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Combat Patrol

The document outlines a 1000-point army roster for the Black Templars, a faction of the Adeptus Astartes in the Warhammer 40,000 universe. It includes details on units, weapons, abilities, and rules such as Oath of Moment and Devastating Wounds. The army consists of various characters, battleline units, and vehicles, each with specific configurations and capabilities.

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0% found this document useful (0 votes)
48 views6 pages

Combat Patrol

The document outlines a 1000-point army roster for the Black Templars, a faction of the Adeptus Astartes in the Warhammer 40,000 universe. It includes details on units, weapons, abilities, and rules such as Oath of Moment and Devastating Wounds. The army consists of various characters, battleline units, and vehicles, each with specific configurations and capabilities.

Uploaded by

mthayer5656
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Imperium - Adeptus Astartes - Black Templars - Combat Patrol - (1000 pts)

Army Roster (Imperium - Adeptus Astartes - Black Templars) (1000 pts)


Rules: Oath of Moment

Configuration
Battle Size Incursion (1000 Point limit)

Detachment Firestorm Assault Force

Abilities: Close-Range Eradication

Show/Hide Options Unaligned Fortifications are visible, Unaligned Forces are visible, Titans are visible, Legends are visible,
Imperial Knights are visible, Agents of the Imperium are visible

Epic Hero (130 pts)


High Marshal Helbrecht (1) Warlord
(130 pts)
Rules: Oath of Moment, Devastating Wounds, Anti-
Unit: High Marshal Helbrecht
Abilities: Crusade of Wrath, High Marshal, Leader[1], Invulnerable Save
Ranged Weapons: Ferocity
Melee Weapons: Sword of the High Marshals - One Handed, Sword of the High Marshals - Two Handed

Character (260 pts)


Marshal (1) Plasma Pistol, Champion of Humanity
(85 pts)
Rules: Leader, Oath of Moment, Hazardous, Pistol
Unit: Marshal (x3) (x3)
Abilities: Leader[2], Finest Hour, Invulnerable Save, Rites of Battle, Champion of Humanity
Melee Weapons: Master-crafted Power Weapon (x3) (x3)
Ranged Weapons: Plasma Pistol - Standard (x3) (x3), Plasma Pistol - Supercharge (x3) (x3)

Marshal (1) Plasma Pistol, War-tempered Artifice


(100 pts)
Rules: Leader, Oath of Moment, Hazardous, Pistol
Unit: Marshal (x3) (x3)
Abilities: Leader[2], Finest Hour, Invulnerable Save, Rites of Battle, War-tempered Artifice
Melee Weapons: Master-crafted Power Weapon (x3) (x3)
Ranged Weapons: Plasma Pistol - Standard (x3) (x3), Plasma Pistol - Supercharge (x3) (x3)

Marshal (1) Plasma Pistol


(75 pts)
Rules: Leader, Oath of Moment, Hazardous, Pistol
Unit: Marshal (x3) (x3)
Abilities: Leader[2], Finest Hour, Invulnerable Save, Rites of Battle
Melee Weapons: Master-crafted Power Weapon (x3) (x3)
Ranged Weapons: Plasma Pistol - Standard (x3) (x3), Plasma Pistol - Supercharge (x3) (x3)

Battleline (235 pts)


Crusader Squad (10) • 3x Initiate w/Astartes Chainsword
(150 pts) • 4x Initiate w/Boltgun
• Initiate w/Heavy: Lascannon
• Initiate w/Special: Meltagun
• Sword Brother: Boltgun, Bolt Pistol

Rules: Oath of Moment, Pistol, Heavy, Melta


Abilities: Righteous Zeal
Unit: Initiate (x13) (x52), Sword Brother (x2) (x2)
Melee Weapons: Astartes Chainsword, Close Combat Weapon (x2) (x2)
Ranged Weapons: Bolt Pistol (x7) (x35), Boltgun (x4) (x8), Lascannon, Meltagun

Crusader Squad (5) • 4x Initiate w/Boltgun


(85 pts) • Sword Brother: Boltgun, Bolt Pistol

Rules: Oath of Moment, Pistol


Abilities: Righteous Zeal
Unit: Initiate (x13) (x13), Sword Brother (x2) (x2)
Ranged Weapons: Bolt Pistol (x7) (x14), Boltgun (x4) (x8)
Melee Weapons: Close Combat Weapon (x2) (x2)

Vehicle (375 pts)


Invictor Tactical Warsuit (1) Incendium Cannon
(125 pts)
Rules: Scouts 8", Deadly Demise D3, Oath of Moment, Blast, Sustained Hits, Rapid Fire, Twin-linked, Torrent,
Ignores Cover
Unit: Invictor Tactical Warsuit (x3) (x3)
Abilities: Combat Support, Damaged: 1-4 Wounds Remaining
Ranged Weapons: Fragstorm Grenade Launcher (x3) (x3), Heavy Bolter (x3) (x3), Twin Ironhail Heavy
Stubber (x3) (x3), Incendium Cannon (x3) (x3)
Melee Weapons: Invictor Fist (x3) (x3)

Invictor Tactical Warsuit (1) Incendium Cannon


(125 pts)
Rules: Scouts 8", Deadly Demise D3, Oath of Moment, Blast, Sustained Hits, Rapid Fire, Twin-linked, Torrent,
Ignores Cover
Unit: Invictor Tactical Warsuit (x3) (x3)
Abilities: Combat Support, Damaged: 1-4 Wounds Remaining
Ranged Weapons: Fragstorm Grenade Launcher (x3) (x3), Heavy Bolter (x3) (x3), Twin Ironhail Heavy
Stubber (x3) (x3), Incendium Cannon (x3) (x3)
Melee Weapons: Invictor Fist (x3) (x3)

