MACROMUNDA
Allegiance
Space Marines Black Templars
Codex / Fighters
Codex · Black Templars

Fighters 12 shown

Every fighter this House may recruit, with the full statline slate, save, special rules, skill access, starting gear, complete equipment list and flavour. Hover a highlighted rule or weapon for its codex entry; select it to open that entry.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The High Marshal is the crusade entire, made one man. Four wounds, four attacks, striking and shooting on a 2+, he takes the very front of the advance as his by right — the Sword of the High Marshals held ready, a storm shield turned to the enemy's fire. It falls to him to name the doctrine the force will fight to and to speak the Vow the whole crusade swears; where he sets his boot, every brother follows, and the charge does not break because he is at its head.* **Special Rules** - **And They Shall Know No Fear:** Pinning cannot touch this warrior, and no Nerve test ever fails him. - **Astartes Physiology:** four wounds on a T5 command frame keep him standing where lesser flesh is already down. - **Combat Doctrines:** each round he calls the stance the gang fights to, and he calls it toward Assault. - **Finest Hour:** once in a battle he raises the command aura and every brother near him fights the harder for it. - **Crusade Vows:** the oath the crusade swore is his to carry at the front, sworn aloud and led from the first step.

Priced at a firm credit cost.

Derived from 5 codex citations.

Captain Leader 299CREDITS
MWSBSSTWIALdClWilInt
5"2+2+4542+44+3+4+5+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W4 transhuman command body)Combat Doctrines (declares the gang doctrine each round)Finest HourCrusade Vows (fights under the gang's declared Crusade Vow - leads the oath from the front)see Special Rules
PrimaryCombatFerocityLeadershipSignature
SecondaryBrawnSavantShooting
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
  • Storm Bolter65credits
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Special
  • Plasma Gun100credits
  • Meltagun135credits
  • Flamer140credits
Close-Combat
  • Chainsword25credits
  • Power Sword45credits
  • Power Fist60credits
  • Thunder Hammer70credits
  • Sword Of The High Marshalsflagged Leader-only Chapter relic power sword (master-crafted) - a costing ruling is owed
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Gravis35credits
  • Mark Terminator135credits
  • Mark Powerincluded default mark - baked into the body cost, no separate charge
Wargear
  • Iron Haloflagged field-armour range in the Core catalogue - costing ruling owed
  • Storm Shieldflagged field-armour range in the Core catalogue - costing ruling owed
Status
  • Tabard Of The Eternal Crusadeflagged named relic icon (nearby-friendly Charge re-roll) - a costing ruling is owed

The High Marshal is the crusade entire, made one man. Four wounds, four attacks, striking and shooting on a 2+, he takes the very front of the advance as his by right — the Sword of the High Marshals held ready, a storm shield turned to the enemy's fire. It falls to him to name the doctrine the force will fight to and to speak the Vow the whole crusade swears; where he sets his boot, every brother follows, and the charge does not break because he is at its head.

Special Rules

  • And They Shall Know No Fear: Pinning cannot touch this warrior, and no Nerve test ever fails him.
  • Astartes Physiology: four wounds on a T5 command frame keep him standing where lesser flesh is already down.
  • Combat Doctrines: each round he calls the stance the gang fights to, and he calls it toward Assault.
  • Finest Hour: once in a battle he raises the command aura and every brother near him fights the harder for it.
  • Crusade Vows: the oath the crusade swore is his to carry at the front, sworn aloud and led from the first step.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The Castellan holds a flank while the High Marshal drives the middle. Three attacks at WS 2+, a power sword lit and a bolt pistol at his hip, he is command's second edge — the officer who keeps one wing of the crusade moving when the Marshal's eye is elsewhere. He can raise the same steadying aura, and when the sworn line finally reaches the foe he is no mere banner but a veteran killer in the thick of it.* **Special Rules** - **And They Shall Know No Fear:** Pinning finds no purchase on him, and his Nerve tests pass untested. - **Astartes Physiology:** what keeps him upright is the T5 command frame across three wounds, never the save alone. - **Combat Doctrines:** he fights to whatever doctrine the gang has declared, the crusade tilting it to Assault. - **Finest Hour:** in the Marshal's stead he may loose the command aura once, and the brothers around him surge. - **Crusade Vows:** he keeps the one oath sworn at muster, carrying it down his wing of the charge.

