Every Chapter lives by duty, yet Black Templars live by oaths carved into their very gene‑seed.
Before bolters bark they kneel in prayer, choose a sacred Vow, and promise the God‑Emperor absolute victory or glorious death. Because their devotion never wavers, Games Workshop has torn out Oath of Moment and handed Sigismund’s heirs a unique Army Rule, three flavoured Detachments, and a pile of new tricks. Let us crack the cover of the fresh Codex Supplement and see why crusading has never looked this ferocious.
Templar Vows replace Oaths
Right at list‑building you pick one of four Vows that last all game. Accordingly, Abhor the Witch gives re‑roll charges and precision swings into Psykers, while Accept Any Challenge grants easier wounds against high‑Toughness bruisers.
Meanwhile Suffer Not the Unclean unlocks fall‑back charges and slippery pile‑ins, and Uphold the Honour turns infantry into sticky objective holders that can still hustle and perform Actions. Consequently you tailor every crusade to the foe, instead of chasing new Oath targets each turn.
Heirs of Sigismund set strict boundaries
Because zealots hate compromise, the supplement bans all Psykers, first‑company detachments, and several vehicle datasheets, swapping them for Black Templar variants. Therefore Gladiators, Sternguard, and Repulsors sit in the hangar, replaced by weapon‑heavy Crusader squads and character‑laden transports. Importantly you may field only one Chapter, so mixed imperium soup is right out.
Three Detachments, three mindsets
Vindication Task Force loves board control. Since Crusaders can end Righteous Zeal moves on objectives, your big blobs march to holy ground instead of enemies. Ancients nearby lower wound rolls against themselves and can resurrect for one Command point with Refusal to Yield. Consequently layering the Consecrating Aura Enhancement grants that banner squad a five‑plus invulnerable bubble, turning them into indomitable wardens.
Companions of Vehemence focus on raw aggression. Because every Advance and Charge re‑rolls, Sword Brethren streak across no‑man’s‑land, while Accept Any Challenge supercharges their blades. When you absolutely must get stuck in, choose this path and watch choppy bodies hit the deck.
Godhammer Assault Force is the petrolhead option. Land Raiders, Impulsors, and Drop transports fling squads forward, granting extra bonuses the turn passengers disembark. Therefore you can envision columns of tanks disgorging glowing chainsword fanatics straight into the soft underbelly of the foe.
Ancient banners and fiery chaplains
New kits include the Crusade Ancient hoisting a relic standard that buffs nearby zealots, plus the Execrator, a crozius‑wielding hate preacher who swaps pistols or swords depending on your style. Both slot neatly into any Detachment, yet shine brightest in Vindication walls or Vehemence spearheads.
Final thoughts and call to arms
Black Templars finally fight on the tabletop exactly as they sermonise in the lore. Since you lock in one vow up front, every decision during play feeds that sacred promise, whether you are purging witches, duelling titans, or planting banners on relic sites. Moreover, the trio of Detachments lets you decide between stoic defence, berserk charges, or armoured lightning strikes. Therefore sharpen your chain‑swords, paint those crosses, and clear space on Saturday, because pre‑orders open then and the Emperor wills your crusade to begin.
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