Oathsworn (Bladeguards)
Common Abilities and Options
Astartes:
During each friendly OATHSWORN 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, and if it's a Forge Bolter, 1 additional AP must be spent for the second action if both actions are using that weapon.
Each friendly OATHSWORN operative can counteract regardless of its order.
Crusader Charge (2AP):
Until the end of this action, add 1 to this operative’s Move stat and it can perform a free Charge action. When this operative ends its move during that Charge action, you can inflict 1D3 damage on one enemy operative within its control range.
This operative cannot perform this action while within control range of an enemy operative.
The Eternal Crusade:
Whenever a friendly OATHSWORN operative incapacitates an enemy operative, that friendly operative gains 1 Zeal Token, or 2 if the Wound stat of that enemy operative is 12+.
Whenever a friendly OATHSWORN operative is incapacitated, the nearest friendly OATHSWORN operative within 6 inches of that operative gains 2 Zeal Tokens.
In the Ready step of each strategy phase, select a Templar Vow for each friendly OATHSWORN operative for the turning point in accordance to the amount of Zeal Tokens it acquired. (Note that selecting a Templar Vow doesn’t remove Zeal Tokens from the operative):
- Suffer Not The Unclean To Live (1 Zeal Token): Melee Weapons of that friendly operative gain the Balanced weapon rule.
- Abhor The Witch, Destroy The Witch (2 Zeal Tokens): Melee Weapons of that friendly operative gain the Ceaseless weapon rule.
- Accept Any Challenge, No Matter The Odds (3+ Zeal Tokens): Melee Weapons of that friendly operative gain the Relentless weapon rule.
Whenever an enemy operative is shooting at or fighting against a friendly OATHSWORN operative. That operative can use up to 3 Zeal Tokens once per turning point (for each friendly OATHSWORN operative) during a sequence to gain the following effects:
- Ignore the damage of 1 normal success for 1 Zeal Token.
- Ignore the damage of 1 critical success for 2 Zeal Tokens.
- That friendly operative cannot lose more than 12 wounds during that sequence for 3 Zeal Tokens (once per battle).
Whenever a friendly OATHSWORN operative uses 3 or more Zeal Tokens during the battle, it commits an Act of Blasphemy and it gains one of your Sinned Tokens. Whenever a friendly OATHSWORN has a Sinned Token, it does not benefit from its Templar Vow and renders it inaccessible for the battle, it cannot gain any more Zeal Tokens, subtract 1 from its APL stat and in the Ready step of each strategy phase, inflict 1D3 damage on it.
Storm Shield:
If this operative is equipped with a Storm Shield, it ignores Piercing weapon rule.
Each time it fights in combat, in the Resolve Successful Hits step of that combat, each time it parries, two of your opponent's successful hits are discarded (instead of one).
Operatives
1. Bladeguard Sergeant
A 3
M 5"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Pistol | |||
| Standard (Rng 8", Prc1) | 4 | 4+ | 3/5 |
| Supercharge (Rng 8", Prc1, Lethal 5+, Hot) | 4 | 4+ | 4/5 |
| Master-Crafted Power Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
Astartes2AP: Crusader ChargeThe Eternal CrusadeHeroic LeaderStorm Shield2. Bladeguard Ancient
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol (Rng 8", PrcCrit1) | 4 | 4+ | 3/4 |
| Master-Crafted Power Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Astartes1AP: Consecrate GroundThe Eternal CrusadeStandard of Righteous Hatred3. Bladeguard Veteran
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol (Rng 8", PrcCrit1) | 4 | 4+ | 3/4 |
| Master-Crafted Power Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Astartes2AP: Crusader ChargeThe Eternal CrusadeStorm Shield4. Bladeguard Veteran
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol (Rng 8", PrcCrit1) | 4 | 4+ | 3/4 |
| Master-Crafted Power Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Astartes2AP: Crusader ChargeThe Eternal CrusadeStorm Shield5. Techmarine
A 3
M 4"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Forge Bolter (Hvy(Repos), PrcCrit1) | 4 | 3+ | 3/4 |
| Omnissian Axe (Lethal 5+) | 3 | 3+ | 3/5 |
| Servo-Arm | 1 | 4+ | 5/6 |
Abilities
Astartes1AP: Blessing Of The OmnissiahThe Eternal CrusadeField EngineerMaster Of The ForgeEquipment
Crusader Badge
Whenever a friendly OATHSWORN operative has 3 or more Zeal Tokens, add 1 to the normal Dmg stat of its melee weapons.
