Codex: Black Templars Review
By Dale Fyfe
The Black Templars are one of the oldest chapters to have been created by Games Workshop. Their existance was documented in small blurbs and peices of artwork well before their army list appearing in the Armageddon Codex. Indeed, all of these illustrations were pivotal to the creation of the fantastic new miniature range produced to support this release, as well as some absolutely amazing new concept work from Mark Gibbons. One only has to look at the High Marshall Helbrecht model to see the very John Blanche overtones tempered with Mark Gibbons' new themes. It was one of these old original peices of artwork that inspired me to choose the Black Templars as the Chapter I was going to use when I first took up Warhammer 40K at the end of 2nd edition. Their more knightly look appealed to me (being interested in the Crusading knights of the Poor Knights Templar and the Knights of St. John) and I felt I could make good use of this vast theme whilst modelling and painting the army. The crossing between the Industrial/Gothic atmosphere of the 40K universe and the Battle Brothers of the Crusading Knightly orders can create some great contrasts to exploit in your modelling and painting, and slips very easily into the existing imagery of the Space Marines and the Imperium in general.
The theme of the Black Templars is almost an ultimate upholding of the original ideals that the Imperium is founded on, but with greater grim detirmination and unswerving resolve than a lot of the contemporary Chapters. They have, as a whole Space Marine Chapter, devoted themselves to continuing the Great Crusade for the last 10,000 years. The Chapter has the potential to be massive, with the High Marshal alone knowing the exact numbers of his fellow Black Templars. Each crusade itself is made up of any small or large number of forces, designed to pursue and fulfill a certain objective. This leaves room for each players army to be a part of a larger crusade, or assembled for its own intents and purposes. This also means that the units may be organised into a more formal and tactical formation, or to be a little more ad-hoc, representing the tendency for Templars to fight together amongst their peers and well respected fellow warriors. (units 20 strong are almost the old Space Marine Platoons of pre-Heresy days!...)
The new Codex
The first thing that stands out in the codex is the huge amount of new artwork that is spread throughout. These peices, some big, and other small tidbits, provide us with massive amounts of inspiration to carry over into our modelling, and help us understand the atmosphere of the chapter so much more. A picture tells a thousand words and all that... Also to help out aspiring or existing players is the concept artwork available for view on the Games Workshop Website here, which goes through even more great ideas that were put forth for the army, but I guess they were really only able to use so much before there was no more room! Using these sorts of images allows you to further feel the atmosphere that the company was trying to expand with the release of the new Codex. Players are always encouraged to run with these ideas in way that will best suit the theme and look of the army each player is trying to create.
Because the Black Templars have now got a 'stand alone codex', meaning you don't need to have a copy of the recently released Space Marine Codex, you could wonder wether all of the background information about Space Marines in general would take up the first half of the book, leaving no room for expansion of the history and fighting practices of the chapter. But this isn't so! This is one of the reasons that the Black Templars (as well as any other chapters that deviate strongly from the prescriptions of the Codex Astartes) needed a codex that didn't derive most of its content from the existing Space Marine Codex. There is still the 'Rites of Initiation' section, but the Black Templars recruit and train their new Chapter members so much more differently than regular Chapters that it had to be different to the normal entry in the Codex Space Marines.
There are sections recounting the history of the chapter, from what happened imediately after the Horus Heresy. This was the fire in which the chapter was forged, and they were made imitable in the heraldry and fighting style of its new Chapter Master (ranked as a High Marshal), coming face to face with the enemy, where a warrior may earn honour and glory in the heat of battle, and be sure that his foe is vanquished.
The codex also runs down on the stories of a number of Crusades, both large and small, over the millennia. It also shows that the Templars might have issue against one of our more mysterious Marine Brothers in arms, the Dark Angels Chapter after a brief and uneasy alliance bewtween the two small forces from each Chapter in the frontiers of Imperial Space. Their is also a very brief mention of the Soul Drinkers Chapter in the Templars Crusade listing, which is something I remark on because of my fondness for the two books published by the Black Library by Ben Counter that deal with this Chapter. The listing of a couple of the crusades of the Black Templars is a nice touch, and they are great reference for when you want to create your own crusade with its own goals. The crusade listing covers a variety of differently sized crusades, each with different intent, showing typical areas that the Black Templars endeavour to pursue with their firey vigour.
