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 crusade races to hunt down and destroy a witch its oaths have condemned, while the foe pours every psychic power and every muzzle into keeping the Templars away from it.

ATTACKER The Black Templars. Faith drives them at the one enemy they abhor beyond any other, and they must get to the sorcerer before its powers drain the crusade of blood.

DEFENDER The opposing gang, raised around a psyker or a sorcerer. It shields the caster behind its firing line and gambles that range and warpcraft will unmake the crusade first.

BATTLEFIELD & DEPLOYMENT The defender goes down first, its caster tucked toward the back of its half. The Templars gather at the opposite board edge and have the whole field to cross before the marked witch is in reach.

THE PURGE Only one thing matters: the Templars must slay the enemy caster, and the defender must see it survive.

ENDING THE BATTLE The game halts the moment that caster is downed, or when round six ends — whichever lands sooner.

VICTORY Down the marked caster and the Templars have won. Keep it upright to the end of round six and the victory is the defender's.

REWARDS A crusade victory brings bonus Reputation and one step on the Control Track for the killing; the brother who felled the caster claims 2 bonus experience and may take up a Legendary Name. Hold the caster alive and the defender earns bonus Reputation, plus a lingering edge wrung from the sorcery loosed across the district.

CONTROL TRACK Win, and the Templars advance their claim a step while scouring a warp-taint from the district — a boon carried into the next fight for that ground. Lose, and the marker stays put as the caster's influence bleeds outward, dogging the crusade's next battle 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

Open ground. A gun-line strung across the far end. And between them a wedge of black-armoured zealots who mean to cross every metre of it.

ATTACKER The Black Templars. They have sworn a Vow to suit the day, and their assault only sharpens as brothers drop around them — each stride aimed at the enemy line and the breaking of it.

DEFENDER The opposing gang. It gives ground and fires as it goes, starving a close-quarters, psyker-less crusade of the one thing it lives on: contact.

BATTLEFIELD & DEPLOYMENT The defender deploys first, strung thin across the far half behind a stretch of open killing ground. The Templars gather in a close wedge on their own board edge, with all that ground to cover.

THE CHARGE The crusade must break the enemy at close quarters — enough of the defenders felled in melee to reach the set share. The defender must ride it out with its numbers holding and the Templars kept from a decision.

ENDING THE BATTLE The game ends when round six is played out.

VICTORY The Templars win if round six closes with half or more of the defender's opening strength downed in close combat. The defender wins if more than half its warriors are still up and out of melee when that round ends.

REWARDS A crusade win earns a Control-Track step and fresh Reputation for reaching the enemy and shattering it; any brother who downed a foe in the very round a friendly Templar dropped nearby claims 1 bonus experience. A defender that kept the crusade at a distance earns bonus Reputation for surviving the storm.

CONTROL TRACK Win, and the Templars push their district claim a step onward — they broke in and seized the ground. Lose, and the marker holds while the advance is turned back, the crusade taking an attrition penalty for a charge burned out short of its purpose.

Favours8

RollFavourPatron
2The Chapter Reliquary. The Reliquary is opened. Out come the relics — blessed bone, a saint's knuckle, the pressed prayers of dead crusaders — and a portion of that hoard rides to war with you. Pick one fighter before the battle: it bears a set of Crusader Seals, and any brother within 6" of it re-rolls a failed Willpower test. The dead keep the watch, and the witch finds no way in.the Chapter Reliquary (the crusade's own hoard of relics and holy seals)
3The Ecclesiarchys Blessing. A preacher comes out ahead of the column. He blesses it, hoarse and certain, in the Emperor's name. Through the battle your gang passes the first Nerve test of each round outright — no dice, no hesitation. The creed marches at the shoulder of its most fervent sons, and not one of them is first to break.the Ecclesiarchy (the Imperial Church, kin-in-faith to the zealot crusade)
4The Sisters Of Battle. The Adepta Sororitas reckon the crusade kin in faith, and send one of their own to stand in its line. Field a single Battle Sister for this battle — a zealot of matched fervour who fights as though born to the Chapter, then returns to her Order once the ground is taken. Two faiths, one fire.the Adepta Sororitas (the Emperor's daughters, the crusade's truest allies in faith)
5The Fighting Company. The Fighting Company empties a little of its reserve into your keeping. One more Neophyte joins your gang this battle at no charge — a raw apprentice flung to the front to earn his scars, told to guard the advance and pick up the killing trade at the elbow of harder men.the Fighting Company (the crusade's own reserve Initiates and Neophytes)
6The Chaplains Cenobites. The Chaplain's Cenobites — the mute servitor-keepers of the Reclusiam — shadow your crusade with censer and reliquary chained at the wrist. Once in the battle, when a brother is taken Out of Action, you may roll his Injury dice a second time. They haul the wounded back from the brink, so the column does not thin.the Chaplain's Cenobites (the Reclusiam's servitor-attendants, keepers of the faith)
7The Marshals Muster. The High Marshal cuts a veteran loose from his own muster and lends him to the fight. Add a single Sword Brother for this battle — a proven killer set at the fore, who spends your enemies as freely as his own and rejoins his company the moment the crusade moves on.the High Marshal's Muster (a veteran Sword Brother detached to the war-band)
8The Forge Of The Chapter. The Chapter's Techmarines throw open the forge and see to your armoury. Before the battle, name one weapon a fighter carries: for the fight it gains the Master-Crafted trait, its edge or its mechanism tuned to a hair's precision by hands taught on Mars.the Forge of the Chapter (the Techmarines and their armoury of Terra)
9The Faithful Of The Sector. The crusade draws the sector's faithful the way a pyre draws moths. Pilgrims. Penitents. Levy conscripts with more zeal in them than armour on them. Add two Frateris levy fighters for this battle — believers who charge without a glance at cover and die gladly, burned like kindling to bring the true brothers to grips with the foe.the Faithful of the Sector (Imperial pilgrims and levies drawn to the crusade)

