crusaders

Homebrew by henry
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Composition

A crusader killteam is made up of 8 crusader operatives from this list:

1 ministorum priest (a power maul and stub pistol or vindicator) 0-1 crusader primus (a power fist or power sword or power axe and a storm shield or a suppression shield, or a power claymore) 0-1 crusader iconbearer (power sword or power axe) 0-1 crusader head takers (power sword and stormshield) 0-1 crusader horde slayers (power sword and suppression shield) 0-1 crusader beast hunters (thunder hammer) 0+ Crusader guardians (power sword and suppression shield) 0+ crusader warriors (power sword and stormshield)

Common Abilities and Options

crusader suppression shield blast (1AP):
select one enemy operative within 2" of this operative roll a d6 if you roll over the enemy operatives APL that operative has -1 APL until the end of their next activation.

suppression shield:
an operative equipped with a supression shield has access to the crusader suppression shiled blast ability and take 1 less damage from attacks

oath of wrath:
when ths operative incapacitated another operative in melee this operative gains an extra attack and an extra AP for the rest of the game, once per game.

storm shields:
this operative can ignore one instance of damage a turningpoint and takes 1 less damage from attaks on ad6 roll of a 5+

crusader primus
A 3
M 6"
S 3+
W 11
Weapons
ATK
HIT
DMG
power sword (lathal 5+)
5
3+
4/6
power axe (lethal 5+, rending)
4
3+
4/5
power fist (brutal, shock)
4
3+
5/7
power claymore
piercing thrust (brutal, lethal 5+)
4
3+
5/6
cleave (lethal 5+, cleave)
4
3+
4/6
Abilities
1AP: crusader suppression shield blastoath of commandstorm shieldsuppression shield

oath of command: if in turning point 3 you still have five crusader in the killzone this operative gains this ability, strategic gambit, all crusaders can preform a dash action or a charge action but cannot move more then 3".

storm shield: this operative can ignore one instance of damage a turningpoint and takes 1 less damage from attaks on ad6 roll of a 5+

imperium, crusader, ecclesiarch, inquisition, leader
crusader warrior
A 2
M 6"
S 3+
W 10
Weapons
ATK
HIT
DMG
power sword (lethal 5+)
4
3+
4/6
Abilities
oath of wrathstorm shields
imperium, crusader, ecclesiarch, inquisition, warrior
crusader guardian
A 2
M 6"
S 3+
W 10
Weapons
ATK
HIT
DMG
power sword (lethal 5+)
4
3+
4/6
Abilities
crusader suppression shield blastguardianoath of protectionsuppression shield

guardian:

oath of protection: when this operative preform the guardian action this operative heals D3 and gains 1APL for the rest of the game, once per game

imperium, crusader, ecclesiarch, inquisition, guardian
crusader warrior - Copy - Copy
A 2
M 6"
S 3+
W 10
Weapons
ATK
HIT
DMG
power sword (lethal 5+)
4
3+
4/6
Abilities
oath of wrathstorm shields
imperium, crusader, ecclesiarch, inquisition, warrior
crusader warrior - Copy - Copy - Copy
A 2
M 6"
S 3+
W 10
Weapons
ATK
HIT
DMG
power sword (lethal 5+)
4
3+
4/6
Abilities
oath of wrathstorm shields
imperium, crusader, ecclesiarch, inquisition, warrior
Equipment

ecclesiastical charms:
when a crusader takes damage roll a d6 if you roll over the damage taken then the crusader does not take the damage, this can only be used twice a turningpoint


relic blades:
all power swords equipped by crusader models in this killteam have balanced


inquisitorial execution orders:
at the start of each turningpoint select and enemy operative your operatives get brutal and punishing against that operative, if the chosen operative is incapacitated in melee by a friendly operative you gain a command point


holy scriptures:
when a crusader operative is within 6" of a ministorum priest operative in this killteam that crusader operative can use the firefight ploys for the emperor and the ecclisiarchy or at the inquisitions behest for 0cp and you can use those stratagem more then once as long as they yarget an operative within 6"


Ploys
TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.


crusaders - KTDash