MACROMUNDA
Allegiance
Space Marines Black Templars
Codex / Legendary Names
Codex · Space Marines

Legendary Names3

High Marshal Leader

XP cost (random): 6

XP cost (chosen): 12

The High Marshal. A crusade-lord whose name stands beside Helbrecht’s and Sigismund’s, carried by a Leader. While this fighter stands upon the field, any brother within 9" of him re-rolls a failed Charge roll and shrugs off his first Nerve test of the round without testing — beneath a High Marshal's gaze the crusade advances surer and holds harder, the vow made flesh at the spearpoint of the march. But such a lord will lead from nowhere but the front, and lets none see him linger: he must keep among the leading third of the gang, measured to the nearest foe, driving forward each round he is able — and a clever enemy will tempt that pride into over-reach. Claiming this name costs 6 experience if left to the dice, or 12 to pick it outright.

The Emperors Champion Champion

XP cost (random): 6

XP cost (chosen): 12

The Emperor's Champion. Sigismund's inheritor, the one the crusade sets apart — most rightly the Emperor's Champion himself, carried by a Champion. Against the lone enemy it has sworn as its duel, this fighter re-rolls its every missed Hit and failed Wound, and while that duel endures it strikes with +1 Attack — the chosen sharpened to one killing purpose against the single foe it is sworn to end. Yet it cannot decline a greater fight: should a lawful duel target of higher credit value than its last kill appear, this fighter must swear its duel upon that enemy and drive toward it each round it is able, its calling forever pushing it at the deadliest foe on the field. Claiming this name costs 6 experience left to the dice, or 12 to choose it.

The Martyr any fighter

XP cost (random): 6

XP cost (chosen): 12

The Martyr. A brother whose death passes into legend and rides on with the crusade, open to any fighter. Should this fighter fall — the instant it is downed — each friendly within 12" surges to +2 Attacks until the close of its next activation, and the gang draws bonus Reputation from the sacrifice; the loss whips the whole war-band into a grieving slaughter, and ever after the name is honoured as a saint of the campaign. But a martyr goes courting his own end: he will not willingly break from a fight, will not stoop to cover he could shun, and must charge wherever the rules allow — a warrior finished with survival, living only to die well before the reckoning comes. Claiming this name costs 6 experience left to the dice, or 12 to choose it.