Two things in particular that I appreciated about the Codex: Armaggeddon have been mentioned again in this new codex (along with all the other stuff of course!) which were these;
Each Initiate takes on the reponsibility of adopting a Neophyte to train with all of his knowledge and decades of expertise. This adds a number of things to the Black Templars army, the modeling ideas of how to convert scouts become near endless using Squires and apprentices as inspiration, and also brings the Templars something from the Age of Knights in our own History. It also adds a little flexibility to the unit they are able to join (the Crusader Squad) as they still may choose between Shotguns or Close Combat weapons, independent of what the Initiates of the Crusader Squad are armed with.
Also, it's mentioned that the Black Templars Choose to fight in units together out of comeradierie as opposed to assignment. This adds further to the Knightly aspect, or even that they are brothers in arms, each able to purge the Mutant, Alien and Heretic with equal fervour and efficiency, and possibly with more flexibility with the mixture of weapons available to the squad. Perhaps this makes it seem the Templars might be confusing as units, but the concept of mixed weaponry in squads is not unusual when you look at other armies like the Space Wolves. It may also serve to get more variety in Black Templars Armies, so it's not all just Rhinos and Chainswords!
Besides describing general fighting style and practices, the codex also goes over the different types of Warriors found in the Chapter, such as...
There is a good Run down on the kind of character that represents a High Marshal, With a very meaty Special Character in the current High Marshal Helbrecht.
Marshals and Castellans, the new 2 and 3 wound Space Marine Commanders. Marshals have command over a crusade, while the Castellans have command over a fighting company.
Chaplains, of the same two ranks in the Space Marine Codex, Reclusiarchs and Masters of Sanctimony. Black Templar Chaplains have the option of being accompanied by Cenobyte Servitors, to carry relics of from the Crusade Reclusiarch Chapel, and adding a modifier to the new Righteous Zeal rule. The Chaplain Grimaldus is also another powerful special character, also supported by a great new model release.
The Emperors Champion, who has kept all of the same themes and equipment from the previous incarnation, but with tweaks to the special rules involved in his wargear, and ironing out any confusion from the 'Challenge' Special rule. The Emperors Champion now has the 'Vow' points cost added to his total, and he inspires the rest of the Initiates in the Crusade with his fervour. He is now only compulsory in forces sized 750 points or more, though if he is not taken in smaller forces, the Initiates do not benifit from any 'Vows'.
Sword Brethren, the Veterans and most highly respected members of the Black Templars Chapter underneath it's heroes. These Righteous warriors take the place of the 'First Company' concept of other Chapters. They are the ones instructed in the use of Terminator armour, and are relieved of the responsibility of training Neophytes. They are members in the Command Terminator, assault Terminator, and Tactical Terminator entries, as well as making up a nice unit of their own after the fashion of a Veterans Squad. It's also nice the Black Templars now have the facility to take Veterans Skills with some of these squads.
Intitiates, The warriors that make up the bulk of any crusade, and who teach the Neophytes by example.
Neophytes, who are recruited at the many scattered Chapter Keeps established by the Templars, trained, and then recruited into the ranks of a crusade under the tutelage of a Black Templar Initiate to learn the history, secrets and fighting styles of the Chapter.
Other Changes
I will quickly run through a few of the other changes to the codex. Rest assured that this will not ruin any excitement of holding the new codex in your own arms.... it is very drool worthy!
Vows:
As mentioned previously, the vows are now incorperated into the cost of your Emperors Champion. The names and themes of these vows remain basically the same, but the rules are now stated in ways that comply more evenly with the universal special rules, and the "Abhor the Witch..." vow also has a nice effect of nullifying any minor psychic power used against a Templar model (amongst other things..) The rules for his weaponry and the 'Challenge' special rule are now less available to manipulation, streamlining his combat phase.
Special Rules
Righteous Zeal:
The Righteous Zeal Rule has now been made a little more understandable and intuitive. Templar players should be keen to get to grips with an enemy, so it only makes sense that if you win your morale check you should fall forward. In the paraphrased words of the Codex Author Graham McNeill, it seems wrong that players should hope to fail at something, in order to gain a benefit. The technicalities of this rule are easier understood now than before, and should afford Templar players and opponents a little relief in that respect.
Abhor the Witch
Basically means that the Black Templars will never Ally with a force that contains a Psyker.
