Crusaders
Below you will find a list of the operatives that make up a CRUSADER kill team, including, where relevant, any wargear those operatives must be equipped with.
OPERATIVES
1 CRUSADER SWORD BROTHER with Master-crafted power weapon and one of the following options:
- Heavy bolt pistol
- Pyre pistol
3 CRUSADER operatives selected from the following list:
Your kill team can only include each operative on this list once.
3 CRUSADER operatives selected from the following list:
ARCHETYPES

SEEK & DESTROY

SECURITY
FACTION RULES
ASTARTES
CRUSADER INITIATE and SWORD BROTHER operatives can perform one of the following:
- Perform two Fight actions.
- Perform two Shoot actions.
In addition, CRUSADER INITIATE and SWORD BROTHER operatives can counteract while having the Conceal order.
PROOF OF WORTHNESS
Once per turning point, during a friendly CRUSADER INITIATE or SWORD BROTHER operative activation, before or after action, you can select a visible friendly NEOPHYTE operative within 6" of that operative. Give that operative a Proof token.
Whenever a friendly CRUSADER NEOPHYTE operative is activated, if it has a Proof token, improve its APL stat by 1 for that activation.
During that activation, if that friendly operative incapacitates any enemy operatives or performs a mission action with an objective during that activation, remove that Proof token, and that operative regains 1 lost wound (if any).
When that friendly operative ends its activation, if it has a Proof token, inflict 3 damage on that operative.
TEMPLAR WOVS
In the Strategy phase, as one of your gambits, select one of the following Wovs to be in effect for the turning point:
- Abhor The Witch, Deny The Witch: Each time a friendly CRUSADER operative performs the Charge action, it can move additional 1". Each time a friendly CRUSADER operative shoots, fights or retailiates against enemy PSYKER operative, its weapon selected for that attack has the Severe weapon rule.
- Accept Any Challenge No Matter The Odds: Each time a friendly crusader operative fights or retailiates against an enemy operative with either Wounds stat or remaining number of wounds greater than that firendly operative's, its melee weapons have the Devastating 1 weapon rule.
- Suffer Not The Unclean To Live: friendly CRUSADER operatives cannot perform the Fall Back action, but can perform the Charge action while being in engagement range of any enemy operatives (they must still finish that action within engagement range of any other enemy operatives).
STRATEGY PLOYS
UPHOLD THE HONOUR OF THE EMPEROR
Friendly CRUSADER NEOPHYTE operatives count as having APL stat of 1 more for the purposes of objective control. Note that this is not a modifier.HEARTS HARDENED TO DUTY
Whenever damage is inflicted to a friendly CRUSADER operative, that is contesting an objective, decrease that damage by 1, to a minimum of 3.
PIOUS ENMITY
Whenever a friendly CRUSADER operative is fighting, its melee weapons have the Accurate 1 weapon rule.
FOR THE EMPEROR'S HONOUR
Whenever a friendly CRUSADER operative is shooting, its ranged weapons have the Accurate 1 weapon rule.
FIREFIGHT PLOYS
RIGHTEOUS ZEAL
Use this firefight ploy when a friendly CRUSADER INITIATE or SWORD BROTHER operative was a target of shooting attack and has lost any wounds. It can immediately perform the free Charge action, but can move only up to 3" during that action. That free action doesn't count towards action limit.
DREAD CRUSADERS
Use this firefight ploy when an enemy operative performs the Charge action, and then the Fight action against a friendly CRUSADER operative. In that Fight action, resolve one of your attack dice before any enemy attack dice.
ZEALOUS VANGUARD
Use this firefight ploy, when a friendly CRUSADER operative is activated. Add 1" to its Move stat.
MERCILESS DENUNCIATION
Use this firefight ploy in the end of the Firefight phase. Select one friendly CRUSADER operative, that is within engagement range of any enemy operatives. That operative can immediately perform the free Fight action, but in that action, you can only strike with one of your attack dice, and after that strike, any unresolved attack dice (both your and your opponent's) are discarded.
EQUIPMENT
INCENDIARY ANIMUS
Once per turning point, when a friendly CRUSADER operative performs the Fight action, you can use this rule. If you do, add 1 to critical Dmg stat of the weapon selected for that attack.