Priced at a firm credit cost.

Derived from 6 codex citations.

Lieutenant Champion 232CREDITS
MWSBSSTWIALdClWilInt
5"2+3+4532+35+5+5+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 transhuman command body)Combat Doctrines (fights to the declared doctrine)Finest HourCrusade Vows (fights under the gang's declared Crusade Vow)see Special Rules
PrimaryCombatFerocityLeadershipSignature
SecondaryBrawnSavantShooting
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
  • Storm Bolter65credits
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Special
  • Plasma Gun100credits
  • Meltagun135credits
  • Flamer140credits
Close-Combat
  • Chainsword25credits
  • Power Sword45credits
  • Power Fist60credits
  • Thunder Hammer70credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Gravis35credits
  • Mark Terminator135credits
  • Mark Powerincluded default mark - baked into the body cost, no separate charge
Wargear
  • Storm Shieldflagged field-armour range in the Core catalogue - costing ruling owed
Status
  • Crusade Bannerflagged named relic icon (deepens the active Crusade Vow for a round, once/battle) - a costing ruling is owed

The Castellan holds a flank while the High Marshal drives the middle. Three attacks at WS 2+, a power sword lit and a bolt pistol at his hip, he is command's second edge — the officer who keeps one wing of the crusade moving when the Marshal's eye is elsewhere. He can raise the same steadying aura, and when the sworn line finally reaches the foe he is no mere banner but a veteran killer in the thick of it.

Special Rules

  • And They Shall Know No Fear: Pinning finds no purchase on him, and his Nerve tests pass untested.
  • Astartes Physiology: what keeps him upright is the T5 command frame across three wounds, never the save alone.
  • Combat Doctrines: he fights to whatever doctrine the gang has declared, the crusade tilting it to Assault.
  • Finest Hour: in the Marshal's stead he may loose the command aura once, and the brothers around him surge.
  • Crusade Vows: he keeps the one oath sworn at muster, carrying it down his wing of the charge.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The Chaplain is the crusade's burning conscience, and its crozius is no ornament. A warrior-priest at the head of the sworn brothers, he chants the litanies that turn a hard advance into an unstoppable one, and his mere presence stiffens a force already alight with faith. He gives the line no room for doubt, only the certainty of the next charge — and he preaches it while fighting in the first rank, mace swinging, where the men can see their faith made flesh.* **Special Rules** - **And They Shall Know No Fear:** no Pinning holds him down, and Nerve tests are passed without a roll. - **Astartes Physiology:** the warrior-priest body carries T5 and three wounds, and it is the body that endures, not the plate. - **Combat Doctrines:** he answers the doctrine the gang declares, the crusade leaning the stance to Assault. - **Crusade Vows:** he preaches the sworn oath down the whole line, giving the crusade's Vow a voice.

A kitbash option — off the stock kit, a celebrated conversion.

Derived from 5 codex citations.

Chaplain Champion 188CREDITS
MWSBSSTWIALdClWilInt
5"3+3+4533+25+4+4+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 transhuman warrior-priest body)Combat Doctrines (fights to the declared doctrine)Crusade Vows (preaches the gang's declared Crusade Vow down the line)see Special Rules
PrimaryCombatFerocityLeadership
SecondaryBrawnShootingSignature
Starting GearMark Power
Equipment List
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Close-Combat
  • Crozius40credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Terminator135credits
  • Mark Powerincluded default mark - baked into the body cost, no separate charge
Status
  • Cenobyte Servitor45creditsKitbash from an Astartes Servitor + brazier/reliquary bits - the Black Templars' canonical Cenobyte Servitors (Chaplain Grimaldus's retinue). Priced above the Crusader-Seals status band.
  • Crusader Sealsflagged named Chapter relic seals (nearby-friendly Willpower re-roll - the psyker-less answer to sorcery) - a costing ruling is owed
  • Purity Sealsflagged status-tier range in the Core catalogue - costing ruling owed; the relentlessly devout Chapter leans these hard

The Chaplain is the crusade's burning conscience, and its crozius is no ornament. A warrior-priest at the head of the sworn brothers, he chants the litanies that turn a hard advance into an unstoppable one, and his mere presence stiffens a force already alight with faith. He gives the line no room for doubt, only the certainty of the next charge — and he preaches it while fighting in the first rank, mace swinging, where the men can see their faith made flesh.