Kill Them All
A nicely named rule that helps to keep the Templars players focus where it needs to be, on the cold dead features of his nearest opponent. Confers a modifier when you try and target enemies further away than the closest available.
No Pity! No Remorse! No Fear!
This rule helps to enforce the typical mindset of a Black Templar Warrior when smiting his enemy with the contempt and brutality he deserves, making the Black Templars fearless in certain situations.
The Army List
Space Marine Bike Squads:
The option to contain Neophyte Bikers in a large Bike Squad is now not available, though Attack Bikes are now a part of the Black templars Armoury again.
Crusader Squads:
These are quite similiar in make up, though obviously you may take a mixture of weaponry, and also special and heavy weapons in squads. The number of Neophytes available to the squad has now been increased, so our enemies should be on the look out for 20 man squads, that are likely to be able to survive the hard slog across the table for not being able to go in a transport.
Assault Squads:
There was much talk on the web about the configuration of Assault marines for the army, but these have remained reasonably similiar, with only a couple of minor changes. Storm shilds are still an option for those who wish it, and the weaponry available makes them more easily able to configure the squad for anti-infantry or anti-tank roles.
Heavy Support:
The biggest news is that the Whirlwind Tank is no longer an option for the Templars. I would agree with the designers in that a long range ordenance weapon is not really within the theme of an army that eschews the values of combat close and personal. Always rest assured, for those missile launcher freaks, that all the usual options apply for the Land Speeders, and if you need ordanance, then the Seige Tank, the Vindicator is still a comforting option. Land Raider Crusaders are now easier to incorporate into your force, continuing the rule that Templar players are able to take more Land Raider Crusader's than other Chapters (owing to the fact the creation of this tank was due to the recovery and decryption of an STC by a Templar Tech-Marine). The Command squad and the Crusader squads are now able to take this vehicle as a transport option along with a Rhino or a Razorback. Praise be the cost for each tank is so high, so that we can allow for a little self limiting from that respect!
Elites:
We now have a veteran Squad in the form of the Sword Brethren, who can be configured accordingly with veteran skills. They are the only other infantry squad able to be equipped with Storm Shields, and as a bonus, they are able to take the new Combat Shield (first introduced with the most recent Space Marine Codex) for those that would prefer not to lose the total use of an arm. This squad is a nice addition to the Black Templar army list, and really allows for some tough Character killing hardware to go up against all the nastiness that the hordes of unclean heretics might throw at humanity.
The Black Templar Dreadnought is also now able to be upgraded to Venerable Dreadnought!.
Wargear:
Two new items of wargear have been added to the usual Space Marine Armoury for the Black Templars. The first is for a Black Templars Land Raider Crusader, named a blessed hull, which I might admit will annoy a couple of Eldar Players and others with highly powered anti-tank weapons that confer other special rules. Also added is the Holy Orb of Antioch, a master crafted grenade, and possibly the only grenade in the game that can kill things!!! (ok, besides melta types...) The only other peice of wargear worth mentioning is the Crusader Seals, which are basically designed to modify the Righteous Zeal special rule, in much the same way that purity seals affected Initiates before.
Summary:
All in all I must admit I have become a lot more excited about this release than I ever thought I would be. I feel they have amplified all the points that I personally thought exemplified the Chapter, and added so much new character, background and atmosphere, it should keep us going for quite a while. The new sprues afford a wealth of product to use to base miniature conversions on, and the models from the sprue are outstanding. Unfortunately the Crusader Squads, and the Army Force Box Set are only available for a limited amount of time, but there will be a Black Templars Extras Box Set coming out when they become unavailable, including the new Black Templars Sprues, and the superbly detailed Vehicle Sprue. With the new Assault Terminators, Chaplains and Scout boxed sets coming out, Black Templars get to make use of all of the newest bits released for Space Marines. Speaking of those new bits.... I must continue painting....
Next week:.... The new Black Templars Models....
[ I might like to add that the bulk of this review was written before I saw the latest White Dwarf issue #311, where Nick Kyme spoke to Graham McNeill in an article entitled 'Chosen of the Emperor'. I have found a lot of my comments here echo their own comments, so I only hope that that means the design team have done an exceptional job in getting their concepts across. I would highly recommend this article to anyone interested in this army, or the way the design team works.]
Some images are the intellectual property of Games Workshop, used without their permission, in their original format. No challenge to their copyright is intended.