Gang Tactics36

RollTacticTiming
11No Pity No Remorse No Fear. Raise the litany as the round opens. No pity, no remorse, no fear — until your next turn every brother you field passes all Nerve and Cool tests without a roll. The threefold oath drowns whatever terror the enemy meant to raise.Start of round
12Suffer Not The Unclean. The crusade was raised to end exactly such things. When one of your fighters declares a charge on a mutant, a daemon, a heretic or a witch, it strikes at +1 to hit for the combat. Old loathing steadies the arm.When a friendly fighter declares a charge
13Honour The Emperor. Let one brother fight where the whole crusade can watch him do it. Name a friendly fighter as the round begins; until your turn returns it re-rolls its missed Hit rolls, every stroke struck plainly in the Emperor's name. The rest of the line takes heart from the sight.Start of round
14Crusades Wrath. The whole march lands behind a single blow. Begin the round with this and, until your turn comes again, any fighter of yours that charges adds +1 Strength to its melee attacks. Wrath, given the weight of the crusade.Start of round
15The Champions Duel. Templars learn the single foe before all others. When one of your fighters faces an enemy alone in melee, it re-rolls every missed Hit and every failed Wound it makes there. The Chapter's duelling craft guides each cut to one throat.When a friendly fighter fights a single enemy in melee
16Faith Unbroken. Fear is a whisper. The litany is a wall. When a friendly fighter is called to a Willpower test, it passes with no roll made — sorcery, terror, the slow rot of doubt, none of it finds a grip on a will sworn wholly to the Emperor.When a friendly fighter takes a Willpower test
21Accept The Challenge. No matter the odds; so runs the vow. When a fighter of yours charges an enemy of greater Wounds, it fights that combat with +1 Attack and adds +1 to its Wound rolls. The larger the foe, the gladder the Templar to meet it.When a friendly fighter charges an enemy with more Wounds
22Martyrs Blood. A brother drops, and the crusade repays his fall in kind. When one of your fighters goes Out of Action, each surviving brother standing within 6" of the body takes +1 Attack until its next activation ends. Grief, spent as slaughter.When a friendly fighter is taken Out of Action
23Zeal Rising. As the ranks thin, the fervour climbs to meet the loss. At the round's start choose a friendly fighter: for each pair of brothers already Out of Action it takes +1 Attack this round, to a ceiling of +2. Fewer swords, swung harder.Start of round
24Unfaltering Charge. The last stride falls before the guns can find their word. When one of your fighters launches into a charge, re-roll its distance; no enemy may pick it for Overwatch this activation. Faith seals the gap the foe hoped to hold open.When a friendly fighter makes a Charge move
25Sworn To The Sword. Some brothers swear the blade above every other thing. When such a fighter activates, for that activation its melee weapon counts as having Parry and it re-rolls one missed Hit. The sword answers the oath, never the odds.Start of the fighter's activation
26Abhor The Witch. Every working of sorcery earns its answer. When an enemy psyker calls a power, one friendly fighter with sight of it may loose a free shooting attack at the witch at once. The crusade lets none of that kind work unpunished.When an enemy psyker uses a power
31Hold The Vow. Sworn ground is kept ground. Open the round with this: until your turn comes back, no fighter of yours may willingly step away from an enemy, and in trade each re-rolls its failed melee Hit rolls. The line holds, and bleeds the foe for every inch of it.Start of round
32Righteous Fury. In the crush of contact the anger doubles on itself. As a fighter of yours lays into the enemy in melee, each unmodified 6 to hit lands a second hit beside the first. Righteous fury, multiplied at the blade's edge.When a friendly fighter makes melee attacks
33The Emperors Wrath. Disciplined and without mercy, the bolt carries the Emperor's own word. When one of your fighters fires a bolt weapon, it looses an extra shot at that same target. Mass-reactive rounds that speak, and then speak again.When a friendly fighter shoots a bolt weapon
34No Step Back. A Templar surrenders no ground he was not ordered to leave. When a friendly fighter would be driven from an enemy — falling back, shoved, or pushed — cancel that movement entirely. Boots planted, guard high, the line unbent.Reactive - when a friendly fighter would be forced to move away from an enemy
35Crusade Without End. A brother does not leave the crusade while his heart still beats. The vow forbids it. Should one of your fighters fail his Recovery roll, take it again — dragged back out of the dark by an oath he swore louder than his own pain.When a friendly fighter fails a Recovery roll
36Blade Of Faith. Steel blessed in prayer bites where the warp cannot ward. When a fighter of yours crosses blades with an enemy psyker or daemon, it re-rolls each missed Hit and each failed Wound in that fight. Every unnatural guard the sorcerer raises comes apart.When a friendly fighter fights an enemy psyker or daemon in melee
