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Made in us
Tough Tyrant Guard






We all know it'll be a while (If ever) before BT get done, and my gaming group has okayed me putting out my own Codex: Black Templar to run in the mean time.

I've been sitting down with all of the MEQ books, the current BT codex, and any BT fluff I can find, to really just *fix* the current book to be more in line with 6th. What that means is, I've avoided adding brand new units (As in stuff not seen in 40k before), I'm not touching any special characters for the time being, and I'm trying to preserve the spirit of the BT codex.

Feel free to check it out here.

General book changes
Spoiler:
The biggest change I've enacted is that Vows are no longer tied to the Emperor's Champion. I've instead made them the army's chapter tactics, and also added a clause that allows the BT player to earn an extra VP (Like the warlord traits that give you one for killing the other warlord in a challenge) or give one up to the opposing player. I feel this adds will add a dimension to BT, where they fight according to their vow. Obviously this, being a significant change, will require the most balance so I'm looking for a lot of critique there.

I made minor changes to Righteous Zeal, making it a bit more of a drawback for basic squads with having to do the full distance and applying to consolidation moves, but made it stronger with Character led units not having to move the full distance and choosing where to go.

The Warlord traits were almost all taken from other sources, with one being a minor alteration and one being completely unique.

I adjusted the cost on some wargear I felt was rarely (if ever seen), but generally tried to err on the side of caution (Plasma pistols should be 5, not 15, but I only brought them to 10). I made some fairly fluffy relics, I feel, but as usual, totally open to change. The standards I tried to make some basic ones that would actually get used (Cheap squad standards) and some more powerful ones that were more pricy. I can't honestly remember the last time I've seen a normal standard anywhere. They're just too expensive and hard to get!


HQ changes
Spoiler:
Because of the unique hierarchy of the Black Templars (Marshals and Castellans both essentially being Company Captains) I had some tough calls to make when adjusting the points/stats of the Marshal/Castellan. I opted to make the Marshal a bit more powerful than your standard Captain, and the Castellan a bit weaker. There is a significant points difference, to allow Castellans to fill the cheap HQ role, and Marshals to be complete beatsticks. I toyed with dropping Castellans to upgrade characters for Sword Brethren squads (Similar to what happened to Dracons in the DE codex), but decided it didn't fit the role properly and I'm trying to stay faithful to the fluff.

I made the EC a standard 100 pts, and required only in armies of 1k+, and kept the Warlord restriction. In addition, I gave him preferred enemy against characters, and the ability to use his sword as a powerfist as he had in the original BT army list. I feel these changes make him a fairly priced character who can actually do his job (Which is hunt other characters) without exceeding his position as a well geared and blessed initiate.

The Master of Sanctity is almost carbon copied from the DA list. Pretty standard stuff.

Chaplain was moved to elite.

Command squads are costed roughly the same as DA squads, a bit more customization with 4 special weapons, but BT are known for arming themselves pretty much however they feel.


Troops changes
Spoiler:
Crusader Squads got a price adjustment to be more in line with other books, and their customization was opened up a bit. Still limited to 2 special/heavy weapons, but more freedom on choosing them. Given the option of a squad standard which can help control leadership issues we have without pumping a bunch of points into characters for the squad. I kept it to just Bolter or BP/CCW to stress the BT ideals of mastering whatever form of combat they're pursuing, and to help justify the cost reduction when I feel Vows +Righteous Zeal are more powerful than Grim Resolve.


Elite Changes
Spoiler:
A semi-big change was making all Terminators have power weapons standard. Because of this, I dropped normal Terminators 5 points to be closer to their chaos counterpart, but allowed them to upgrade back to the standard powerfist for 5 points. Assault Terminators I made PW/SS standard, with the option to use any melee weapon with their SS, or go with the twin lightning claws at no extra cost. My driving force behind this was the expression that Sword Brethren Terminators pretty much bring whatever they want, and I didn't feel any combination of melee weapon outweighed the cost of the others. In fact, taking a power axe and SS is literally worse in every way than a TH and SS, but I felt it made fluffy sense and gave customization options. Terminator Command Squads I tried to balance to be able to be sort of Assault Terminators light, going with SS/PW for the standard 40 pts, or paying out the ass for heavier melee weapons. Having to exchange their storm bolter to do this prevents SS/CML combos.

Dreadnoughts... I tried to keep it balanced using BA and DA rules, as well as following the old BT codex, which really, was kinda rough. Dreads vary from book to book, but I felt I kept the points pretty fair. I avoided double gun dreads, as that doesn't strike me as a BT tactic. I also added the Chaplain Dreadnought based off of the FW and BA rules. Let me know how you feel about the costing on that upgrade.

The Chaplains are pretty standard. Get your fearless where you need it.

Techmarines remain as more combat oriented characters, keeping 2 wounds and not gaining bolster defenses.

This message was edited 1 time. Last update was at 2013/03/08 18:29:59


 
   
 
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