Crusade Rules
| Moments of Glory | Battles Ending Early |
| Epic Heroes | Battle Traits |
| 3-4 Player Missions | Requisitions |
The following are various Crusade rules applicable to Corusil Cascade campaigns.
| Moments of Glory | Battles Ending Early |
| Epic Heroes | Battle Traits |
| 3-4 Player Missions | Requisitions |
The following are various Crusade rules applicable to Corusil Cascade campaigns.
Once per battle, a player may choose to grant their opponent either a command point or requisition point. Usually as a reward for a player making a decision that improved the narrative of the battle or campaign, or otherwise made playing the game more fun. Gaining this command point does not count towards the usual limitations of how many command points can be gained per turn.
A player may offer this reward in exchange of permitting something that the rules would usually not permit. In such a scenario it's polite to let the recipient choose what kind of point it is and input on resolving the situation.
Examples: Allow one of your units to use enemy fortifications that stand abandoned. Allow terrain to be targeted with ranged attacks and be destroyed. Containers of hazardous materials exploding in reaction to a nearby Deadly Demise. Allowing a destroyed vehicle to remain as a terrain feature, or an immobile weaponless fortification that can still be embarked.
Corusil Cascade campaigns add one restriction to your order of battle. In each campaign there can be no more than 1 of each Epic Hero (Except Officio Assassinorum units which are limited to 1 of each Epic Hero per player unless the campaign has rules for grouping players into teams in which case each team can have no more than one of each). Inform the Campaign Master before you add an Epic Hero to your Order of Battle, they will inform you if that Epic Hero is already taken, and by whom. Also inform the Campaign Master when you remove an Epic Hero from your order of battle, so that others may take it in your place.
If anEpic Hero was destroyed at the end of a battle, you must still make an Out of Action test for them. However, on a failure they do not gain a Battle Scar or a Devestating blow. Instead they become unavailable until after the next battle your Crusade force partakes in. If they pass this Out of Action test, they gain one Lingering Injury. For each Lingering Injury anEpic Hero has, you must subtract 1 from Out of Action tests made for them, to a maximum of -4. After each battle where anEpic Hero was available, but was not mustered, remove one Lingering Injury from it.
With a simple adjustment of the rules, you can easily play with 3 or 4 players in a single battle. In a 3-way battle, the loosing sides quickly learn the last side is the bigger threat, and as such, it's better to just skip ahead to the time when the weaker sides have formed an uneasy alliance.
Play with the following adjustments to the rules:
Sometimes you find yourself unable to finish playing the mission. You could choose to concede and end the battle immediately, letting your opponent have the victory bonus and sparing your forces the Out of Action tests, but if this seems unfair you may choose one of the following.
Mission targets destroyed in volcanic eruptions, sudden daemonic incursions, ambushes from a greater foe. Sometimes circumstances conspire to deny both sides their victory.
Decide narratively on what transpired to thwart both sides in this battle, and roll one armour save for each remaining unit on the battlefield to see who survives make it out of this catastrophe alive. If the save failed that unit is destroyed. The remaining units each gain 1XP. The battle then immediately ends in a draw with no player as the victor.
Diving into tunnels to pursue the foe, mission objectives vanishing into Webway portals, leadership learning their goals are found elsewhere and the enemy making chase. This mission has become more complicated than it first appeared.
The battle ends immediately as if it was a tie. Make a note of which units are not destroyed, what models remain in those units, how many wounds each model had remaining, and how many victory points each player had. The players must agree to meet another day to play the Escalation Battle that immediately follows the one that ended which does not count towards any limits for battles played in a Campaign. No requisitions may be purchased between these two battles.
When playing the Escalation Battle, the players may not muster more than half the points limit for the previous battle, and only the units that participated in the previous battle and were not destroyed. These units start the battle with the same models and wounds missing as they ended the previous battle with. Each player may spend 1RP to allow them to also muster units from their Crusade force that didn't fight in the last battle. No units can start the battle in reserves.
Randomly determine or choose a fitting mission for the Escalation Battle. The battlefield must be as close as possible to half the size of the previous battlefield and halve all distances on the deployment map. The battle only lasts for 3 rounds, treating it as if the battle started on round 3 instead of 1. The player who scored the least VP in the previous battle chooses who has the first turn, if tied it's the player who mustered the least points.
Only the victor gains 1RP for playing this battle, is then treated as having won the previous battle as well, gaining the victor bonus for both. Units that participated in both battles subtract 1 from their Out of Action tests and any players that did not win this battle must make Out of Actions tests for units that were not destroyed at the end of the battle as well.
