Crusade Rules
Rules used
Basic Crusade Rules (with changes to RP - see below)
Battle Traits from Tyrannic War
Army composition
Epic Heroes
If at all possible, please do not play with Epic Heroes.
Each Epic Hero may only fight on one side - Pact or Coalition (if possible - will be determined by players and their division into teams)
Each Epic Hero may only fight one warzone / story battle each round
Legendary units
Players may use legendary units after consulting the campaign master (those will almost always be allowed)
Starting size
Each Order of Battle Starts at 2000 points and with 5 RP
Experience points
Players do not choose Agendas
Players only get experience for Story and Warzone battles. The exception is when a player has no opponent in a Warzone battle, in this case the first Skirmish battle they play that round also generates xp.
Advancements and Out of Action Rolls
Players roll both after the battle
If both players agree (for story reasons), an advancement may be chosen, otherwise it must be rolled
When rolling an advancement a player may re-roll the dice once for free, but the second result is then binding.
Requisition
Players can only gain 1 RP per round.
Substitute the official list with these options.
Fresh Recruits - 1-4 - Add additional models to a unit in your Order of Battle. Change its points cost. Cost is 1 RP +1 for every 2 battle honors the unit has. (not this is unchanged from Core Rules)
Increase Supply Limit - 1 - Supply limit of your force is increased by 100 points.
+100 if your faction controls either the Butcher's Triumph or Preclassa.
Renowned Heroes - 1/2/3 - As in Core Rules. You can purchase this when adding a character to your roster or when a character gains a rank. Select one Enhancement for that character (modify the points cost). Costs 1 + 1 RP for each time you used this. Standard restrictions for Enhancements apply.
Rearm and Resupply - 1 - Change wargear in one unit. Recalculate the point cost if necessary.
Repair and Recuperate - 2-5 - Purchase after a battle. Select one battle scar that unit has and remove it (update the crusade card). Costs 2 RP +1 per Battle Honour the unit has.
Costs 1 less the first time you use it each round if your faction controls either Mons Infirmum or Bullenau (Biological units only)
Discharged- 1 - Delete a unit from your roster. You may now use the points to recruit new units. Note that it is not possible to get rid of a unit in any other way.
Crusade Relics
A player may gain a Crusade Relic in one of two scenarios
He won a battle in a warzone with an unclaimed relic (warzone battles only).
He defeated a player with a relic (skimirsh and warzone battles). In this case the defeated player loses the relic.
When a player gains a Crusade Relic he may give it to a character straight away regardless of how many XP that character has. You must increase that character's Crusade points by the Relic's value (typically 1).
Crusade Relics may be traded between players but only in the planning phase and no relic may be used by two players during the same round.
See planet descriptions for details on the relics.
Battle Honors
When a unit gains enough XP to gain a new rank, it may also gain a Battle Honor (if it is not an Epic Hero or a swarm unit).
The ranks are:
0-5 xp ... Battle-ready
6-15 xp ... Blooded
16-30 xp ... Battle-hardened
Each time a unit gains a Battle Honor, increase its Crusade Points by 1 (or by 2 if Titanic) and choose one of the two options
Weapon Modification
Improve a weapon - roll 2x d6 and gain 2 effects from the table (not for Relics)
Finely Balanced - Improve the BS or WS by 1
Brutal - Add 1 to Strength
Armour Piercing - Improve AP by 1
Master-worked - Add 1 to Damage
Heirloom - Add 1 to Attack
Precise - Critical Wounds = Precision
Battle Trait
Roll a d6 to determine one Battle Trait based on the unit type. You may re-roll the result once but must then take the second result. You can choose to roll on a Battle Trait table from the Tyrannic Wars or from below.
Characters
Brutal - Enemy units must use Desperate Breakout to fall back from melee with this character
Relic Hunter - If an enemy character with a relic is destroyed and this character is within 12" of it, you can immediately gain any relic(s) that character had.
Home Turf - Choose a Warzone. When fighting a battle there or in an adjacent warzone, the character and two other units can redeploy after the opponent has finished deploying.
Defender - Gain 1 CP at the beginning of the battle if you are defending your warzone
Attacker - Gain 1 CP at the beginning of the battle if you are attacking a warzone
Favored by Gods - When an enemy attacks this unit (not bodyguards, just the character), then after any re-rolls to hit, you may change one dice to a 1 for each natural 1 rolled.
Infantry / Mounted
Hardened Defenders - Gain a 5+ Feel No Pain if in your Deployment Zone. Gain a 6+ Feel No Pain if in your half of the board.
Urban Warriors - If the unit is wholy within a ruin, enemies have -1 to hit them.
Headhunters - At the beginning of the battle, select on enemy unit that has at least 6 xp. Your Headhunters unit (and any other unit with this trait) can re-roll 1's to hit and to wound against that unit. (note - if you have more units with this trait you still select only one enemy unit)
Dutiful - Models in this unit add 1 to their OC.
