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

Campaign55

Scenarios2

Suffer Not The Witch scenario
Attackerthe Black Templars (hunting a psyker or warp-touched enemy the crusade has sworn to destroy - closing under faith on the one foe it abhors above all, racing to reach the witch before its sorcery bleeds the crusade white)
Defenderthe opposing gang built around a psyker or sorcerer (using its powers and its guns to keep the crusade at bay - protecting the witch behind its line and betting that range and sorcery can break the Templars before they close)
Deploythe defender deploys first with its psyker placed toward the rear of its half; the Black Templars deploy at the opposite edge and must drive across the board to reach and kill the marked witch
Objectivethe Black Templars win by taking the enemy psyker Out of Action; the defender wins by keeping its psyker alive to the end of the game
Victorythe Black Templars win the moment the marked enemy psyker is taken Out of Action; the defender wins if that psyker is still standing at the end of round six
Rewardsa Black Templars win grants bonus Reputation and a Control-Track step for purging the witch, and the fighter that struck the psyker down gains 2 bonus XP and may take a Legendary Name honour; a defender win that kept the psyker alive grants the defender bonus Reputation and a lingering Control-Track advantage for the sorcery worked on the district
Control Tracka Black Templars win advances their Control-Track claim by one step and cleanses a lingering warp-taint from the district (a standing bonus to the next battle there); a defender win holds the marker and the witch's influence spreads, imposing a penalty on the Templars' next fight in the district

A Black Templars crusade races to reach and destroy a witch its faith has sworn to purge, while the enemy bends every power and gun to keep the crusade at bay.

ATTACKER The Black Templars — closing under faith on the one foe the crusade abhors above all, racing to reach the witch before its sorcery bleeds them white.

DEFENDER The opposing gang, built around a psyker or sorcerer — protecting the witch behind its line and betting that range and sorcery can break the Templars before they close.

BATTLEFIELD & DEPLOYMENT The defender deploys first, its psyker placed toward the rear of its half. The Black Templars deploy at the opposite edge and must drive across the board to reach and kill the marked witch.

THE PURGE The Black Templars must take the enemy psyker Out of Action; the defender must keep that psyker alive.

ENDING THE BATTLE The battle ends the moment the marked psyker is taken Out of Action, or at the end of the sixth round.

VICTORY The Black Templars win if the marked enemy psyker is taken Out of Action. The defender wins if that psyker is still standing at the end of the sixth round.

REWARDS A Black Templars win grants bonus Reputation and a Control-Track step for purging the witch, and the fighter that struck the psyker down gains 2 bonus experience and may take a Legendary Name honour. A defender win that kept the psyker alive grants the defender bonus Reputation and a lingering advantage for the sorcery worked on the district.

CONTROL TRACK A Black Templars win advances their claim by one step and cleanses a lingering warp-taint from the district, a standing bonus to the next battle fought there. A defender win holds the marker and the witch's influence spreads, imposing a penalty on the Templars' next fight in the district.

The Sworn Charge scenario
Attackerthe Black Templars (a sworn zealot crusade closing to decide the fight in melee - a Vow declared to fit the battle, a martyr-fuelled advance that hits harder as brothers fall, driving across the open to reach the enemy line and break it)
Defenderthe opposing gang (trying to keep the crusade at range and win before it arrives - kiting, shooting, and denying the Templars the contact a melee-built, psyker-less force needs)
Deploythe defender deploys first, spread across the far half of the board with the open ground before it; the Black Templars deploy in a tight sworn wedge at their own edge and must cross the field to reach the enemy
Objectivethe Black Templars win by breaking the enemy line in melee - taking Out of Action a set share of the defender's fighters in close combat; the defender wins by surviving with its force intact and the crusade held short
Victorythe Black Templars win if, by the end of round six, they have taken at least half the defender's starting fighters Out of Action in melee; the defender wins if it ends round six with more than half its force still standing and un-engaged
Rewardsa Black Templars win grants bonus Reputation and a Control-Track step for a crusade that reached and shattered the enemy; a fighter that took an enemy Out of Action in the round a friendly Templar fell nearby (Righteous Zeal) gains 1 bonus XP; a defender win that held the crusade at range grants the defender bonus Reputation for weathering the charge
Control Tracka Black Templars win advances their Control-Track claim on the district by one step (the crusade broke through and took the ground); a defender win holds the marker and denies the advance, and the Templars take an attrition penalty for a charge that spent itself short of a decision

A sworn zealot crusade drives across open ground to decide the battle in melee, while the enemy kites and shoots to hold it short of contact.

