One Box Eternal Crusade

One Box Eternal Crusade

Common Abilities and Options

Zealous Vows:
In the Ready step of each strategy phase, select a Templar Vow for each friendly ETERNAL CRUSADE operative for the turning point.

  • Abhor The Witch, Destroy The Witch: When this operative performs a Charge action, if the enemy operative has the PSYKER keyword, you can add 2" to the Charge. Melee weapons gain Punishing while targeting PSYKER operatives.

  • Accept Any Challenge, No Matter The Odds: Whenever this operative is fighting or retaliating, if the Damage characteristic is less than the Damage characteristic of the enemy operative, add 1 to the Attack dice.

  • Suffer Not The Unclean To Live: This operative can perform a free Charge action during a turning point in which it performed a Fall Back action.

  • Uphold the Honour of the Emperor: 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 a ETERNAL CRUSADE operative. Note this is not a change to the APL stat, so any changes are cumulative with this.

*PSYKER: Magus, Patriarch, Mindwitch, Soul Weaver, Way Seeker, Balefire Acolyte, Visionary, Shadowseer, Sorcerer Of Destiny, Sorcerer Of Tempyrion, Sorcerer Of Warpfire.

Astartes:
During each friendly ETERNAL CRUSADE 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.

Each friendly ETERNAL CRUSADE operative can counteract regardless of its order.

Operatives

1. SWORD BRETHREN
SWORD BRETHREN
A 3
M 6"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Pyre Pistol (Rng 6", Sat, Tor 1")
4
2+
3/3
Master-Crafted Power Weapon (Lethal 5+)
5
3+
4/6
Abilities
Exploit Their CowardiceZealous VowsAstartesRighteous Onslaught

Exploit Their Cowardice: Each time an enemy operative within Control range performs a Fall Back action, this operative can perform a free Dash and Fight action.

Righteous Onslaught: Whenever this operative is fighting or retaliating, subtract 1 from both Damage characteristics of the weapons the enemy operative in that sequence has (to a minimum of 2).

ETERNAL CRUSADE, IMPERIUM, ADEPTUS ASTARTES, LEADER, SWORD BRETHREN
2. PRIMARIS INITIATE GUNNER
PRIMARIS INITIATE GUNNER
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Pyreblaster
Standard (Rng 8", Sat, Tor 2")
4
2+
3/3
Deluge (Rng 4", Sat, Seek Light)
4
2+
3/3
Fists
4
3+
3/4
Abilities
Zealous VowsAstartes
ETERNAL CRUSADE, IMPERIUM, ADEPTUS ASTARTES, PRIMARIS INITIATE, GUNNER
3. PRIMARIS INITIATE BRAWLER
PRIMARIS INITIATE BRAWLER
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Rng 8", PrcCrit1)
4
3+
3/4
Power Fist (Brutal)
5
4+
5/7
Abilities
AstartesZealous Vows
ETERNAL CRUSADE, IMPERIUM, ADEPTUS ASTARTES, PRIMARIS INITIATE, BRAWLER
4. PRIMARIS INITIATE WARRIOR
PRIMARIS INITIATE WARRIOR
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Auto Bolt Rifle (Tor 1")
4
3+
3/4
Fists
4
3+
3/4
Abilities
Zealous VowsAstartes
ETERNAL CRUSADE, IMPERIUM, ADEPTUS ASTARTES, PRIMARIS INITIATE, WARRIOR
5. NEOPHYTE WARRIOR
NEOPHYTE WARRIOR
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Chainsword
5
3+
4/5
Abilities
Zealous Vows
ETERNAL CRUSADE, IMPERIUM, ADEPTUS ASTARTES, NEOPHYTE, WARRIOR
6. NEOPHYTE WARRIOR
NEOPHYTE WARRIOR
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Chainsword
5
3+
4/5
Abilities
Zealous Vows
ETERNAL CRUSADE, IMPERIUM, ADEPTUS ASTARTES, NEOPHYTE, WARRIOR
7. NEOPHYTE WARRIOR
NEOPHYTE WARRIOR
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Fists
3
3+
3/4
Abilities
Zealous Vows
ETERNAL CRUSADE, IMPERIUM, ADEPTUS ASTARTES, NEOPHYTE, WARRIOR
8. NEOPHYTE WARRIOR
NEOPHYTE WARRIOR
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Fists
3
3+
3/4
Abilities
Zealous Vows
ETERNAL CRUSADE, IMPERIUM, ADEPTUS ASTARTES, NEOPHYTE, WARRIOR

Equipment

Augury Servo-host

In the Ready step of each strategy phase, select one enemy operative within 8" of and visible to this operative. Until the end of the Turning Point, this operative's weapons gain Seek Light against that operative.

Purity Seals

Once per turning point, when a friendly ETERNAL CRUSADE 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.

Tilting Shields

Once per turning point, when a friendly ETERNAL CRUSADE operative is fighting or retaliating, after your opponent rolls their attack dice, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).

Pyrebrand

Whenever an operative is shooting this operative, subtract one from that attack's Hit Rolls.

Ploys

Rite of Perfervid Wrath
Firefight Ploy

Until the end of the Turning Point, add 1 to the Normal Damage characteristic of melee weapons equipped by this operative.

CHANT OF DEATHLESS DEVOTION
Firefight Ploy

Use this firefight ploy when an operative is shooting a friendly ETERNAL CRUSADE operative, in the Roll Defence Dice step. Defence dice results of 5+ are critical successes.

Chorus of Relentless Hate
Firefight Ploy

Until the end of the Turning Point, add 2" to the Move characteristic of this operative

ARMOUR OF CONTEMPT
Firefight Ploy

Until the end of the Turning Point, ignore Piercing Crits rule against this operative.

And They Shall Know No Fear
Strategy Ploy

You can ignore any changes to the stats of friendly ETERNAL CRUSADE operatives from being injured.

Oathbound Exemplar
Strategy Ploy

In the Ready step of the strategy phase, you can select two Templar Vows for this operative for the turning point.

Righteous Fervour
Strategy Ploy

Whenever a friendly ETERNAL CRUSADE operative is fighting, its melee weapons have the Balanced weapon rule. If that friendly operative is doing so during an activation in which it performed the Charge action, its melee weapons also have the Lethal 5+ weapon rule. Balanced: Can re-roll one Attack die.

Purge the Heretics
Strategy Ploy

Select Conceal or Engage. Whenever a friendly ETERNAL CRUSADE operative is shooting against or fighting against an enemy operative that has that order, that friendly operative’s weapons have the Balanced weapon rule.

Tac Ops

Sweep & Clear
Seek And Destroy

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.

Dominate
Seek And Destroy

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.

Rout
Seek And Destroy

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.

Plant Banner
Security

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.

Martyrs
Security

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.

Envoy
Security

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.