Ancient Breviary
Whenever you use SPIRTUAL LEADER's Strategic Gambit rule, you can add 3 inches to its range requirement.
Sigismund's Seal
Once per turning point, when a friendly OATHSWORN operative is shooting, fighting or retaliating, if you roll three or more normal successes, you can retain one of them as a critical success.
Sacred Bones
Once per turning point when an enemy operative is shooting a friendly OATHSWORN operative that has 2 or more Zeal Tokens; in the Roll Defense Dice step, you can re-roll one of its defense dice.
Ploys
Vicious Risposte
Firefight PloyUse this Firefight ploy when a ready friendly OATHSWORN operative that has 3 or more Zeal Tokens is incapacitated. Before it is removed from the killzone, it can immediately perform free a Fight action. Unless otherwise specified, treat that operative as having 1 wound left for that action.
Holy Wrath
Firefight PloyUse this Firefight Ploy during a friendly OATHSWORN operative’s activation that has 2 or more Zeal Tokens. When that operative is performing a Fight action against an enemy operative after that friendly operative performed a Charge action. In the Roll Attack Dice step, if that enemy operative has the “T’AU EMPIRE” or “ORK” or “AELDARI” or “NECRON” or “TYRANID” keyword, add 1 to Atk dice that friendly OATHSWORN operative’s melee weapon for that sequence (to a maximum of 5). In the Resolve Attack Dice step, if that enemy operative has the “CHAOS” keyword, add Smite* weapon rule to that friendly OATHSWORN operative’s melee weapon for that sequence.
*Smite: The first time this weapon will inflict damage with a critical success during a sequence, you can add to that damage an amount equal to the amount of Zeal Tokens the operative has (i.e. 1 damage for each Zeal Token).
Devout Push
Firefight PloyUse this Firefight ploy during a friendly OATHSWORN operative’s activation. If that operative has 3 or more Zeal Tokens, it can perform a Charge action (up to a maximum of 2 inches) even if it did a Reposition or a Dash action during its activation (this takes precedence over action restrictions).
No escape
Firefight PloyUse this Firefight ploy when an enemy operative performs a Fall Back action while within control range of a friendly OATHSWORN operative, you can use this rule. If you do, roll 1D6. On 4+, that enemy operative cannot perform the Fall Back action (and any AP spent for that action is refunded).
No Pity, No Remorse, No Fear
Strategy PloyIgnore any changes to APL stats and any stats from being injured for friendly OATHSWORN operatives which have 3 or more Zeal Tokens.
BROTHERHOOD OF ZEAL
Strategy PloyWhenever a friendly OATHSWORN operative is fighting or retaliating, if it’s within 3 inches of another friendly OATHSWORN operative which has 1 or more Zeal Tokens, that first friendly operative’s melee weapons have Severe weapon rule.
Divine Shield
Strategy PloyWhenever a friendly BLADEGUARD SERGEANT or BLADEGUARD VETERAN is selected as the target of a shooting attack, in the Resolve Defense Dice step of that shooting attack, you can improve its Save stat by 1 and subtract 1 from its Move stat.
Honor The God-Emperor
Strategy PloySelect up to 3 friendly OATHSWORN operatives which do not have any Zeal Token and are not within control range of an enemy operative for each to gain 1 Zeal Token, or up to 2 Zeal Tokens if t is within control range of an enemy operative (if it does not have any already).
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.