ATTACKER The Black Templars — a Vow declared to fit the battle and a martyr-fuelled advance that hits harder as brothers fall, driving to reach the enemy line and break it.

DEFENDER The opposing gang — kiting, shooting and denying the Templars the contact a melee-built, psyker-less force needs.

BATTLEFIELD & DEPLOYMENT The defender deploys first, spread across the far half with open ground before it. The Black Templars deploy in a tight sworn wedge at their own edge and must cross the field to reach the enemy.

THE CHARGE The Black Templars must break the enemy line in melee, taking a set share of the defender's fighters Out of Action in close combat; the defender must survive with its force intact and the crusade held short.

ENDING THE BATTLE The battle ends at the close of the sixth round.

VICTORY The Black Templars win if, by the end of the sixth round, they have taken at least half the defender's starting fighters Out of Action in melee. The defender wins if it ends the sixth round with more than half its force still standing and un-engaged.

REWARDS A Black Templars win grants bonus Reputation and a Control-Track step for a crusade that reached and shattered the enemy; a fighter that took an enemy Out of Action in the round a friendly Templar fell nearby gains 1 bonus experience. A defender win that held the crusade at range grants the defender bonus Reputation for weathering the charge.

CONTROL TRACK A Black Templars win advances their claim on the district by one step — the crusade broke through and took the ground. A defender win holds the marker and denies the advance, and the Templars take an attrition penalty for a charge that spent itself short of a decision.

Favours8

RollFavourPatron
2The Chapter Reliquary. The Chapter Reliquary opens its hoard of relics and holy seals to your crusade. For this battle, choose one friendly fighter: it bears a set of Crusader Seals, letting a friendly Templar within 6" of it re-roll a failed Willpower test. The honoured dead of the Chapter arm the living against the witch.the Chapter Reliquary (the crusade's own hoard of relics and holy seals)
3The Ecclesiarchys Blessing. The Ecclesiarchy sends a preacher to bless your crusade before it marches. For this battle your gang auto-passes its first Nerve test each round, gang-wide, the Church's certainty steadying every brother — the Imperial creed marching beside its most fervent sons.the Ecclesiarchy (the Imperial Church, kin-in-faith to the zealot crusade)
4The Sisters Of Battle. The Adepta Sororitas, truest of the crusade's allies in faith, march at your side. For this battle you may add a single Battle Sister to your gang — a zealot of equal fervour who fights as one of your own and departs when the field is won.the Adepta Sororitas (the Emperor's daughters, the crusade's truest allies in faith)
5The Fighting Company. The Fighting Company sends up its reserve. For this battle you may field one extra Neophyte at no cost — a raw apprentice thrown into the crusade to be blooded, screening the advance and learning the killing at the shoulder of his betters.the Fighting Company (the crusade's own reserve Initiates and Neophytes)
6The Chaplains Cenobites. The Chaplain's Cenobites, servitor-keepers of the Reclusiam, attend your crusade. Once this battle, when a friendly fighter is taken Out of Action you may re-roll its Injury dice — the faithful dragging a wounded brother back from the edge so the crusade does not thin.the Chaplain's Cenobites (the Reclusiam's servitor-attendants, keepers of the faith)
7The Marshals Muster. The High Marshal's Muster detaches a veteran to your crusade. For this battle you may add a single Sword Brother to your gang — a proven blade lent from the muster who fights at the fore and returns to his own company when the crusade moves on.the High Marshal's Muster (a veteran Sword Brother detached to the war-band)
8The Forge Of The Chapter. The Forge of the Chapter — the Techmarines and their armoury of Terra — resupplies your crusade. For this battle, choose one weapon carried by a friendly fighter: it gains the Master-Crafted trait, the artificers tending the crusade's blades to a keener edge.the Forge of the Chapter (the Techmarines and their armoury of Terra)
9The Faithful Of The Sector. The Faithful of the Sector — pilgrims and levies drawn to the crusade — swell your ranks. For this battle you may add two Frateris levy fighters, expendable zealots who charge without fear and fall gladly, spent to carry the true brothers into contact.the Faithful of the Sector (Imperial pilgrims and levies drawn to the crusade)