HOLY PURITY SEALS
Once per turning point, when a friendly CRUSADER operative is shooting, fighting or retailiating, if you roll three or more fails, you can discard one of them to retain all other fails as normal successes instead.
CONSECRATING AURA
Once per battle, when an enemy operative is shooting a friendly CRUSADER operative, before your opponent rolls attack dice, you can use this rule. If you do, select either:
- That enemy operative weapons do not have the Piercing X weapon rule for that attack (including modifiers, e.g. Special Issue Ammunition).
- Damage in that attack cannot be inflicted on this operative in any other way than from retaining attack dice (e.g. Devastating weapon rule).
- Opponent cannot retain more than 4 attack dice for that attack.
SANCTIFIED RELICS
Whenever friendly CRUSADER INITIATE or SWORD BROTHER operative uses the Proof Of Worthness rule to give NEOPHYTE operative a Proof token, it can be done twice per turning point, instead of once, but both issuers and targets must be different.
DATACARDS
SWORD BROTHER | APL | MOVE | SAVE | WOUNDS | |||||
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NAME | ATK | HIT | DMG | WR | |
Heavy bolt pistol | 4 | 3+ | 3/4 | Piercing Crits 1 | |
Pyre pistol (standard) | 4 | 2+ | 3/3 | Range 6", Saturate, Torrent 1" | |
Pyre pistol (deluge) | 4 | 2+ | 2/2 | Range 4", Saturate, Seek Light | |
Master-crafted power weapon | 5 | 3+ | 4/7 | Lethal 5+ |
Heresy Begets Retribution: While this operative is in the killzone and not incapacitated, each time a friendly NEOPHYTE operative is incapacitated, gain 1CP.
Priority Orders: once during this operative's activation, before or after action, you can move one of your Proof tokens from one visible NEOPHYTE operative to another.
INITIATE ARSONIST | APL | MOVE | SAVE | WOUNDS | |||||
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NAME | ATK | HIT | DMG | WR | |
Pyreblaster (standard) | 5 | 2+ | 3/3 | Range 8", Saturate, Torrent 2" | |
Pyreblaster (deluge) | 4 | 2+ | 3/3 | Range 4", Saturate, Seek Light | |
Combat knife | 4 | 3+ | 3/5 | - |
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INITIATE RIFLEMAN | APL | MOVE | SAVE | WOUNDS | |||||
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NAME | ATK | HIT | DMG | WR | |
Auto bolt rifle | 4 | 3+ | 3/4 | Saturate | |
Combat knife | 4 | 3+ | 3/5 | - |
Bolter Discipline: Once per activation, when this operative performs the Reposition action or the Full Back action, it can stop its movement at any point, perform the Shoot action, and then use any unused inches of movement it has.
INITIATE ZEALOT | APL | MOVE | SAVE | WOUNDS | |||||
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NAME | ATK | HIT | DMG | WR | |
Heavy bolt pistol | 4 | 3+ | 3/4 | Range 8", Piercing Crits 1 | |
Chainsword | 5 | 3+ | 4/5 | - |
Oathbound Exemplar: whenever this operative performs the Charge action, its melee weapons have the Shock weapon rule.
INITIATE FIGHTER | APL | MOVE | SAVE | WOUNDS | |||||
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NAME | ATK | HIT | DMG | WR | |
Heavy bolt pistol | 4 | 3+ | 3/4 | Range 8", Piercing Crits 1 | |
Power fist | 5 | 4+ | 5/7 | Brutal |
Desperate Blow: Once per turning point, when you use one of your attack dice for this operative to strike, you can use this rule. If you do, inflict 2 damage on this operative, and increase damage of that strike by 1.
NEOPHYTE MARKSMAN | APL | MOVE | SAVE | WOUNDS | |||||
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NAME | ATK | HIT | DMG | WR | |
Bolt carbine | 4 | 3+ | 3/4 | - | |
Combat knife | 4 | 3+ | 3/5 | - |
Cautious: This operative can perform the Guard action in any killzone.
NEOPHYTE WARRIOR | APL | MOVE | SAVE | WOUNDS | |||||
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NAME | ATK | HIT | DMG | WR | |
Bolt pistol | 4 | 3+ | 3/4 | Range 8" | |
Chainsword | 5 | 3+ | 4/5 | - |
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