If you escalate an Escalation battle, halve the battlefield and distances again and start the battle one round later. Subtract an additional 1 from Out of Action tests.
The galaxy is full of soldiers willing to die for their cause. It is up to their commander to decide when the mission is worth the casualties. Better to retreat than to keep fighting a battle that is lost.
At the start of their 3rd or 4th turn a player may give the order to retreat. They must then choose a battlefield edge. At the start of their next command phase, every unit within 6”, or 12” if they chose their own battlefield edge, successfully retreat and every unit in reserves that were not destroyed successfully retreat. The battle immediately ends.
The retreating player scores 0VP, but if each of their units that were on the battlefield when the order was given successfully retreated the battle is treated as a draw with neither player gaining the victory bonus.
For each unit that successfully retreated the retreating player may chose one unit that automatically passes its Out of Action test.
Battle Traits are skills or upgrades that units have acquired during their years of warfare, and help to give them a vital edge on the battlefield. Each time a unit gains a Battle Trait, either roll one D6 and consult the table below to randomly determine which Battle Trait the unit has gained, or choose the Battle Trait that you think tells the best narrative. A unit can have more than one Battle Trait, but it cannot have the same Battle Trait more than once (if a duplicate result is rolled, roll again until a different result is rolled).
Each time you roll to determine a battle trait while playing with Corusil Cascade rules, you may roll twice on the table of your choice, and choose between the two results.
| Character units (Excluding Monster and Vehicle units) |
D6 |
|---|---|
|
Warrior of Conquest
This warrior is eager to claim land for their faction, be it mile or millimetre Add 3 to the Objective Control characteristic of one Character model in this unit. |
⚀ |
|
Mission of Destiny
This campaign is a legendary undertaking, one this hero intends to accomplish. Improve the Leadership characteristics of one Character model in this unit by 1. |
⚁ |
|
Peerless Pathfinder
Winning the battle is oftentimes about knowing the battlefield, and this commander knows how to lead their troops to where they're needed most. This unit, including attached units, has the Infiltrators ability. |
⚂ |
|
Prophetic Duellist
A handful of warriors have gleamed insights from the prophecy. Insight in how to vanquish enemy commanders. Each time a Character model in this unit makes a melee attack that targets a Character unit, you can re-roll the Hit roll. |
⚃ |
|
Enduring Veteran
This warrior has the kind of endurance that has seen them through many battles, and will see them through many more. Add 1 to the Wounds characteristic of one Character model in this unit. |
⚄ |
|
First in Last out
This leader leads from the front, and wont leave while there's work to be done. This unit has the Scouts 9” ability. |
⚅ |
| Monster and Vehicle units | D6 |
|---|---|
|
Striding Fortress (Aura)
These walking bastions provide safety where there's no time for building walls. While a friendly Infantry unit is within 3” of this unit, it gains the Benefit of Cover. |
⚀ |
|
Reserve Power Cells
On the battlefields of the grim dark future, some crews know how to make use of spare power cells when haste is needed. This unit can re-roll Advance rolls. |
⚁ |
|
Failsafe Infrastructure
Some tanks are built to fight just as hard even when weakened If this unit has a Damaged rule, it can suffer 1 more wound before it comes into effect. If this unit does not have a Damaged rule, roll again. |
⚂ |
|
Bulldozing Strike
When these monsters are on the warpath, even their movements become deadly. Whenever this unit completes a Charge move, pick one unit it is in engagement range with. That unit suffers D3 Mortal Wounds. |
⚃ |
|
Vengeful Demise
Some war machines hope to not take their allies with them if destroyed. Some charge into the enemy hoping for the opposite. This unit gains Deadly Demise D6. Additionally, when this unit is destroyed, you may choose for it to inflict mortal wounds on 4+. |
⚄ |
|
Unstoppable Drive
It would seem nothing can stop these relentless monstrosities. You can ignore any or all modifiers to this unit's Move characteristics and to Advance and Charge rolls made for it. |
⚅ |
| Infantry units | D6 |
|---|---|
|
One with the Land
These soldiers have seen all this planet has to offer and knows its landscape. All the better to move unseen on the enemy. While this unit is within 3” of any terrain feature it has the Stealth ability. |
⚀ |
|
Eagle Eyed
Far and wide these soldiers have searched for clues of the lost Khan. Now little escapes their notice. All ranged weapons equipped by models in this unit have the [Ignores cover] ability. |
⚁ |
|
Swift-Footed
Quick steps are always on the move. Marching swiftly. Add 1” to the Move characteristic of this unit, and add 1 to Advance and Charge rolls made for this unit. |
⚂ |
|
Ground Takers
