GW Grognard: What New Black Templar Players Missed Out On

Hey everyone! Adam, from TFG Radio, is back to tell you why I am better than all of you. I mean why the old Black Templar rules were better. Yeah, that’s it.

Everyone is excited for the new Black Templar book that comes out today. They finally get updated rules, stratagems, warlord traits, and relics that will propel the army into the top spots. Maybe. With the strength of Ad Mech and Druhkari still looming large, I am not sure when the madness will end. In the meantime I don’t think the rules we have seen so far compares to the horror, or delight, of the original 3rd edition rules for the army. So with the release of their new book let’s have a look at some of the old rules for Black Templars that caused fear in their opponents. Except me, they never scared me. Not the slightest.

Righteous Zeal

The stratagem Devout Push, whether it is the old or newer version, has nothing on this special army rule. When a unit had to take a morale test, if passed they had to move 2d6 inches towards the nearest enemy unit. This was increased to 3d6 if they had jump packs. This made it very dangerous to shoot at them if they were too close as they can easily get into combat if they rolled high enough, so many times its was a tough decision whether to shoot at the unit or not. On the flip side, you could also use it as a way to get them closer to you so you could much more easily make the charge into them. Remember, this was the days of no pre-measuring so it was a risk worth taking if it meant you could get that charge off.

Accept Any Challenges, No Matter the Odds

Black Templars love hitting things in close combat. This is evident with this rule. This rule basically allows them to always hot on a 3+ no matter what. it is similar to the current Dark Reaper rule of always hitting on 3+ when shooting. It did not matter what they were fighting against, whether it was a lowly grot or hulking Bloodthirster, they always hit with the same fervor and faith to carry them through. It was really annoying when you had you souped up character or elite unit get beaten to death by some Black Templar scubs because they could hit you no matter how high your weapon skill was. This one I do not miss


This was a special ability of the Emperor’s Champion. When in combat he could issue a challenge. Now it can be refused but if it is refused then that model could not participate in the combat at all. With untargetable things like powerfists in squads, it was very effective in singling out those models an eliminating them. Whether it was through combat or refusal of the challenge, this ability would easily get rid of anything useful in the squad. Unless you happen to flub the combat by rolling a bunch of 1’s because then the Emperor’s Champion dies to that special weapon you were trying to get rid of.

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That’s all for this week. Hope you enjoyed the article. Let me know what you think, and what you think of the new Black Templar rules, in the comments section below. Don’t forget to visit our Facebook, Twitch, and Patreon pages to stay up to date on what we’re up to and when episodes drop!

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About Adam

Adam, aka Latin Gandalf, has been gaming since the early eighties and has played 40K since Rogue Trader (among a number of other games). He listens to more podcasts than any healthy person should and is currently the host for TFG Radio. He also is judges for LVO and head judges other major 40K Grand Tournaments.
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