Invictor Tactical Warsuit (1) Incendium Cannon


(125 pts)
Rules: Scouts 8", Deadly Demise D3, Oath of Moment, Blast, Sustained Hits, Rapid Fire, Twin-linked, Torrent,
Ignores Cover
Unit: Invictor Tactical Warsuit (x3) (x3)
Abilities: Combat Support, Damaged: 1-4 Wounds Remaining
Ranged Weapons: Fragstorm Grenade Launcher (x3) (x3), Heavy Bolter (x3) (x3), Twin Ironhail Heavy
Stubber (x3) (x3), Incendium Cannon (x3) (x3)
Melee Weapons: Invictor Fist (x3) (x3)
Rules:

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 you are using a Codex: Space Marines Detachment and 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.

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.

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.

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.

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.

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.

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.

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’.
Scouts 8" 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.

Deadly Demise D3 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").

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).

Sustained Hits Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with
such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’

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’.

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.

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.

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.
Abilities

Close-Range Eradication

Ranged weapons equipped by Adeptus Astartes models from your army have the [ASSAULT] ability, and each time an attack made such a weapon targets a
unit within 12", add 1 to the Strength characteristic of that attack.

Crusade of Wrath

While this model is leading a unit, add 1 to the Strength characteristic of melee weapons equipped by models in that unit and each time an attack is made
with such a weapon, a successful unmodified Hit roll of 5+ scores a Critical Hit.

High Marshal

At the start of the Fight phase, select one enemy unit within Engagement Range of this model’s unit and roll one D6: on a 2-3, that enemy unit suffers D3
mortal wounds; on a 4-5, that enemy unit suffers 3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds.

Leader[1]

This model can be attached to the following units:

% Assault Intercessor Squad


% Intercessor Squad
% Primaris Crusader Squad
% Primaris Sword Brethren

Invulnerable Save

4+

Leader[2]

This model can be attached to the following units:

% Assault Intercessor Squad


% Infernus Squad
% Intercessor Squad
% Primaris Crusader Squad
% Primaris Sword Brethren
% Sternguard Veteran Squad

Finest Hour

Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add 3 to the Attacks characteristic of melee
weapons equipped by this model and those weapons have the [DEVASTATING WOUNDS] ability.

Rites of Battle

Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use
of that Stratagem by 1CP.

Champion of Humanity

Tacticus model only. While the bearer is leading a unit, models in that unit can ignore any or all modifiers to their characteristics and/or to any roll or test made
for them (excluding modifiers to saving throws).

War-tempered Artifice

Adeptus Astartes Infantry model only. Add 3 to the Strength characteristic of the bearer's melee weapons.

Righteous Zeal

You can re-roll Advance and Charge rolls made for this unit.

Combat Support

Once per turn, in your opponent’s Shooting phase, when a friendly Adeptus Astartes Phobos Infantry unit within 6" of this model is selected as the target of
an attack, this model can use this ability. If it does, after that enemy model’s unit has finished making its attacks, this model can shoot as if it were your
Shooting phase, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target).

Damaged: 1-4 Wounds Remaining

While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
Unit M T SV W LD OC

High Marshal Helbrecht 6" 4 2+ 5 5+ 2

Marshal (x3) (x3) 6" 4 3+ 5 6+ 1

Initiate (x13) (x13) 6" 4 3+ 2 6+ 2

Sword Brother (x2) (x2) 6" 4 3+ 2 6+ 2

Invictor Tactical Warsuit (x3) (x3) 8" 8 3+ 12 6+ 4

Ranged Weapons Range A BS S AP D

Ferocity 24" 2 2+ 5 -1 2

Anti-infantry 4+, Devastating Wounds

Plasma Pistol - Standard (x3) (x3) 12" 1 2+ 7 -2 1

Pistol

Plasma Pistol - Supercharge (x3) (x3) 12" 1 2+ 8 -2 2

Hazardous, Pistol

Bolt Pistol (x7) (x7) 12" 1 3+ 4 0 1

Pistol

Boltgun (x4) (x4) 24" 2 3+ 4 0 1

Lascannon 48" 1 4+ 12 -3 D6+1

Heavy

Meltagun 12" 1 3+ 9 -4 D6

Melta 2

Fragstorm Grenade Launcher (x3) (x3) 18" D6 3+ 4 0 1

Blast

Heavy Bolter (x3) (x3) 36" 3 3+ 5 -1 2

Sustained Hits 1

Twin Ironhail Heavy Stubber (x3) (x3) 36" 3 3+ 4 0 1

Rapid Fire 3, Twin-linked

Incendium Cannon (x3) (x3) 12" D6+3 N/A 6 -1 1

Ignores Cover, Torrent

Melee Weapons Range A WS S AP D Keywords

Sword of the High Marshals - One Handed Melee 12 2+ 6 -3 1 -

Sword of the High Marshals - Two Handed Melee 6 2+ 8 -3 3 -

Master-crafted Power Weapon (x3) (x3) Melee 6 2+ 5 -2 2 -

Astartes Chainsword Melee 3 3+ 4 -1 1 -

Close Combat Weapon (x2) (x2) Melee 2 3+ 4 0 1 -

Invictor Fist (x3) (x3) Melee 5 3+ 14 -2 3 -

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