Special Rules

  • And They Shall Know No Fear: no Pinning holds him down, and Nerve tests are passed without a roll.
  • Astartes Physiology: the warrior-priest body carries T5 and three wounds, and it is the body that endures, not the plate.
  • Combat Doctrines: he answers the doctrine the gang declares, the crusade leaning the stance to Assault.
  • Crusade Vows: he preaches the sworn oath down the whole line, giving the crusade's Vow a voice.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The Apothecary guards something the crusade prizes above any single life: the gene-seed of its dead. Narthecium ready, he moves through the fighting to drag wounded brothers back to their feet and to reclaim the seed of those past all mending. He is no stretcher-bearer, though — boltgun, pistol and chainsword mark his place in the sworn line, and he holds it. His true work is arithmetic the enemy never sees: a crusade that keeps its manpower battle after battle, never thinning where he stands.* **Special Rules** - **And They Shall Know No Fear:** he cannot be Pinned, and each Nerve test resolves as a pass. - **Astartes Physiology:** T5 and three wounds on the transhuman frame keep him working under fire that would drop a mortal medic. - **Combat Doctrines:** he fights to the stance the gang has declared, tilted as ever to Assault. - **Crusade Vows:** he holds to the Vow sworn at muster like every brother he tends.

Priced at a firm credit cost.

Derived from 7 codex citations.

Apothecary Champion 206CREDITS
MWSBSSTWIALdClWilInt
5"3+3+4533+25+4+4+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 transhuman warrior body)Combat Doctrines (fights to the declared doctrine)Crusade Vows (fights under the gang's declared Crusade Vow)see Special Rules
PrimaryFerocitySavant
SecondaryCombatLeadershipShootingSignature
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
Close-Combat
  • Chainsword25credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Powerincluded default mark - baked into the body cost, no separate charge
Wargear
  • Nartheciumflagged medicae-tier range in the Core catalogue - costing ruling owed; the Apothecary's defining tool
  • Reductorflagged medical-domain range in the Core catalogue - costing ruling owed

The Apothecary guards something the crusade prizes above any single life: the gene-seed of its dead. Narthecium ready, he moves through the fighting to drag wounded brothers back to their feet and to reclaim the seed of those past all mending. He is no stretcher-bearer, though — boltgun, pistol and chainsword mark his place in the sworn line, and he holds it. His true work is arithmetic the enemy never sees: a crusade that keeps its manpower battle after battle, never thinning where he stands.

Special Rules

  • And They Shall Know No Fear: he cannot be Pinned, and each Nerve test resolves as a pass.
  • Astartes Physiology: T5 and three wounds on the transhuman frame keep him working under fire that would drop a mortal medic.
  • Combat Doctrines: he fights to the stance the gang has declared, tilted as ever to Assault.
  • Crusade Vows: he holds to the Vow sworn at muster like every brother he tends.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The Techmarine keeps the crusade at war. Sworn to the Machine God as much as to Dorn, he tends the war-plate, coaxes the bolt weapons true, and rouses the interred dead who ride within the walkers when their machine-spirits sour. None of that keeps him from the sworn line — boltgun and pistol in hand, he stands with his brothers and fights. Without him the blades would dull and the Dreadnoughts would fall silent; because of him they do not, and the advance keeps its iron.* **Special Rules** - **And They Shall Know No Fear:** Pinning has no hold on him, and his Nerve is never in doubt. - **Astartes Physiology:** the artificer body still carries T5 across three wounds, hard to put down whatever his trade. - **Combat Doctrines:** he fights to the doctrine the gang calls, the crusade leaning it to Assault. - **Crusade Vows:** he swears the same oath as the line he arms, and keeps it.

