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Astra MilitarumCrusaders
2

Crusaders

NAME M WS BS S T W A Ld Sv
Crusader 6" 3+ 4+ 3 3 1 2 7 4+
This unit contains 2 Crusaders. It may contain up to 2 additional Crusaders (Power Rating +1), up to 4 additional Crusaders (Power Rating +2), up to 6 additional Crusaders (Power Rating +3) or up to 8 additional Crusaders (Power Rating +4). Each Crusader is armed with a power sword.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
4
Power sword
Melee
Melee
User
-3
1
-
ABILITIES
Acts of Faith: Roll a D6 at the start of each of your turns. On a roll of 2+, one unit from your army with this ability can perform an Act of Faith chosen from the following list.

Hand of the Emperor: The unit can immediately move as if it were the Movement phase.

Divine Guidance: The unit can immediately shoot as if it were the Shooting phase.

The Passion: The unit can, if it is within 1" of an enemy unit, immediately pile in and attack as if it were the Fight phase.

Spirit of the Martyr: One model in the unit recovers D3 lost wounds, or you can return a single slain model to the unit with 1 wound remaining.

Shield of Faith: Models in this unit have a 6+ invulnerable save. In addition, this unit can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a PSYKER. However, if it does so, instead of rolling 2D6, only roll a single D6; the psychic power is resisted if the roll is greater than the result of the Psychic test that manifested the power. When attempting to deny a psychic power, first select a model in the unit – measure range, visibility etc. from this model.

Zealot: You can re-roll failed hit rolls for a unit with this ability in a turn in which it charged, made a heroic intervention, or was charged by an enemy unit.

Storm Shield:
0
Models in this unit have a 3+ invulnerable save.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, ADEPTUS MINISTORUM
KEYWORDS
INFANTRY, CRUSADERS
Does not include wargear
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
Pile In Move
You may move each model in the unit up to 3" – this move can be in any direction so long as the model ends the move closer to the nearest enemy model.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Psychic Test
A psyker can attempt to manifest a psychic power they know by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested. A psyker cannot attempt to manifest the same psychic power more than once in a turn.
Deny the Witch Test
A psyker can attempt to resist a psychic power that has been manifested by an enemy model within 24" by taking a Deny the Witch test – this takes place immediately, even though it is not your turn. To do so, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been resisted and its effects are negated. Only one attempt to deny each successfully manifested psychic power can be made each turn, regardless of the number of psykers you have within 24" of the enemy model manifesting the psychic power.
Psyker
Some models are noted as being a Psyker on their datasheet. Psykers can manifest their otherworldly abilities and attempt to deny enemy sorceries. The powers a psyker knows, and the number of powers they can attempt to manifest or deny each Psychic phase, are detailed on their datasheet.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.
Heroic Intervention
After the enemy has completed all of their charge moves, any of your Characters that are within 3" of an enemy unit may perform a Heroic Intervention. Any that do so can move up to 3", so long as they end the move closer to the nearest enemy model.

The ADEPTUS MINISTORUM keyword is used in following Astra Militarum datasheets:

HQ
Elites
Army List
Heavy Support
• Hydras
• Wyverns
© Vyacheslav Maltsev 2013-2019