Black Templars Vows rules are making a comeback in their 40k codex to buff up your crusaders even more!
With the launch box up for pre-order soon, you know Games Workshop was going to give us some new rules to ogle. It’s nice to see them going back to the older editions for not only the models but also the rules.
Warhammer Community just unveiled two out of the four possible new vows rules for Black Templars. Overall, they are pretty interesting and give crusading players another level of flavor to the army. These are picked early on in the game (after Read Mission Briefing step), so don’t forget to pick them!
You also get the army-wide vow for the whole game, which is pretty sweet and a lot easier than something like the Ad Mech choosing something different every turn.
Let’s take a look at some of the rules rumors first and then dive into the latest preview:
New 40k Black Templars Rules
Overall the 9th Edition Black Templar rules until now have mostly been speculated at, but check out a few of the release and rules rumors from Reddit over the summer.
- The Crusader kit will have options for a Sword Brother unit leader with cape, and there’s a 15″ AP-1 flamer.
- The Sword Brother kit will have plenty of CC options and the option to make a Marshal (like with the Custodes Warden kit that gives you the option of making a Captain).
- There will be two Crusader Squads: the old one that everyone knows and a new one made up exclusively of Primaris. The latter will be 5-11 Primaris Initiates, 4-8 Primaris Neophytes, and 1 Primaris Sword Brother. Neophytes will have 2W and 2A like other Primaris.
- There’ll also be a conversion/bits/upgrade sprue that will have Templar relics on it (so-and-so’s helmet, the sword of such-and-such, etc.), shotguns for Neophytes, and more customization options like extra arms (Neophyte holding a helmet), or backpack-mounted candles.
- There will also be a multi-melta which will become a BT vehicle option. It’ll replace the stubber on Primaris vehicles.
- Emperor’s Champion can give invul save through an Aura.
- Crusaders can deal lots of mortal wounds.
So obviously there are some big tells here and from the timestamp, it looks like this was all spot on, and probably very close to what we’ll see from a new Black Templars as the reveals of both the new Grimaldus and Helbrecht have pretty much confirmed the rest…
Black Templars Are Getting More Tools To Purge
Behold the Primaris Initiate with pyreblaster!
You might have noticed that the pyreblaster comes complete with a chain attaching it to the warrior’s wrist in the traditional manner of the Black Templars – perhaps that’s a hint at what else is on the way. Or maybe this particular chap is just prone to misplacing his belongings.
That’s not all with this new reveal though, they also showed off the new weapons statline.
This Pyreblaster looks sweet! Assuming it is only a slight point increase compared to normal flamers, it will be awesome! If a terminator squad can take these players will be very happy. Being able to deep strike in and shoot auto-hitting flamers without moving is a huge bonus. Even if we ignore that potential, extra range on a flamer is just good because ya know, who doesn’t like auto hits?
Black Templars Vows Rules Revealed by GW
Long-term squires of the Chapter may remember these from when the heirs of Sigismund first burst onto the scene in Warhammer 40,000’s third edition. Well, Templar Vows are back and more binding than ever! Let’s learn a bit more about them.
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The vows feel pretty flavorful with a drawback that comes with each one. Let’s check out what they can do.
If you want to channel the unrelenting aggression of the Black Templars, choose to Accept Any Challenge, No Matter the Odds. The ability to ensure that your units are always gaining an additional attack and improving the AP of their melee weapons by 1 is a formidable combination. You may lose the tactical flexibility of being able to Fall Back, but that’s less of an issue when your enemies all lie in pieces at your feet.
Always grabbing the Combat Doctrine when you’re in melee is really sweet. Then, on top of that, you get an extra attack, which makes them quite the powerful combat army. Not being able to Fall Back though is honestly a pretty big disadvantage.
Maybe if you just go full combat and no tanks, this might be the way to go. It could be annoying though to have a unit tied up for multiple rounds. This feels pretty fair with a decent drawback.
Abhor the Witch, Destroy the Witch
A throwback to the classic ability to rush towards the nearest Psyker at the start of the game, this Templar Vow enables you to close the distance on your chosen quarry at a terrifying pace. That’s a Move characteristic of 17″ for an Outrider Squad, which could well be the edge they need to get a turn-one charge. And if there’s a Psyker in the way, even better!
We’re not sure how much play this will see (unless against a couple of armies), just for the fact it’s only once per game, then a Psyker can stop your actions. While running your Outriders into combat on the first turn is sweet, it doesn’t do much after that.
Well, unless you’re playing something like Grey Knights or Tzeentch, you will be rerolling a whole lot of ones in combat! So if your opponents always play those armies, you’re going to love this one.
Overall it’s a great time to be a loyalist and an even worse time to be a heretic! Need more on everything Black Templars? Here are the latest rules previews for these crusaders!
All the Latest on the New Black Templars
Do you like the new vows? Are you going to grab the launch box?
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