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Space Marines Black Templars
Codex / Gang Tactics
Codex · Space Marines

Gang Tactics36

RollTacticTiming
11No Pity No Remorse No Fear. Play at the start of a round. Until your next turn, friendly fighters automatically pass all Nerve and Cool tests, the crusade's threefold litany drowning out every fear — no pity for the foe, no remorse in the killing, no fear of the odds.Start of round
12Suffer Not The Unclean. Hatred sharpens the stroke. Play when a friendly fighter declares a charge against a mutant, daemon, heretic or witch. It adds +1 to hit for that combat — every blow carrying the crusade's loathing for the thing it was raised to end.When a friendly fighter declares a charge
13Honour The Emperor. Play at the start of a round. Choose one friendly fighter; until your next turn it re-rolls failed Hit rolls, fighting in the Emperor's name where all the crusade can see it.Start of round
14Crusades Wrath. Play at the start of a round. Until your next turn, friendly fighters that charge gain +1 Strength on their melee attacks, the wrath of the crusade landing with the weight of the whole march behind it.Start of round
15The Champions Duel. Play when a friendly fighter fights an enemy one-on-one in melee. It re-rolls failed Hit and Wound rolls for that combat, the crusade's duelling tradition guiding the blade to the single foe before it.When a friendly fighter fights a single enemy in melee
16Faith Unbroken. Play when a friendly fighter takes a Willpower test. It automatically passes, faith standing firm where a lesser will would break — proof against fear, sorcery and doubt alike.When a friendly fighter takes a Willpower test
21Accept The Challenge. Play when a friendly fighter charges an enemy of higher Wounds value. It gains +1 Attack and +1 to Wound for that combat, the crusade accepting any challenge, no matter the odds.When a friendly fighter charges an enemy with more Wounds
22Martyrs Blood. Play when a friendly fighter is taken Out of Action. Every friendly fighter within 6" of the fallen brother gains +1 Attack until the end of their next activation, his blood driving the crusade into a killing grief.When a friendly fighter is taken Out of Action
23Zeal Rising. Play at the start of a round. Choose one friendly fighter; it gains +1 Attack this round for every two friendly fighters already Out of Action, to a maximum of +2 — the fewer that remain, the harder the zeal rises.Start of round
24Unfaltering Charge. Play when a friendly fighter makes a Charge move. It re-rolls the Charge distance and may not be targeted by Overwatch this activation, the crusade closing the last stride before the enemy can bring guns to bear.When a friendly fighter makes a Charge move
25Sworn To The Sword. Play at the start of a friendly fighter's activation. Until the end of that activation its melee weapon is treated as having the Parry trait and it re-rolls a single failed Hit, a brother sworn to the blade above all else.Start of the fighter's activation
26Abhor The Witch. Play when an enemy psyker uses a power. A friendly fighter within line of sight of the psyker may immediately make a free shooting attack against it, the crusade answering every act of sorcery with wrath.When an enemy psyker uses a power
31Hold The Vow. Play at the start of a round. Until your next turn, friendly fighters may not voluntarily move away from an enemy, but re-roll failed Hit rolls in melee — the crusade holding its sworn ground and giving none of it.Start of round
32Righteous Fury. Play when a friendly fighter makes its melee attacks. Any natural 6 to Hit inflicts an additional hit, the righteous fury of the crusade multiplying in the press of contact.When a friendly fighter makes melee attacks
33The Emperors Wrath. Play when a friendly fighter shoots a bolt weapon. It gains one extra shot against the same target, the mass-reactive rounds of the Emperor's wrath loosed in disciplined fury.When a friendly fighter shoots a bolt weapon
34No Step Back. A Templar does not give ground. Play when a friendly fighter would be forced to move away from an enemy — falling back, pushed or driven off. It may ignore that movement and stand its ground, boots set, blade up, not one step yielded to the foe.Reactive - when a friendly fighter would be forced to move away from an enemy
35Crusade Without End. The vow does not release a brother so easily. Play when a friendly fighter fails a Recovery roll. Re-roll it — the crusade is without end, and the fallen do not leave it while breath still moves in them.When a friendly fighter fails a Recovery roll
36Blade Of Faith. Faith is the one edge the warp cannot ward. Play when a friendly fighter fights an enemy psyker or daemon in melee. It re-rolls failed Hit and Wound rolls for that combat — the blessed steel finding the sorcerer's flesh through every unnatural guard he raises.When a friendly fighter fights an enemy psyker or daemon in melee
