Crusader Squad
Common Abilities and Options
Crusader's Insight:
You gain one Insight token whenever a friendly CRUSADER SQUAD operative that's Visible to another friendly CRUSADER SQUAD operative:
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Performs a Mission action
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Performs a Charge action
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Counteracts
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Injures or Incapacitates an enemy operative
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Becomes Injured
Once per activation, when you activate a friendly CRUSADER SQUAD INITIATE or LEADER operative, you may spend Insight tokens to do one of the following Crusader Insight actions that hasn't been performed this Turning Point:
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2 tokens: Raging Zealot - Until the end of the turning point, this operative's melee weapons have the Stun weapon rule.
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3 tokens: Fast Learner -Select one visible friendly CRUSADER SQUAD NEOPHYTE operative. Until the end of that operative's next activation, add 1 to its APL stat.
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3 tokens: Emperor's Protection - The next time an attack dice inflicts Normal Dmg on this operative, half that inflicted damage rounding up. (eg. If the inflicted damage would be 5, it becomes 3.)
Astartes:
During this operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions, a bolt weapon must be selected for at least one of them. This operative can counteract regardless of its order.
Lone Disciple:
When there is only one friendly NEOPHYTE operative in the killzone, it has this ability:
- This operative can perform a 1 AP action for free during its activation.
Battlefield Instruction:
When this operative is within Control Range of a friendly INITIATE or LEADER operative, it has the following ability.
(Astartes - During this operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions, a bolt pistol or boltgun must be selected for at least one of them. This operative can counteract regardless of its order.)
BASE SIZE 28mm:
28mm
BASE SIZE 32mm:
32mm
Operatives
1. Sword Brother
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Crusader pyre pistol | |||
| Standard (Rng 6", Saturate, Torrent 2") | 4 | 2+ | 3/3 |
| Holy Promethium (Rng 3", Saturate, Lethal 5+, 1" Devastating 1) | 4 | 2+ | 4/4 |
| Power axe (Shock) | 5 | 3+ | 5/5 |
Abilities
Crusader's Insight1AP: Adept CrusaderBASE SIZE 40mmAstartes2. Neophyte
A 2
M 6"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Boltgun | 4 | 3+ | 3/4 |
| Fists | 3 | 3+ | 3/4 |
Abilities
Lone DiscipleBattlefield InstructionBASE SIZE 28mm3. Initiate
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy bolt pistol (Rng 8", Piercing Crits 1) | 4 | 3+ | 3/4 |
| Chainsword | 5 | 3+ | 4/5 |
Abilities
BASE SIZE 32mmCrusader's InsightAstartes4. Initiate
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Auto bolt rifle (Torrent 1") | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
BASE SIZE 32mmCrusader's InsightAstartes5. Initiate Gunner
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Crusader pyreblaster | |||
| Standard (Rng 8", Saturate, Torrent 2", Lethal 5+) | 5 | 2+ | 3/3 |
| Holy Promethium (Rng 4", Saturate, Lethal 5+, 1" Devastating 2) | 4 | 2+ | 4/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
BASE SIZE 32mmCrusader's InsightAstartes6. Neophyte
A 2
M 6"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt pistol (Rng 8") | 4 | 3+ | 3/4 |
| Chainsword | 4 | 3+ | 4/5 |
Abilities
Lone DiscipleBattlefield InstructionBASE SIZE 28mm7. Neophyte
A 2
M 6"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt pistol (Rng 8") | 4 | 3+ | 3/4 |
| Chainsword | 4 | 3+ | 4/5 |
Abilities
Lone DiscipleBattlefield InstructionBASE SIZE 28mmEquipment
Divine Chapter Relic
The first Firefight Ploy you use during the battle costs 0CP.
Purity Seals
Once per turning point, when a friendly CRUSADER SQUAD operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Emperor's Banner
In the beginning of the Strategy Phase, choose a friendly CRUSADER SQUAD operative to be holding the Emperor's Banner. That operative has the following abilities for the battle:
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Bannerman - Whenever determining control of a marker, treat this operative's APL stat as 1 higher. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
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1AP Squad Battle Prayer: Gain one Insight token.
Holy Bolter Rounds
Once per turning point when a friendly CRUSADER SQUAD operative performs a Shoot action, that operative's bolt weapons have the Saturate and Punishing weapon rules until the end of its activation.
Ploys
NEOPHYTE Onslaught
Firefight PloyUse this firefight ploy when you activate a friendly CRUSADER SQUAD operative. Select one other ready friendly NEOPHYTE operative visible to and within 3" of that operative. When the first friendly operative is expended, you can immediatley activate the selected friendly NEOPHYTE operative before your opponent activates. When that NEOPHYTE operative is expended, your opponent then activates as normal.
Divine Light
Firefight PloyUse this firefight ploy when an operative is shooting a friendly CRUSADER SQUAD operative. That friendly CRUSADER SQUAD operative is Obscured for that Shoot action.
Spiteful Zealot
Firefight PloyUse this firefight ploy when a friendly CRUSADER SQUAD operative is incapacitated while fighting or retaliating. You can strike the enemy operative in that sequence with one of your unresolved successes before it's removed from the killzone.
For the Emperor!
Firefight PloyUse this firefight ploy when a friendly CRUSADER SQUAD operative incapacitates an enemy operative. That friendly operative can immediately perform a free Charge action, even if it has already Charged this turning point, but it cannot move more than 2".
AND THEY SHALL KNOW NO FEAR
Strategy PloyYou can ignore any changes to the stats of friendly CRUSADER SQUAD operatives from being injured (including weapon stats).
Crush the Heretic!
Strategy PloyWhen a friendly CRUSADER SQUAD operative fights during an activation in which it performed the Charge action, its melee weapons have the Severe weapon rule.
When a friendly CRUSADER SQUAD operative fights or retaliates, add 1 to both of the Dmg stats of its melee weapons(to a maximum of 7). If that enemy operative that does not have the IMPERIUM keyword, your friendly operative's melee weapons have the Balanced weapon rule.
Holy Terror
Strategy PloyWhenever an enemy operative is within 3" of friendly INITIATE or LEADER operatives, your opponent must spend 1 additional AP for that enemy operative to perform the Pick Up Marker and mission actions. Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 3" of friendly INITIATE or LEADER operatives. Note this isn’t a change to the APL stat, so any changes are cumulative with this.
Vengeful Witnesses
Strategy PloyWhenever a friendly CRUSADER SQUAD operative, that is visible to another friendly operative, is incapacitated, friendly operatives' ranged weapons have the Accurate 1 weapon rule until the end of the Turning Point and you gain two Insight tokens.
Tac Ops
Sweep & Clear
Seek And DestroyReveal: 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.
Dominate
Seek And DestroyReveal: 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.
Rout
Seek And DestroyReveal: 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.
Plant Banner
SecurityReveal: 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.
Martyrs
SecurityReveal: 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.
Envoy
SecurityReveal: 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.