Fires of Treachery Crusade: Faction Focus

“So few of us live to avenge this heresy. The Verdict of Fire was once a proud cruiser carrying my noble brothers across the stars. Yet all that remains now has been mutilated beyond recognition by the warp and these accursed cables. Brother Vaerun tells me the warp flows through them with a calculated malice. It seem to have pulled countless ships together to form this abomination, but these cables seem to bind them into something else. He tells me they spread almost as if they have some dark will of their own. If that the Adeptus Mechanicus had not succumbed to madness, we might be able to gain some greater understanding of the evil beseeching us. Alas Nocturne’s fire cleansed them of their sickness. Although Heresy is rife the taint of Xeno filth is almost as strong. Since our arrival we have been assailed without rest. Many of my brothers have been returned to the fire but through the anvil of combat we are forged. We must find the heart of this ship and burn away its corruption. As Vulkan lives, as must we till this task is complete. Into the fires of battle, unto the anvil of war!”

Excerpt from the log of Captain Vek’tan of the Salamanders 6th Company.

Factions Still Waiting on Some Crusade Love

In this post we will shed further light on how we plan to handle the few remaining factions that do no yet have their own codex crusade rules and to any other additional rules for factions that may be required.

Chaos Daemons

First up are everyone favourite neverborn, The Chaos Daemons. Due to Games Workshop folding them into their respective legions there’s a distinct lack of crusade rules for the four flavours of horror. Fear not! our resident Daemonoligist Ali has whipped up this lovely PDF supplement filled with all the flavour you need to make Daemons great again!

Drukhari

After the devastation caused last year with Certus points we’ve also put a certain Archon to work to give the Drukhari a Crusade system of their own before we run out of planets to fight over! James has put together an another fantastic supplement so everyone’s “favourite” elves can join in the fun properly this time.

Harlequins

Due the LEGENDARY arrogance of the Aeldari, the Harlequins seem to have been somewhat forgotten about in their crusade system but for those who choose laughter, we have come up with a fix for you. If your plan is to run an entirely Harlequins army then we are allowing the following changes to the Aeldari Codex.

Update the following Keywords:

  • Change ‘Asuryani’ to ‘Harlequins’
  • Change ‘Asuryani Psyker’ to ‘Harlequin Psyker’
  • Change ‘Autarch’ and ‘Autarch Wayleaper’ to ‘Troupe Master’

As I’ve been asked about it now seems like a good time to mention one of the other bespoke rules that we, at Crossfire have introduced to our crusades in the past and will be again. We have replaced the Striding Behemoths & Monsters unit upgrades with the following list.

Crossfire Monsters & Walker Unit Upgrade Table

Monsters & Walker UnitsD6
Monstrous Presence (Aura): While an enemy unit is within Engagement Range of this unit: Subtract 1 from the Leadership characteristic of models in that enemy unit. Each time that unit takes a Battle-shock test, the Insane Bravery Stratagem cannot be used.1
Giant Slayers: Each time a model in this unit makes an attack against a MONSTER or VEHICLE unit, re-roll a Hit roll of 1.2
Nimble Defence: Each time a MONSTER or VEHICLE unit makes an attack against this unit, models in this unit have the Feel No Pain 5+ ability against that attack.3
Unstoppable Advance: Each time this unit makes a Normal, Advance or Fall Back move, until that move is finished, models in this unit can move horizontally through models and terrain features (they cannot finish a move on top of another model or its base). If doing so when making a Fall Back move, models in this unit do not need to take a Desperate Escape test4
Painful Lessons: Each time a MONSTER or VEHICLE model makes an attack against this unit, worsen the Armour Penetration characteristic of that attack by 1.5
Massive Stomp: Each time this unit is selected to fight in the Fight phase, before making any attacks, it can stomp. If it does so, select one enemy unit (excluding MONSTER and VEHICLE units) within Engagement Range of it and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds..6

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