41Cut Down The Sorcerer. Mark the witch before the opening shot. During deployment, name one enemy psyker; a single friendly fighter may set up as much as 6" beyond its zone, placed to reach the sorcerer and end him before his craft has begun.Pre-battle, during deployment
42The Reliquarys Blessing. Blessed at the reliquary, a brother marches out already warded. Before the battle, pick one friendly fighter: it carries a 6+ field save through the whole fight. The relics of the honoured dead stand between him and harm.Pre-battle
43Fervent Advance. Fervour carries the crusade quicker than the foe has reckoned for. As the round opens, until your turn returns each fighter of yours adds 1" to its every Move and Charge. The march slows for nothing short of the enemy's throat.Start of round
44Duel To The Death. The Chapter's finest treat each fight as their last. When a Sword Brother — or the Emperor's Champion himself — is locked in melee, it re-rolls all of its failed Wound rolls that combat. A duel to the death permits no glancing stroke.When the Emperor's Champion or a Sword Brother fights in melee
45Unyielding Faith. A blow that fells lesser men only puts a Templar's faith to the question. The moment a fighter of yours takes a Wound, it may test Willpower at once; on a pass, the Wound is set aside as though it never bit. Belief holds the flesh where the wound would tear it open.Reactive - when a friendly fighter suffers a Wound
46The Sword Brethren Strike. Out of the warp and straight into the heart of the enemy. When a Terminator-mark brother arrives from reserve by teleport assault, he may charge in that same activation, even where the rules would forbid it. The Sword Brethren land already mid-swing.When a friendly Terminator-mark fighter arrives from reserve
51Deathwish. Some brothers set their own lives aside to reach the foe. When such a fighter activates, it gains +1 Attack and +1" Movement until the round ends, but draws no benefit from cover. Nothing stands between him and the enemy now but open ground.Start of the fighter's activation
52Purge The Heretic. No shadow falls deep enough to hide a named heretic from the crusade. When a friendly fighter shoots an enemy caught in the open, it re-rolls its missed Hit rolls against that target. Purged wherever he dares to stand in the light.When a friendly fighter targets an enemy in the open
53Onward Crusaders. The cry goes up and the whole line takes it as one. As the round begins, each fighter of yours may surge a free 2" toward its nearest foe. Onward — always a stride nearer than the moment before.Start of round
54The Vow Deepens. For a span the oath burns hotter than iron. Open the round with this and, until your turn comes again, your gang's active Crusade Vow grants its benefit one step stronger. The sworn word, pressed harder into the foe.Start of round
55Faith Is The Shield. Faith raised overhead is a roof no enemy can break. As the round opens, until your turn returns any friendly fighter within 6" of the Crusader Seals, a Chaplain or the Emperor's Champion gains a 6+ field save. The devout shelter beneath it, warded.Start of round
56Break Their Line. A foe felled, the breach opens, the crusade pours through. When a fighter of yours drops an enemy Out of Action in melee, the crusade may surge up to 3" on toward the next. The line is broken; keep it breaking.When a friendly fighter takes an enemy Out of Action in melee
61Grief Made Wrath. Cut down a Templar's commander and you hand the rest their reason. When a friendly Champion or Leader goes Out of Action, every fighter of yours gains +1 Attack until the round closes. The crusade's grief returns to the enemy edged.Reactive - when a friendly Champion or Leader is taken Out of Action
62The Chosen Advances. The chosen goes unerring toward the foe he was named to end. When the Emperor's Champion takes its activation, it may sweep up to its full Movement straight at its declared duel target. Nothing turns the Champion from his mark.When the Emperor's Champion activates
63Relentless Zeal. Locked in the killing, a Templar keeps no other thought. When a friendly fighter activates while already engaged in melee, it fights that activation at +1 Attack. Zeal leaves room for nothing but the enemy at arm's length.When a friendly fighter is activated while engaged
64To The Last Brother. When the crusade is all but ended it fights at its longest odds and its highest pitch. Open the round with this if more of your gang lies Out of Action than yet stands: until your turn returns, every surviving brother re-rolls its failed Hit and Wound rolls. Back to back, each wound sold at a butcher's price.Start of round, when the gang has more fighters Out of Action than standing
65Sigismunds Heirs. Sigismund met the mightiest blade on the field and shattered it; his heirs keep the same reckoning. When a fighter of yours beats an enemy of equal or greater credit value in melee, it earns 1 bonus experience — worth counted only against a foe who could as easily have killed it.When a friendly fighter wins a melee against a fighter of equal or higher value
66The Crusade Endures. The march does not end with the battle; it merely turns toward the next world. As the fighting closes, if your gang took even one enemy Out of Action in melee, it gains bonus Reputation. The crusade endures, and bears its faith onward.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

