticism welcome.
NOTE: The term "Righteous Zeal test" in this context means a leadership test as per the "Righteous Zeal" rules.
The Emperor's Champion
Unit type: Infantry
Points: 120
WS BS S T W I A Ld Sv
7 5 4 4 2 5 3 10 2+
Wargear: The Black Sword, the Armour of Faith, frag grenades, meltabombs, crusader seals, bolt pistol
Special Rules: Independent Character, Eternal Warrior, Slayer of Champions, His will be done.
An Emperor's Champion must choose one of the vows below, for the points cost listed.
Accept any challenge, no matter the odds - 40 points
Abhor the Witch, destroy the Witch - 30 points
Let no blow go unanswered - 20 points
Let the heavens tremble! - 25 points
Options:
May master-craft any weapon for 5 points each.
May take any of the following for 5 points each:
Digital weapons
Defensive grenades
May replace bolt pistol with:
Plasma pistol - 15 points
Combi-melta pistol (bolt pistol/infernus pistol) - 10 points
Combi-plasma pistol (bolt pistol/plasma pistol) - 5 points.
Combi-flamer pistol (bolt pistol/hand flamer) - 5 points
Wargear description:
The Black Sword: This relic of the Chapter is invariably one of the Crusade's most potent weapons. It increases the Emperor's Champion's strength by 2. In addition, any wounds caused by the Emperor's Champion to special or individual characters in close combat always inflict instant death, regardless of the enemy's toughness.
The Armour of Faith: This relic armour is adorned with finely wrought catechisms of hatred, wards and prayers and is a relic of the Chapter. The loss of even one of these suits is a disaster for the Chapter, for few still live capable of creating a new one. This armour confers a 3+ invulnerable save at all times. Furthermore, any unit of which the Emperor's Champion is part is fearless.
Special rules:
Slayer of Champions: Ever since the first Emperor's Champion, Sigismund, strode forth on the battlefield, it has been the sacred task of an Emperor's Champion to smite the leaders and champions of the enemy. In any combat involving the Emperor's Champion and either a special or an independent character, the Emperor's Champion must direct all his attacks against the character. If there's more than one, the Champion chooses which one to attack. Note that this rule is in effect even if the enemy has a retinue or is an upgrade to the squad. The wounds done to an upgrade character or a character with a retinue when using this special rule cannot be allocated to anyone else than the character unless the character's unit has a special rule allowing this (I.e. "Look out! Aargh!" in Codex: Imperial Guard or similar), and any excess wounds caused are lost. (Design note: No, this doesn't work against nobz in boy squads and similar, as they're not special characters. This rule is simply intended to let the Champion attack things like Justicar Thawn, Creed and similar.)
His will be done:
Prior to combat, the battle-brother destined to become the Emperor's Champion recieves a prophetic vision of the Emperor, inspiring him to great deeds. The Emperor's Champion, and any unit he is attatched to, can never be hit on anything better than a roll of 4+ in close combat. Automatic hits are not affected by this special rule. Furthermore, the Emperor's Champion may reroll any rolls to hit and to wound in close combat. Against vehicles, his attacks always hit on a 4+ unless the normal roll would be better.
Vows:
Accept any challenge, no matter the cost: As current. 'Nuff said.
Abhor the Witch, destroy the Witch: Suspecting that there's a psyker present in the enemy army, the Black Templars rush forward, intent on destroying anything tainted by the warp. All Black Templars non-vehicle units gain the scout special rule. This rule can be confered onto dedicated transports as normal, with the exception of Land Raiders and Land Raider Crusaders. Note that this may not be used to outflank. In addition, anytime a psychic power is used, all Black Templars units must take a Righteous Zeal test. As opposed to normal Righteous Zeal tests, nothing happens if this test fails. All Black Templars units may nullify any psychic power cast that targets them or includes them in it's area of effect on a roll of 5+. If more than one squad is affected, you may only attempt to nullify any given psychic power once.
Let no blow go unanswered: Furious even beyond what's considered normal for a Templar, the Templars advance, their mind set on vengeance for their fallen. All Black Templars units called upon to take a Righteous Zeal test can choose wether to fail or to pass. Black Templars vehicles instead may fire on any enemy unit within 12" when any such unit causes at least one Black Templars model to be removed from the table, regardless of whether this model was removed as a casualty or not.
Let the skies tremble!: The Black Templars strike from their ships in orbit, annihalating everything in their way. Drop Pods, assault marines and terminators who deep strike may re-roll their reserve rolls. Furthermore, they may also reroll their scatter dice. Any Black Templars unit that deep strikes gains a cover save the turn they deep struck. Vehicles instead count as obscured.
Now, I realize that I've probably gotten something wrong, and to be quite frank I've got no idea how much stuff should cost, so hit me with suggestions!
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