MACROMUNDA
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Space Marines White Scars
Codex / Legendary Names
Codex · Space Marines

Legendary Names3

Master Of The Hunt Leader

XP cost (random): 6

XP cost (chosen): 12

Master of the Hunt is the office of a Captain charged with running down the enemy's champions, in the tradition of Kor'sarro Khan. It costs 12 experience to choose, or 6 if left to the roll of the dice. While this fighter is on the field, the gang may nominate one enemy Leader or Champion as the quarry each battle and adds 1 to Hit against it; should this fighter take the quarry Out of Action, the gang gains bonus reputation and a hunt-trophy. He bears Moonfang and leads the charge from its very tip. But he is honour-bound to the quarry: he must always charge the nominated enemy if able, even into a trap, and if the quarry escapes the battle unharmed the gang suffers a reputation penalty. The hunt cannot be declined once sworn.

The Stormrider Champion or Leader

XP cost (random): 6

XP cost (chosen): 12

The Stormrider is a Champion or Leader whose speed has become legend — a master of the wheel who is never caught. It costs 12 experience to choose, or 6 if rolled for. While this fighter is on the field, it and any Cavalry within 6" re-roll a failed Hit-and-Run move and add 1" to their Move, and the Stormrider itself can never be Pinned; the wing wheels clean around it. But it will not hold ground: it may never make an Advance action toward an objective it does not already control, and if it ends a battle stationary, having made no Move, the gang gains no reputation from that battle. The storm that stops is no storm.

The Swift Death any fighter

XP cost (random): 6

XP cost (chosen): 12

The Swift Death is any fighter who has run down a fleeing enemy leader in a single wheel. It costs 12 experience to choose, or 6 if rolled for. While this fighter is on the field, it adds 1 to Hit and 1 to Wound against any enemy that made a Fall Back move in the previous round, and gains a free Move toward the nearest enemy whenever it takes a fighter Out of Action; it runs down the fleeing without mercy. But it is drawn to the kill: it must always pursue the nearest fleeing enemy if able, and while doing so it may not benefit from Hit-and-Run, committed to the chase and exposed if the flight was a feint. The chase cannot be broken off.