Priced at a firm credit cost.

Derived from 5 codex citations.

Techmarine Champion 171CREDITS
MWSBSSTWIALdClWilInt
5"3+3+4533+25+4+4+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 transhuman artificer body)Combat Doctrines (fights to the declared doctrine)Crusade Vows (fights under the gang's declared Crusade Vow)see Special Rules
PrimaryBrawnSavant
SecondaryCombatFerocityShootingSignature
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
Special
  • Grav Gun110credits
  • Meltagun135credits
Close-Combat
  • Power Fist60credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Powerincluded default mark - baked into the body cost, no separate charge
Wargear
  • Servo Skullflagged accessory-tier range in the Core catalogue - costing ruling owed
Accessory
  • Signumflagged accessory-tier range in the Core catalogue - costing ruling owed

The Techmarine keeps the crusade at war. Sworn to the Machine God as much as to Dorn, he tends the war-plate, coaxes the bolt weapons true, and rouses the interred dead who ride within the walkers when their machine-spirits sour. None of that keeps him from the sworn line — boltgun and pistol in hand, he stands with his brothers and fights. Without him the blades would dull and the Dreadnoughts would fall silent; because of him they do not, and the advance keeps its iron.

Special Rules

  • And They Shall Know No Fear: Pinning has no hold on him, and his Nerve is never in doubt.
  • Astartes Physiology: the artificer body still carries T5 across three wounds, hard to put down whatever his trade.
  • Combat Doctrines: he fights to the doctrine the gang calls, the crusade leaning it to Assault.
  • Crusade Vows: he swears the same oath as the line he arms, and keeps it.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*One brother in the whole crusade is named to carry the Black Sword and wear the Armour of Faith, and that brother is the Emperor's Champion. A duellist who strikes on a 2+ and presses four attacks a round, he is the point the crusade sharpens itself to — the man the Vow is spoken through. When battle opens he marks a single foe as his own and hunts it the length of the fight, blade and faith bent to that one death and nothing beside it, and he will not stop until his quarry is down or he is. The brothers form up at his back, for a chosen at the front is a spear; and this is the spearhead of the Emperor's own crusade, made peerless against the very enemy he was raised up to end.* **Special Rules** - **And They Shall Know No Fear:** the chosen cannot be Pinned, and Nerve is never a question he has to answer. - **Astartes Physiology:** the T5 chosen body across three wounds drives the duel home where a lesser frame would fail. - **Combat Doctrines:** he fights to the doctrine the gang declares, the crusade leaning it hard toward Assault. - **Finest Hour:** once in a battle he may raise the command aura, for the chosen inspires as surely as any master. - **Crusade Vows:** he is the living embodiment of the sworn oath, the Vow given a single face at the front of the charge.

Priced at a firm credit cost.

Derived from 7 codex citations.

Emperors Champion Champion 303CREDITS
MWSBSSTWIALdClWilInt
5"2+3+4532+44+3+4+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 transhuman chosen body)Combat Doctrines (fights to the declared doctrine)Finest HourCrusade Vows (fights under the gang's declared Crusade Vow)see Special Rules
PrimaryCombatFerocityLeadershipSignature
SecondaryAgilityBrawnShooting
Starting GearMark Power · Armour Of Faith · Black Sword
Equipment List
Pistol
  • Bolt Pistol45credits
Close-Combat
  • Black Swordthe chosen's signature two-handed relic power weapon, always carried - inherent, priced into the naked base
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Terminator135credits
  • Mark Powerincluded default mark - baked into the body cost, no separate charge
Wargear
  • Armour Of Faiththe chosen's relic field-armour (4+ field save), always worn - inherent, priced into the naked base

One brother in the whole crusade is named to carry the Black Sword and wear the Armour of Faith, and that brother is the Emperor's Champion. A duellist who strikes on a 2+ and presses four attacks a round, he is the point the crusade sharpens itself to — the man the Vow is spoken through. When battle opens he marks a single foe as his own and hunts it the length of the fight, blade and faith bent to that one death and nothing beside it, and he will not stop until his quarry is down or he is. The brothers form up at his back, for a chosen at the front is a spear; and this is the spearhead of the Emperor's own crusade, made peerless against the very enemy he was raised up to end.

