Games Workshop - Warhammer 40,000 - Black Templars: Primaris Crusader Squad

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Games Workshop - Warhammer 40,000 - Black Templars: Primaris Crusader Squad

Games Workshop - Warhammer 40,000 - Black Templars: Primaris Crusader Squad

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You can also theoretically build two Sword Brothers from these sprues, although you can only have one in a Primaris Crusader Squad. There’s potentially value in doing this if you’re looking to get extra Sword Brethren and only need 9 models to add to an existing squad; Primaris Crusader Squads go 5-11 on Initiates and 4-8 on Neophytes, which is exactly what two boxes would theoretically get you, though you could buy two boxes and go 1 Sword Brother, 8 Neophytes, and 10 Initiates, using the remaining two models for Sword Brothers in another unit, provided you had an extra 40mm base. You better believe that it’s also bursting with rules, including bespoke Detachment Abilities, Stratagems, Warlord Traits, Litanies of the Devout, Relics, Crusade rules, special Characters, and six unique unit Datasheets.

In return, the Neophyte pledges obedience to his master and vows never to bring dishonour to his name. Neophytes also act as servants to their mentors, waiting on them at the great banquets and seeing to their day-to-day requirements. The only 'niche' I've found is bringing two Pyreblasters and a Pyre Pistol. This is a funky flaming setup, but it's still on S4 with AP1 which just isn't worth the 25 points to bring it imo, and also requires a delivery method.The four Neophytes have four unhelmeted head options and can be equipped with either bolt carbines or bolt pistols and Astartes chainswords. The Sword Brethren come armed with heavy bolt pistols and either chainswords or power swords, and a mix of the unit's members can upgrade to other weapons. Not all of the units can take the same weapons though, and most are limited to one member in a four-man unit. The box provides enough for two pyre pistols, and one of each plasma pistol, power maul, power axe, a set of paired lightning claws, or a thunder hammer.

Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit. All three squads are kitted out with as many pyreflamers as possible, as well as (heavy) bolt pistols and Astartes chainswords for close-range dominance. 40 angry Space Marines running at you at full speed, supported by a Marshal with the Crusader’s Helm (to ensure they’re all in range of his Rites of Battle aura ability), and a Primaris Ancient to keep them fighting to the last, is certainly an intimidating prospect. As such, the design team went all-in with the medieval look on these miniatures, from the now-classic tabard and leather belts to bowl cuts. The armour has been updated with Primaris details too – “it’s a kind of Mk III Scout armour designed by Cawl himself”. The Combat Patrol has 445 points before you start adding equipment and offers a slightly different force option to that in the Army Set, with more troops and transport rather than the Dreadnought. The Emperor's Champion from the Army Set can be bought separately, but not including him in this set allows you to reinforce your Army Set with the units from this one without doubling up on them. As the warring armies close upon one another and vicious firefights erupt, the Codex lays out strategies for swiftly seizing the initiative and combining versatility with firepower.While this combat doctrine is active, improve the Armour Penetration characteristic of every Rapid Fire and Assault weapon that models in this unit are equipped with by 1.Outfit any Adeptus Astartes squad with custom pauldrons, cover your Assault Intercessors with honorific ribbons, and equip a Repulsor with a multi-melta – a weapon that the Templars favour for its ferocity. The Sword Brethren are the elites at the top of the Chapter, and they have earned the right to fight however they like, Maxime explains. Grav-cannon or Heavy Bolter or Lascannon or Missile Launcher or Multi-Melta or Plasma Cannon (1 Initiate in the squad only) Alternatively, one Initiate can be built as a Sword Brother, who has a choice of helmeted and unhelmeted heads. He can be built with a power sword or power axe, and a heavy bolt pistol or pyre pistol. Power Weapon ( Power Axe, Power Fist, Power Maul or Power Sword) (any type; 1 Initiate in the squad only)

You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move: If the Devastator Doctrine was active for your army during the previous battle round, you can change it so that the Tactical Doctrine is now active. These units are tasked with infiltrating enemy positions or fulfilling some other critical mission. For a neophyte to be trusted so speaks volumes of his Initiate’s faith in his abilities, and the neophyte fights all the harder, lest they show such trust to be misplaced. From that point on, the Initiate takes sole responsibility for his pupil's training and conduct. He swears an oath to prepare the Neophyte for his entry into the brotherhood that is the Chapter, teach him of its history, and guide him through its holy rites of worship to the Emperor. The galaxy is the Emperor's, and anyone or anything who challenges that claim is an enemy who must be destroyed."

Black Templars Codex Supplement

All three are core units, while the first two are troops and count as objective secured. The PCS is the most versatile and can be kitted for ranged shooting, melee or a combination of both. I would argue that PCS is always a better choice over AIS since it’s much more flexible and better at melee since you can take multiple powerfists. The one advantage AIS has is it can fight twice using a stratagem, which can be quite situational and not always advantageous. PCS offers everything desired for Veteran Intercessors, costs less points, is objective secured and again is more flexible. Remember that PCS get most of their wargear for free, such as the powerfists.

Each miniature is covered with unique details, suggesting that they all have their own personal artificer to work on their equipment. “They even have nicer chains of devotion than the rest of the Chapter,” Maxime points out. The six Primaris Initiates have a variety of helmeted heads and unhelmeted heads. Two Initiates can be built with a choice of auto bolt rifle or heavy bolt pistol and Astartes chainsword, while the third can be built with an auto bolt rifle, a pyreblaster, or a heavy bolt pistol and an Astartes chainsword, with the option to change the chainsword to a power fist. Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:

For melee I'm equally confused. Assault Intercessors seem superior due to their access to Fight Again. Currently I just put them on the home objective for boddies and call it a day tbh. Or split them, using the Neophytes as Scout proxies while the Initiates are used as Intercessors. Here, the neophytes are put through even more gruelling trials as the Chapter's Initiates test their strength, martial skills and faith to the limits. Should a survivor of these trials impress one of the assembled Battle-Brothers, an Initiate may take it upon himself to personally mentor the Neophyte in the art of war. Everything about the Crusader Squad suggests tradition and, well, eternal crusade. Their tabards become more damaged as brothers move up the hierarchy as “a bit of a symbolism to represent that they are a fleet-based Chapter”. The old-school influences don’t stop there. The Marshal’s head and the axe are direct nods to the 1998 Captain who was originally introduced in the limited edition of the starter set that was released for the third edition of the game.



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