Expert Bodyguards - If this unit is a bodyguard unit, characters that are part of it gain 4+ Feel No Pain.
Ambush Masters - When this unit is set up from Reserves no closer than 9" from the enemy, it can then move 2d3" but if it does, it can't charge that turn.
CORE RULES - CRUSADE
Scars
Crippling Damage: This unit cannot Advance and you must substract 1 from the Move Characteristic of models in this unit.
Battle-Weary: Each time this unit takes a Battle-shock, Leadership, Desperate Escape or Out of Action test, substract 1 from that test.
Fatigued: Substract 1 from Objective Control characteristic of models in this unit and this unit never receives a Charge bonus.
Disgraced: You cannot use any Strategems to affect this unit and this unit cannot be Marked for Greatness.
Mark of Shame: This unit cannot form a Attached unit, it is unaffected by the Aura abilities of friendly units, and it cannot be Marked for Greatness.
Deep Scars: Each time a Critical Hit is scored against this unit, that attack automatically wounds this unit.
Weapon Modification
Finely Balanced: Improve this weapon’s Ballistic Skill or Weapon Skill characteristic by 1.
Brutal: Add 1 to this weapon’s Strength characteristic.
Armour Piercing: Improve this weapon’s Armour Penetration characteristic by 1.
Master-Worked: Add 1 to this weapon’s Damage Characteristic.
Heirloom: Add 1 to this weapon’s Attach characteristic.
Precise: Each time a Critical Wound is scored for an attack made with this weapon, that attack has the Precision ability (Core Rules).
Battle Traits
Character Units
Born Hunter: This unit has the Scouts 9“ ability (Core Rules).
Bio-Acid Burns: Character models in this unit have the Feel No Pains 5+ ability (Core Rules).
Natural Leader: Each timeyou take a Battle-shock or Leadership test for this unit, you can re-roll that test.
Deadly Combatant: All melee weapons equipped by Character models in this unit have [SUSTAINED HITS 1] ability (Core Rules).
Shadow Stalker: This unit has the Stealh ability (Core Rules).
Death Incarnate (Aura): While an enemy unit is within 6“ of this unit, worsen the Leadership characteristic of models in that enemy unit by 1.
Vehicle Units
Blessed Hull: Models in this unit have a 5+ invulnerable save.
Focused Gunners: Models in this unit do not suffer th penalty to Hit rolls for making ranged attacks while their unit is within Engagement Range of one or more enemy units.
Reinforced Superstructure: Each time an attack with a Strength characteristic of 7 or less is allocated to a model in this unit, worsen the Armour Penetration characteristic of that attack by 1.
Elite Crew: Each time a model in this unit makes an attack, re-roll a Hit roll of 1.
Archeotech Power Cell: Add 2“ to Move characteristic of models in this unit.
Auto-Repair Nodes: At the start of your Command Phase, one model in this unit regains 1 lost wound.
Infantry Units
Battle-Scarred Resistance: Models in this unit have the Feel No Pain 6+ ability (Core Rules).
Vanguard Espionage: This unit hase the Scout 9“ ability (Core Rules).
Obdurate Obedience: Add 1 to the Objective Control characteristic of all models in this unit.
Resolute Veterans: Each time you take a Battle-schock, Leadership or Desperate Escape test for this unit, add 1 to that test.
Only The Swift Survive: Add 1 to advance and Charge rolls made for this unit.
Headhunters: At the start of the battle, select one enemy unit (regardless of how many units in your Crusade army have this Battle Trait). Until the end of the battle, each time a model in this unit makes a attack against that enemy unit, re-roll Hit roll of 1 and re-roll Wound roll of 1.
Mounted Units
Hunter’s Celerity: Add 2“ to Move characteristic of models in this unit.
High-Speed Gunnery: Each tine this unit Advances, until the end of the turn all ranged weapons equipped by models in this unit have the [ASSAULT] ability (Core Rules).
Predatory Urge: You can re-roll Charge rolls made for this unit.
Mounted Guerrillas: This unit is eligible to declare a chargé in a turn in which it Fell Back.
Encircling Raptors: If this unit is in Strategic Reserves, it counts the battle round number as one higher than the current battle round number for the purpose of determining when and where it is set up.
Tireless Raiders: Models in this unit cant make attacks with range weapons even when their unit is within Engagement Range of enemy units, but they can only make such attacks against enemy units that they are within Engagement Range of. In such circumstances, those models can target enemy unit even if other friendly units are within Engagement Range of the same enemy unit.
Striding Behemoth Units
1-3. Destructive Impulse: Each time a model in this unit destroys an enemy unit, add twice as many marks to its Tyrannic War Veteran tally (pg 302) as normal.
4-6. Rapid Adaptation: Select any one of the Battle Honours from the Monster Hunter upgrade path (pg 304) for this unit to gain, regardless of the ones it has already unlocked. The Battle Honour you select does not increase this unit’s Crusade points total and does not cout as an additional Battle Honour when determining the maximum number of Battle Honours this unit can have.