These warriors have learned to hold ground even when exposed. When every model in this unit is at least 1” away from any terrain feature the Toughness and Objective Control characteristics of models in this unit is increased by 1. |
⚃ |
|
Battle-Scarred Resistance
No matter the hardships and horrors these warriors face, they still forge on unstilled and unstoppable. Models in this unit have the Feel No Pain 6+ ability. |
⚄ |
|
Flag Bearers
No obstacle can stand in the way of these fighters. They forge their own path to make claim to any site of strategic importance. If this unit controls an Objective Marker in your Command phase it remains in your control until an enemy unit controls it in any subsequent Command phase. |
⚅ |
| Mounted units | D6 |
|---|---|
|
First to the Fight
Speeding ahead of the rest of the army, these riders swiftly arrive first to the fray. This unit has the Scouts 7” ability. |
⚀⚁ |
|
Vaulting Steed
No obstacle can stand in the way of these riders. They forge their own path. Each time this unit makes a Normal or Advance move, it can move over terrain features that are 4” or less in height as if they were not there. |
⚂⚃ |
|
Left in the Dust
Some riders know to use the clouds of dust they leave in their wake to their advantage. This unit gains the Smoke keyword. If it already has that keyword, once per battle, you can target this unit with the Smokescreen Stratagem for 0 CP. |
⚄⚅ |
The following requisitions are available while playing using the Corusil Cascade rules.
With the forces of the Imperium securing Jaghatai Khan you may now purchase the following requisition between battles.
| Call Upon the Khan | <2RP> |
|---|
In dire straits, the forces of the Imperium can call upon the aid of their returning Primarch.
Purchase this Requisition before a battle.
You may include Jagathai Khan in your army, regardless of what your army faction is, as long as every unit in your army has the Imperium or Unaligned Forces keywords, and without adding Jagathai Khan to your order of battle. All instances of the keyword Adeptus Astartes in the Warhawk ability is replaced with your faction keyword.
If Jaghatai Khan is destroyed during this battle, you must make an Out of Action test for him. If the test fails, all players lose access to this Stratagem. Jagathai Khan is dead.
| Backstory Trait | <1RP> |
|---|
In the wide galaxy at war, everyone has a past, and some have unique experiences that change their approach to fighting.
Purchase this Requisition when you add a new unit to your Crusade force that is not an Epic Hero.
You may give that unit a Backstory Trait of your choice from the Storied Past section of the Corusil Cascade rules. A unit can only have one Backstory Trait. Make a note of any changes to the units Crusade Points resulting from the Backstory Trait you choose.
See Storied Past
| Emerging Hero | <1RP> |
|---|
From the crucible of war, a champion emerges.
Purchase this Requisition at any time, or when a unit of blooded rank or higher fails an out of action test.
Choose a non-Character unit in your Crusade force of Battle-hardened rank or higher. You may immediately add a Character unit to your Crusade force that matches the archetype of that unit. Divide the chosen unit's XP by half (rounding up) and give the other half to the newCharacter unit. If this causes the chosen unit to lose rank, remove a Battle Honour for each rank lost. If this causes theCharacter to gain ranks, choose from any eligible Battle Honours the chosen unit had before it lost any ranks, otherwise determine battle honours normally. If the chosen unit had 2 or more Battle Scars, remove one Battle Scar, give theCharacter the same Battle Scar.
If you purchased this requisition when a unit failed an out of action test, it does not take a Devastating Blow or Battle Scar. That unit must be your chosen unit. YourCharacter gains all your chosen unit's XP, eligible Battle Honours and Battle Scars. Then remove your chosen unit from your Crusade force.
You cannot purchase this Requisition if doing so would cause you to exceed your Crusade force's Supply Limit.
Editor's note: Two units are of a matching archetype if they have similar weapons, armours, and keywords. Ideally, theCharacter would be able to form an attached unit with the non-Character unit of the same archetype.
| Fated Duel | <1RP> |
|---|
Sometimes, some combatants are fated to only die by each other's hands, leaving them no choice to duel to see who will win and who will survive.
Purchase this Requisition at the Purchase Requisitions step of preparing to play a mission.
After both players have finished deploying, but before the start of the first battle round, choose one friendly unit on the battlefield and one enemy units on the battlefield. Until the end of the battle both units gain the Feel No Pain 3+ ability. When either unit makes attacks that target the other, it cannot benefit from any Feel No Pain rule or make Invulnerable Saves. When one of these units nominate the other as a target for an attack, the strength of the attack is treated as equal to the target's toughness.
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