Special Rules

  • And They Shall Know No Fear: the chosen cannot be Pinned, and Nerve is never a question he has to answer.
  • Astartes Physiology: the T5 chosen body across three wounds drives the duel home where a lesser frame would fail.
  • Combat Doctrines: he fights to the doctrine the gang declares, the crusade leaning it hard toward Assault.
  • Finest Hour: once in a battle he may raise the command aura, for the chosen inspires as surely as any master.
  • Crusade Vows: he is the living embodiment of the sworn oath, the Vow given a single face at the front of the charge.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*Sword Brothers are what the crusade is built around when the killing starts. WS 2+, three attacks, a thunder hammer swung in both fists or a blade paired to a storm shield — these are the proven veterans, the brothers who have closed with the foe a hundred times and hunger for the next. The line gathers to them. And in Terminator plate a Sword Brother needs no run-up at all: he drops from a teleport assault into the middle of the enemy and begins there, at the heart, where the fight is thickest.* **Special Rules** - **And They Shall Know No Fear:** he throws off Pinning entirely and passes every Nerve test as a matter of course. - **Astartes Physiology:** the veteran's T5 frame across three wounds outlasts younger flesh in a long press. - **Combat Doctrines:** he fights to the stance the gang declares, the crusade tilting it to Assault. - **Crusade Vows:** the sworn oath is his to bear as the veteran core the melee forms around.

A kitbash option — off the stock kit, a celebrated conversion.

Derived from 7 codex citations.

Sword Brother Ganger 292CREDITS
MWSBSSTWIALdClWilInt
5"2+3+4532+35+4+5+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 transhuman veteran body)Combat Doctrines (fights to the declared doctrine)Crusade Vows (fights under the gang's declared Crusade Vow)see Special Rules
PrimaryBrawnCombatFerocitySignature
SecondaryAgilityLeadershipShooting
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
  • Storm Bolter65credits
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Close-Combat
  • Chainsword25credits
  • Power Sword45credits
  • Crusader Power Maul55creditsKitbash from a Chaplain's crozius head onto a power-maul haft - the veteran crusader's blessed bludgeon, Codex: Black Templars wargear. Priced above the stock power-sword 45 / crozius 40.
  • Lightning Claws55credits
  • Power Fist60credits
  • Thunder Hammer70credits
  • Sword Brothers Blade80creditsKitbash from Emperor's Champion Black Sword bits onto a Sword Brother - the veteran's relic-pattern greatblade; not the unique Black Sword datasheet. Priced above the stock thunder-hammer 70.
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Terminator135credits
  • Mark Powerincluded default mark - baked into the body cost, no separate charge
Wargear
  • Storm Shieldflagged field-armour range in the Core catalogue - costing ruling owed; the Sword Brethren's signature field defence

Sword Brothers are what the crusade is built around when the killing starts. WS 2+, three attacks, a thunder hammer swung in both fists or a blade paired to a storm shield — these are the proven veterans, the brothers who have closed with the foe a hundred times and hunger for the next. The line gathers to them. And in Terminator plate a Sword Brother needs no run-up at all: he drops from a teleport assault into the middle of the enemy and begins there, at the heart, where the fight is thickest.