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

Alliances2

The Coven That Will Not Close alliance
Whothe coven that will not close (a psyker-bearing, range-keeping force built to kite - a sorcerous cabal, a witch-led kill-team, a mobile shooting gang that leans on powers and distance; both the crusade's most abhorred prey and its single hardest matchup, the enemy that kills the melee tide before it lands)
Termscampaign-level feud: while it stands, the Black Templars gain bonus Reputation for a decisive win in which they reached and destroyed the enemy's psyker in melee, but the enemy gains Reputation for every battle in which it kept the crusade at range and bled it white without being caught; the feud runs until one side is driven off the contested world

The Black Templars stand in open feud with the coven that will not close — a sorcerous cabal, a witch-led warband, a mobile shooting force that leans on powers and distance. It is at once the crusade's most abhorred prey and its single hardest matchup, the enemy that kills a melee tide before it lands. While the feud holds, the Templars gain bonus Reputation for a decisive win in which they reached and destroyed the enemy's psyker in melee, but the coven gains Reputation for every battle in which it kept the crusade at range and bled it white without being caught. The feud runs until one side is driven from the contested world; there is no truce with the witch.

The Faithful alliance
Whothe faithful (a fellow zealot force of the Imperial creed - an Adepta Sororitas order, an Ecclesiarchy war-host, a Frateris levy, another loyal Chapter that shares the hatred of the witch; any army that fights for the Emperor's faith and abhors the sorcerer as the Templars do)
Termscampaign-level alliance: while it holds, the two forces share a crusade - the Black Templars gain bonus Reputation for a battle won by taking an enemy psyker or heretic Out of Action, and the faithful may lend a single zealot fighter or a blessing (a one-battle Willpower aura) to a Templars battle once per campaign phase; the alliance runs until one side leaves the crusade or the pact is broken

The Black Templars stand in alliance with the faithful — an Adepta Sororitas order, an Ecclesiarchy war-host, a Frateris levy, another loyal Chapter that shares their hatred of the witch. Any force that fights for the Emperor's faith and abhors the sorcerer as the Templars do can march at their side. While the alliance holds, the two share a crusade: the Templars gain bonus Reputation for a battle won by taking an enemy psyker or heretic Out of Action, and the faithful may lend a single zealot fighter or a blessing — a one-battle Willpower aura — to a Templars battle once per campaign phase. The alliance runs until one side leaves the crusade or the pact is broken.

Legendary Names3

High Marshal Leader

XP cost (random): 6

XP cost (chosen): 12

The High Marshal. A named master of the crusade in the tradition of Helbrecht and Sigismund, taken by a Leader. While this fighter is on the field, friendly fighters within 9" re-roll failed Charge distances and auto-pass their first Nerve test each round — the whole crusade closes surer and stands firmer in the shadow of a High Marshal, the vow made flesh at the head of the advance. But the High Marshal leads from the front and will not be seen to hang back: this fighter must always be among the foremost third of the gang by distance to the nearest enemy, advancing toward the foe each round it is able, and a canny enemy can bait it into over-extending. This name is taken for 6 experience rolled at random or 12 chosen.

