There are many Black Templars crusades plying the darkness between the stars and seeking out wars to be fought in the name of the God-Emperor. For each mighty host, another crusading force comprises a compact but potent band of zealous Space Marines such as this one, led by the uncompromising Marshal Siguard, determined to bring the fires of their faith to every corner of the Emperor’s realm.
Book | Kind | Edition | Version | Last update |
Siguard’s Crusaders | ||||
Siguard’s Crusaders | Index | 10 | June 2023 |
In battle, Space Marines swear mighty oaths to destroy the enemies of the Emperor and uphold the honour of their Chapter, and such vows are sacrosanct. When the Angels of Death strike, they do so with the precision of a surgeon and the force of a thunderbolt. Experience and strategic expertise help them to read the shifting shape of the battle with post-human speed and clarity, directing their wrath towards one priority target after another. Command assets are annihilated, leaving the enemy reeling leaderless. Heavy armour, potent artillery and the vaunted elites of the foe’s forces are laid waste with horrifying speed, until the Emperor’s Angels of Death stand victorious over a field of smouldering wreckage and bolt-riddled corpses, and honour is finally satisfied.
At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.The religious fervour and self-righteous ferocity of the Black Templars are legendary. When focused upon the foe by a sufficiently charismatic leader, these traits become weapons in their own right.
Add 1 to the Attacks characteristic of melee weapons equipped by models in the bearer’s unit.Such is the strength of this warrior’s conviction in the righteousness of his cause that he can – by sheer inflexible force of will – shrug off even the most grievous hurts. Moreover, his mere presence is enough to inspire his battle-brothers to follow his example.
The bearer has the Feel No Pain 5+ ability. In addition, once per battle, when the bearer’s unit is selected as the target of an attack, it can use this ability. If it does, until the end of the phase, models in the bearer’s unit have the Feel No Pain 4+ ability.The bloody path to victory in the God-Emperor’s name leads ever onward into the heart of the enemy’s ranks. On that road the faithful warrior will never run short of foes to slay nor heretics to smite.
At the end of the battle, you score 8VP if one or more ADEPTUS ASTARTES units from your army (excluding Battle-shocked units) are within your opponent’s deployment zone. If your WARLORD is not Battle-shocked and is wholly within your opponent’s deployment zone, you score 10VP instead.Since their earliest days it has been the way of the Black Templars to swear great and binding vows before battle. It is a mark of great and proven faith to fulfil these pious oaths in the sight of one’s battle-brothers.
From the second battle round onwards, at the start of the battle round, select one enemy unit that is not destroyed to be your army’s target that battle round. At the end of that battle round, you score 3VP if your army’s target for that battle round was destroyed by a melee attack made by an ADEPTUS ASTARTES model from your army. If that ADEPTUS ASTARTES model has the PRIMARIS CRUSADER SQUAD keyword, you score 4VP instead.RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Plasma pistol – standard [pistol] | |||||||
Plasma pistol – standard [pistol] | 12" | 1 | 2+ | 7 | -2 | 1 | |
Plasma pistol – supercharge [hazardous, pistol] | |||||||
Plasma pistol – supercharge [hazardous, pistol] | 12" | 1 | 2+ | 8 | -3 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Master-crafted power weapon | |||||||
Master-crafted power weapon | Melee | 6 | 2+ | 5 | -2 | 2 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Bolt pistol [pistol] | |||||||
Bolt pistol [pistol] | 12" | 1 | 3+ | 4 | 0 | 1 | |
Bolt rifle [assault, heavy] | |||||||
Bolt rifle [assault, heavy] | 24" | 2 | 3+ | 4 | -1 | 1 | |
Heavy bolt pistol [pistol] | |||||||
Heavy bolt pistol [pistol] | 18" | 1 | 3+ | 4 | -1 | 1 | |
Neophyte firearm [assault] | |||||||
Neophyte firearm [assault] | 18" | 2 | 3+ | 4 | 0 | 1 | |
Pyreblaster [ignores cover, torrent] | |||||||
Pyreblaster [ignores cover, torrent] | 12" | D6 | N/A | 5 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Astartes chainsword | |||||||
Astartes chainsword | Melee | 5 | 3+ | 4 | -1 | 1 | |
Close combat weapon | |||||||
Close combat weapon | Melee | 3 | 3+ | 4 | 0 | 1 | |
Power weapon | |||||||
Power weapon | Melee | 3 | 3+ | 5 | -2 | 1 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Bolt pistol [pistol] | |||||||
Bolt pistol [pistol] | 12" | 1 | 3+ | 4 | 0 | 1 | |
Bolt rifle [assault, heavy] | |||||||
Bolt rifle [assault, heavy] | 24" | 2 | 3+ | 4 | -1 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 3 | 3+ | 4 | 0 | 1 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Multi-melta [melta 2] | |||||||
Multi-melta [melta 2] | 18" | 2 | 3+ | 9 | -4 | D6 | |
Storm bolter [rapid fire 2] | |||||||
Storm bolter [rapid fire 2] | 24" | 2 | 3+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Armoured hull | |||||||
Armoured hull | Melee | 3 | 4+ | 6 | 0 | 1 |
Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):Some attacks are so powerful that no armour or force field can withstand their fury.
Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.Some warriors refuse to be laid low, even by what should be fatal wounds.
Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.The INFANTRY keyword is used in the following Siguard’s Crusaders datasheets:
Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.
Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s 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.Mighty heroes fight at the forefront of battle.
Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.In battle, Space Marines swear mighty oaths to destroy the enemies of the Emperor and uphold the honour of their Chapter, and such vows are sacrosanct. When the Angels of Death strike, they do so with the precision of a surgeon and the force of a thunderbolt. Experience and strategic expertise help them to read the shifting shape of the battle with post-human speed and clarity, directing their wrath towards one priority target after another. Command assets are annihilated, leaving the enemy reeling leaderless. Heavy armour, potent artillery and the vaunted elites of the foe’s forces are laid waste with horrifying speed, until the Emperor’s Angels of Death stand victorious over a field of smouldering wreckage and bolt-riddled corpses, and honour is finally satisfied.
At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.Pistols can be wielded even at point-blank range.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.The ADEPTUS ASTARTES keyword is used in the following Siguard’s Crusaders datasheets:
The BLACK TEMPLARS keyword is used in the following Siguard’s Crusaders datasheets:
The INFANTRY keyword is used in the following Siguard’s Crusaders datasheets:
The IMPERIUM keyword is used in the following Siguard’s Crusaders datasheets:
The TACTICUS keyword is used in the following Siguard’s Crusaders datasheets:
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Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.
Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.
Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.
Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.
Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x" as if it were your Movement phase – as can any DEDICATED TRANSPORT model such a unit starts the battle embarked within (provided only models with this ability are embarked within that DEDICATED TRANSPORT model). A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.Assault weapons fire so indiscriminately that they can be shot from the hip as warriors dash forward.
Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.Some weapons are designed to root enemy formations out of entrenched positions.
Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Torrent weapons shoot clouds of fire, gas or other lethal substances that few foes can hope to evade.
Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.The BATTLELINE keyword is used in the following Siguard’s Crusaders datasheets:
From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.
Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").Some transports have firing hatches, ports or platforms from which embarked passengers can shoot.
Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot.Melta weapons are powerful heat rays whose fury is magnified at close range.
Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.
Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.