Special Rules

  • And They Shall Know No Fear: he throws off Pinning entirely and passes every Nerve test as a matter of course.
  • Astartes Physiology: the veteran's T5 frame across three wounds outlasts younger flesh in a long press.
  • Combat Doctrines: he fights to the stance the gang declares, the crusade tilting it to Assault.
  • Crusade Vows: the sworn oath is his to bear as the veteran core the melee forms around.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The Initiate is the crusade's fighting weight. Bolter in one hand and blade at the ready, power-armoured, T5 across three wounds, he is a transhuman built for one thing above all — crossing the ground between the line and the enemy and finishing the matter within arm's reach. There are more of him than of any other, and it is the Initiates who make the crusade a wall rather than a handful of heroes. When the Vow is called, his is the first shoulder into the foe.* **Special Rules** - **And They Shall Know No Fear:** the brother cannot be Pinned, and he passes Nerve without ever needing the test. - **Astartes Physiology:** his staying power is the body itself — T5 and three wounds — long before it is the armour. - **Combat Doctrines:** he fights each round to the doctrine the gang has called, tilted to Assault. - **Crusade Vows:** he bears the single oath sworn at muster, one brother of the sworn line the whole crusade forms.

A kitbash option — off the stock kit, a celebrated conversion.

Derived from 6 codex citations.

Marine Ganger 206CREDITS
MWSBSSTWIALdClWilInt
5"3+3+4533+26+5+6+7+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 - durability is the body, not the save)Combat Doctrines (fights to the declared doctrine)Crusade Vows (fights under the gang's declared Crusade Vow)see Special Rules
PrimaryCombatFerocityShootingSignature
SecondaryBrawn
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
  • Storm Bolter65credits
  • Abhor The Witch Bolts70creditsKitbashed blessed-ammo boltgun (purity-sealed magazine + reliquary casing) - the Black Templars' abhorrence-of-the-witch doctrine; not a stock datasheet profile. Priced above the stock boltgun 55.
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Special
  • Plasma Gun100credits
  • Meltagun135credits
  • Flamer140credits
Heavy
  • Plasma Cannon150credits
  • Lascannon155credits
  • Heavy Bolter160credits
  • Missile Launcher165credits
  • Multi Melta165credits
Close-Combat
  • Chainsword25credits
  • Power Sword45credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Gravis35credits
  • Mark Powerincluded default mark - baked into the body cost, no separate charge
Wargear
  • Crusader Bionics45credits
  • Storm Shieldflagged field-armour range in the Core catalogue - the combat shield the Templars carry across the line; costing ruling owed
Status
  • Holy Oils20credits

The Initiate is the crusade's fighting weight. Bolter in one hand and blade at the ready, power-armoured, T5 across three wounds, he is a transhuman built for one thing above all — crossing the ground between the line and the enemy and finishing the matter within arm's reach. There are more of him than of any other, and it is the Initiates who make the crusade a wall rather than a handful of heroes. When the Vow is called, his is the first shoulder into the foe.

Special Rules

  • And They Shall Know No Fear: the brother cannot be Pinned, and he passes Nerve without ever needing the test.
  • Astartes Physiology: his staying power is the body itself — T5 and three wounds — long before it is the armour.
  • Combat Doctrines: he fights each round to the doctrine the gang has called, tilted to Assault.
  • Crusade Vows: he bears the single oath sworn at muster, one brother of the sworn line the whole crusade forms.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The Neophyte is a brother half-made. Carapace instead of full plate, T4 and only two wounds — the one place the transhuman line thins — a bolt carbine to his shoulder and a knife at his hip. He learns the crusade at the elbow of the Initiate he is bonded to, and he comes cheap and in numbers. It is the Neophytes who screen the march and steal the early ground while the heavier brothers come up behind. Already the Vow binds him; already he is blooded, aimed at the day he trades the carapace for the black.* **Special Rules** - **And They Shall Know No Fear:** young as he is, Pinning cannot fix him and Nerve is passed automatically. - **Astartes Physiology:** even half-augmented, T4 and two wounds still outlast any baseline trooper — he is the one thin place in the Chapter's transhuman line. - **Combat Doctrines:** he fights to the doctrine the gang declares, the crusade leaning it to Assault. - **Crusade Vows:** he is sworn to the oath young, the apprentice already bound to the crusade's Vow.

Priced at a firm credit cost.

Derived from 4 codex citations.