Between the Black Templars and this witch-cabal there is no peace — a nest of sorcerers, warp-touched and quick on their feet, that fights from a distance and leans hard on its powers. To the crusade it is the most hated quarry of all, and at the very same time the surest killer of a melee host: the foe that guts a charging tide before a single blade can bite. So long as the enmity endures, the Templars earn bonus Reputation for a clean win in which they close on the enemy caster and butcher it hand to hand; the cabal earns Reputation for each fight it spends holding the crusade off and grinding it down uncaught. Neither yields until one is chased from the world they contest. No pact is ever struck 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 march in common cause with the devout — the Sisters of a Sororitas order, a war-host raised by the Ecclesiarchy, a levy of the Frateris, a brother-Chapter that loathes the sorcerer as they do. Whatever host takes up arms for the Emperor's faith and hates the witch with a Templar's fervour may stand in their line. As long as the accord lasts, the two wage a single war: the Templars draw bonus Reputation from any battle decided by cutting down an enemy psyker or heretic, while the devout may spare a lone zealot to fight, or a blessing — a Willpower aura that lasts one battle — to a Templar engagement, once in each campaign phase. The accord endures until one party abandons the war or turns oathbreaker.

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.

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. As the campaign opens your gang names a Crusade objective — one enemy faction, one territory, or one foe marked for destruction. The sub-plot closes when you have carried three separate victories in pursuit of that named objective, each in its own post-battle sequence, the crusade borne from world to world with the faith never once broken. Then the oath is vindicated: your gang keeps a permanent Reputation bonus, re-swears its Crusade Vow for free before every battle from then on, and one fighter of your choosing takes a free Legendary Name for its part in the work. It may be claimed but once in a campaign.

The Reliquary Of The Fallen sub-plot

Reward: The reliquary of the fallen is consecrated: the gang unlocks a permanent relic-slot: a single fighter may bear 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. As the campaign wears on, three of your named brothers must give their lives for good in the crusade's service — struck dead outright on the Lasting Injury table. For each, record who fell and what relic he bore, and pass that relic into living hands during the next post-battle sequence. With the third so honoured, the reliquary is consecrated at last: from then to the campaign's end a single fighter may bear a Relic of the Fallen, which grants a 5+ field save and lends the Master-Crafted trait to one of its weapons, all at no credit cost — the dead putting iron into the grip of the living. Claim it once in a campaign, no more.

Terrain2

The Drop Pod terrain

The Drop Pod. The crusade's way of hitting a world nose-first into the battle — a plated assault capsule punched down into the middle of the foe, spilling out a handful of Templars precisely where the enemy wants them least. When the game begins, the Black Templars player may keep back up to two of their own for a pod assault. As round two opens, drop the pod onto any point of the board more than 6" clear of an enemy; the reserved fighters step out touching its hull and are free to charge the moment they arrive. Nothing moves through the pod — it bars all passage — and any fighter pressed against it counts as being in full cover.

The Reclusiam Shrine terrain

The Reclusiam Shrine. A reliquary carried to war and raised wherever the crusade means to fight — an altar of bone-relics and devotional icons. Around it the faithful stand taller. Around it the witch's power thins to nothing. At deployment the Black Templars player plants the shrine somewhere in their own half; it counts as light cover. Any brother who ends his move within 3" of it may re-roll one failed Willpower test and clears his first Nerve test of the round untried. An enemy caster who dares a power within 6" of the shrine works it at -1. Once planted, the shrine does not move, and nothing living passes through it.