The Emperors Champion Champion

XP cost (random): 6

XP cost (chosen): 12

The Emperor's Champion. The chosen of the crusade in the Sigismund lineage, most fittingly borne by the Emperor's Champion himself, taken by a Champion. This fighter re-rolls all failed Hits and Wounds against the single enemy it has declared its duel, and while that duel stands it gains +1 Attack — the chosen made peerless against the one foe it was named to kill, faith and blade focused to a single deadly point. But the chosen may not refuse a challenge: if any enemy fighter is a valid duel target of higher credit value than the last it slew, this fighter must declare its duel against that enemy and move toward it each round if able, bound by its calling to seek the greatest foe whatever the risk. This name is taken for 6 experience rolled at random or 12 chosen.

The Martyr any fighter

XP cost (random): 6

XP cost (chosen): 12

The Martyr. A brother whose death becomes a legend the crusade carries forward, taken by any fighter. When this fighter is taken Out of Action, every friendly fighter within 12" immediately gains +2 Attacks until the end of their next activation, and the gang gains bonus Reputation for the martyrdom — the brother's fall drives the whole crusade into a killing grief, and his name is remembered as a saint of the war-band. But the martyr courts his own death: this fighter may never voluntarily leave combat, never take cover it could avoid, and must always charge if it has a legal target — a warrior who has stopped fighting to live and fights only to fall well, spent freely before his end finally comes. This name is taken for 6 experience rolled at random or 12 chosen.

Sub-Plots2

The Eternal Crusade sub-plot

Reward: The crusade is vindicated: the gang gains a permanent Reputation bonus, may re-swear its Crusade Vow for free between every battle thereafter (not just when normally allowed), and one fighter of the player's choice earns a free Legendary Name honour for their part in the great work. This sub-plot can be claimed only once per campaign.

The Eternal Crusade. At the start of the campaign your gang declares a Crusade objective — a specific enemy faction, territory or foe to destroy. The sub-plot resolves when you have won three battles in pursuit of that declared objective across separate post-battle sequences, the crusade carried from world to world without breaking faith. The crusade is then vindicated: your gang gains a permanent Reputation bonus, may re-swear its Crusade Vow for free between every battle thereafter, and one fighter of your choice earns a free Legendary Name honour for their part in the great work. This may be claimed only once per campaign.

The Reliquary Of The Fallen sub-plot

Reward: The reliquary of the fallen is consecrated: the gang unlocks a permanent relic-slot: one fighter may carry a Relic of the Fallen (a 5+ field save plus the Master-Crafted trait on one weapon) at no credit cost for the rest of the campaign, the honoured dead arming the living. This sub-plot can be claimed only once per campaign.

The Reliquary of the Fallen. Across the campaign your gang must lose three named fighters permanently in pursuit of its crusade — killed on the Lasting Injury table — and each time you record the fallen brother's name and the relic he carried, passing it to a living Templar in the following post-battle sequence. When the third is honoured, the reliquary of the fallen is consecrated: one fighter may carry a Relic of the Fallen — a 5+ field save and the Master-Crafted trait on one weapon — at no credit cost for the rest of the campaign, the honoured dead arming the living. This may be claimed only once per campaign.

Terrain2

The Drop Pod terrain

The Drop Pod. The crusade's means of making planetfall directly into the fight — an armoured assault capsule slammed down amid the enemy to disgorge a knot of Templars where they are least expected and most wanted. Before deployment the Black Templars player may set aside up to two friendly fighters as a drop-pod assault. At the start of the second round, place the Drop Pod anywhere on the board more than 6" from an enemy; the set-aside fighters deploy in base contact with it and may charge that same activation. The Drop Pod itself is impassable terrain and grants full cover to fighters in contact with it.

The Reclusiam Shrine terrain

The Reclusiam Shrine. A portable battlefield reliquary the crusade raises to sanctify the ground it fights on — a shrine of relics and devotional icons around which the faithful rally and the witch's power fails. The Black Templars player may place it anywhere in their own half of the board at deployment. It provides light cover; any friendly fighter within 3" of it re-rolls a failed Willpower test and auto-passes its first Nerve test each round, and an enemy psyker attempting a power while within 6" of the shrine suffers -1 to the attempt. It is impassable and cannot be moved once placed.