Scout Juve 93CREDITS
MWSBSSTWIALdClWilInt
5"3+3+3423+17+6+7+7+
Save 4+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T4/W2)Combat Doctrines (fights to the declared doctrine)Crusade Vows (fights under the gang's declared Crusade Vow)see Special Rules
PrimaryAgilityCunningFerocity
SecondaryCombatShootingSignature
Starting GearMark Carapace
Equipment List
Basic
  • Astartes Shotgun40credits
  • Bolt Carbine50credits
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
Special
  • Bolt Sniper Rifle50credits
Close-Combat
  • Combat Knife10credits
  • Chainsword25credits
Grenade
  • Frag Grenade30credits
Armour
  • Mark Carapaceincluded carapace - the Neophyte's armour is baked into the body cost, no separate charge

The Neophyte is a brother half-made. Carapace instead of full plate, T4 and only two wounds — the one place the transhuman line thins — a bolt carbine to his shoulder and a knife at his hip. He learns the crusade at the elbow of the Initiate he is bonded to, and he comes cheap and in numbers. It is the Neophytes who screen the march and steal the early ground while the heavier brothers come up behind. Already the Vow binds him; already he is blooded, aimed at the day he trades the carapace for the black.

Special Rules

  • And They Shall Know No Fear: young as he is, Pinning cannot fix him and Nerve is passed automatically.
  • Astartes Physiology: even half-augmented, T4 and two wounds still outlast any baseline trooper — he is the one thin place in the Chapter's transhuman line.
  • Combat Doctrines: he fights to the doctrine the gang declares, the crusade leaning it to Assault.
  • Crusade Vows: he is sworn to the oath young, the apprentice already bound to the crusade's Vow.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*Inside the Dreadnought sleeps a hero of the crusade too honoured to be let die. S6 and T7 across five wounds, a walking coffin of ceramite and remembered rage, it answers the enemy with a fist that closes armour like wet paper. It was never built to guard a lane. It goes forward with the sworn brothers, into the charge and past it, the ancient dead roused one more time to kill in the Emperor's name and then to sleep again until the crusade has need.* **Special Rules** - **And They Shall Know No Fear:** the interred hero is past all fear — no Pinning holds it, and Nerve is passed without a roll. - **Combat Doctrines:** it grinds to the doctrine the gang declares, the crusade leaning the stance to Assault.

Priced at a firm credit cost.

Derived from 1 codex citation.

Dreadnought Brute 335CREDITS
MWSBSSTWIALdClWilInt
5"3+3+6754+35+4+5+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent)Combat Doctrines (fights to the declared doctrine)see Special Rules
PrimaryBrawnCombatFerocity
SecondaryShooting
Equipment List
Heavy
  • Heavy Bolterwalker-scoped hull weapon fitted to the sarcophagus chassis, not bought from the shared infantry pool
  • Multi Meltawalker-scoped hull weapon fitted to the chassis, not drawn from the shared infantry pool
Close-Combat
  • Power Fistthe Dreadnought close-combat weapon, walker-scoped and part of the chassis; on the Templars the walker wades in and tears

Inside the Dreadnought sleeps a hero of the crusade too honoured to be let die. S6 and T7 across five wounds, a walking coffin of ceramite and remembered rage, it answers the enemy with a fist that closes armour like wet paper. It was never built to guard a lane. It goes forward with the sworn brothers, into the charge and past it, the ancient dead roused one more time to kill in the Emperor's name and then to sleep again until the crusade has need.

Special Rules

  • And They Shall Know No Fear: the interred hero is past all fear — no Pinning holds it, and Nerve is passed without a roll.
  • Combat Doctrines: it grinds to the doctrine the gang declares, the crusade leaning the stance to Assault.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The Redemptor is the largest thing the crusade will ever field on foot. S7, T7, six wounds, it stands a head above the whole line — a super-heavy sarcophagus with a macro plasma incinerator slung on one arm and a fist made to crush on the other. Point it at the strongest part of the enemy and let it walk. It shrugs aside fire that would drop a squad of brothers and tears open whatever the charge is hurled against, one interred hero given the mass to break a battle-line on its own.* **Special Rules** - **And They Shall Know No Fear:** the interred hero fears nothing — Pinning cannot pin it, and every Nerve test is a pass. - **Combat Doctrines:** it advances to the doctrine the gang has called, the crusade tilting it to Assault.