41Cut Down The Sorcerer. Play during deployment. Choose one enemy psyker; one friendly fighter may deploy up to 6" further forward than its zone allows, positioned to reach the sorcerer and cut him down before he works his craft.Pre-battle, during deployment
42The Reliquarys Blessing. Play before the battle. One friendly fighter of your choice gains a 6+ field save for the coming fight, blessed at the reliquary before the crusade marches out.Pre-battle
43Fervent Advance. Play at the start of a round. Until your next turn, friendly fighters add 1" to all Move and Charge distances, the fervour of the crusade carrying it forward faster than the enemy expects.Start of round
44Duel To The Death. Play when the Emperor's Champion or a Sword Brother fights in melee. It re-rolls all failed Wound rolls for that combat, the crusade's finest blades fighting every fight as a duel to the death.When the Emperor's Champion or a Sword Brother fights in melee
45Unyielding Faith. Play when a friendly fighter suffers a Wound. It may immediately make a Willpower test; on a success it ignores the loss of that Wound, unyielding faith turning aside a blow that would fell a lesser warrior.Reactive - when a friendly fighter suffers a Wound
46The Sword Brethren Strike. Play when a friendly Terminator-mark fighter arrives from reserve by teleport assault. It may charge in that same activation even if it would not normally be allowed, the Sword Brethren striking from the warp straight into the enemy's heart.When a friendly Terminator-mark fighter arrives from reserve
51Deathwish. Play at the start of a friendly fighter's activation. Until the end of the round it gains +1 Attack and +1" Movement but may not benefit from cover, a brother who has set aside his own life to reach the foe.Start of the fighter's activation
52Purge The Heretic. There is no cover from a crusade that knows your name. Play when a friendly fighter shoots at an enemy in the open. It re-rolls failed Hit rolls against that target — the heretic purged wherever he dares stand in the light.When a friendly fighter targets an enemy in the open
53Onward Crusaders. Play at the start of a round. Until your next turn, each friendly fighter may make a free move of up to 2" toward the nearest enemy, the cry of "onward" carrying the whole crusade a stride closer.Start of round
54The Vow Deepens. Play at the start of a round. Until your next turn the benefit of your active Crusade Vow is increased by one step for the whole gang, the sworn oath burning deeper for a moment.Start of round
55Faith Is The Shield. Play at the start of a round. Until your next turn, friendly fighters within 6" of a Chaplain, the Emperor's Champion or the Crusader Seals gain a 6+ field save, faith raised as a shield over the crusade.Start of round
56Break Their Line. Play when a friendly fighter takes an enemy Out of Action in melee. It may immediately make a free move of up to 3" toward another enemy, the crusade rolling on through the breach it has torn.When a friendly fighter takes an enemy Out of Action in melee
61Grief Made Wrath. Play when a friendly Champion or Leader is taken Out of Action. Every friendly fighter gains +1 Attack until the end of the round, the loss of a leader turning the whole crusade's grief to wrath.Reactive - when a friendly Champion or Leader is taken Out of Action
62The Chosen Advances. Play when the Emperor's Champion activates. It may make a free move of up to its Movement toward its declared duel target, the chosen advancing unerringly on the foe he was named to kill.When the Emperor's Champion activates
63Relentless Zeal. Play when a friendly fighter is activated while engaged in melee. It gains +1 Attack for that activation, the relentless zeal of the crusade leaving it no thought but the killing before it.When a friendly fighter is activated while engaged
64To The Last Brother. When the crusade is all but broken, it fights hardest. Play at the start of a round when your gang has more fighters Out of Action than still standing. Until your next turn, every surviving friendly fighter re-rolls failed Hit and Wound rolls — the last brothers standing back to back, selling every wound at a butcher's price.Start of round, when the gang has more fighters Out of Action than standing
65Sigismunds Heirs. Sigismund fought the biggest thing on the field, and won. His heirs do the same. Play when a friendly fighter wins a melee against an enemy of equal or higher credit value. It gains 1 bonus experience, earned the only way a Templar reckons worth — against a foe that might well have killed him.When a friendly fighter wins a melee against a fighter of equal or higher value
66The Crusade Endures. Play at the end of the battle. Your gang gains bonus Reputation if it took at least one enemy Out of Action in melee this battle, the crusade enduring and carrying its faith on to the next world.End of battle