Priced at a firm credit cost.

Derived from 1 codex citation.

Redemptor Dreadnought Brute 450CREDITS
MWSBSSTWIALdClWilInt
6"3+3+7764+45+4+5+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent)Combat Doctrines (fights to the declared doctrine)see Special Rules
Equipment List
Heavy
  • Multi Meltawalker-scoped hull weapon fitted to the chassis, not drawn from the shared infantry pool
  • Plasma Cannonwalker-scoped macro plasma incinerator fitted to the super-heavy chassis, not bought from the shared infantry pool
Close-Combat
  • Power Fistthe Redemptor's crushing fist, walker-scoped and part of the super-heavy chassis

The Redemptor is the largest thing the crusade will ever field on foot. S7, T7, six wounds, it stands a head above the whole line — a super-heavy sarcophagus with a macro plasma incinerator slung on one arm and a fist made to crush on the other. Point it at the strongest part of the enemy and let it walk. It shrugs aside fire that would drop a squad of brothers and tears open whatever the charge is hurled against, one interred hero given the mass to break a battle-line on its own.

Special Rules

  • And They Shall Know No Fear: the interred hero fears nothing — Pinning cannot pin it, and every Nerve test is a pass.
  • Combat Doctrines: it advances to the doctrine the gang has called, the crusade tilting it to Assault.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*A Centurion is a brother sealed inside a siege warsuit. T6 over four wounds behind a 2+ save, he trades the line's speed for something close to immovable, grinding forward on twin heavy weapons and siege drills toward whatever the enemy thinks will stop the crusade. When the sworn charge breaks itself on a wall, the Centurion is the answer — a slow armoured ram that carries the Vow into ground no blade could open, and opens it.* **Special Rules** - **And They Shall Know No Fear:** locked in the warsuit, he cannot be Pinned and no Nerve test troubles him. - **Astartes Physiology:** the heavy frame runs T6 across four wounds, soaking blows the line tiers never could. - **Combat Doctrines:** he fights to the doctrine the gang has called, the crusade tilting it to Assault. - **Crusade Vows:** the pilot keeps the sworn oath, and the warsuit makes it the crusade's wall-breaker.

Priced at a firm credit cost.

Derived from 3 codex citations.

Centurion Elite 366CREDITS
MWSBSSTWIALdClWilInt
4"3+3+5644+35+4+5+6+
Save 2+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T6/W4 heavy warsuit body)Combat Doctrines (fights to the declared doctrine)Crusade Vows (the pilot fights under the gang's declared Crusade Vow)see Special Rules
PrimaryBrawnFerocityShooting
SecondaryCombatSignature
Starting GearMark Centurion Warsuit · Heavy Bolter
Equipment List
Heavy
  • Heavy Bolterwarsuit-scoped twin armament fitted to the chassis, not bought from the shared infantry pool
  • Multi Meltawarsuit-scoped twin armament fitted to the chassis, not bought from the shared infantry pool
Close-Combat
  • Power Fistthe Assault variant's siege drills, modelled as a warsuit-scoped power fist fitted to the chassis
Armour
  • Mark Centurion Warsuitintegral 2+ warsuit - part of the chassis, not a purchased mark

A Centurion is a brother sealed inside a siege warsuit. T6 over four wounds behind a 2+ save, he trades the line's speed for something close to immovable, grinding forward on twin heavy weapons and siege drills toward whatever the enemy thinks will stop the crusade. When the sworn charge breaks itself on a wall, the Centurion is the answer — a slow armoured ram that carries the Vow into ground no blade could open, and opens it.

Special Rules

  • And They Shall Know No Fear: locked in the warsuit, he cannot be Pinned and no Nerve test troubles him.
  • Astartes Physiology: the heavy frame runs T6 across four wounds, soaking blows the line tiers never could.
  • Combat Doctrines: he fights to the doctrine the gang has called, the crusade tilting it to Assault.
  • Crusade Vows: the pilot keeps the sworn oath, and the warsuit makes it the crusade's wall-breaker.