Modifying Crusade Rules – Battle Traits

Hi all

We are continuing on in our weekly series looking at ways to modify the existing crusade system to make it more engaging. As with the last article these suggestions are just the opinion of myself and the club I play with. I would love to hear what custom rules you are using in your local area.

The problem:

One issue with the core rule book, and many of the early codex crusade rules, is that the battle traits can be rather banal. Most focus on simple improvements that don’t really give the unit additional flavor and instead just make it better. This has been resolved slightly in some of the newer books but for most armies it remains a largely unexplored area of possibility

To this end a few people at are local club got together to develop the following tables one for vehicles and one for all other units. Our goal was to create upgrades that made the units function in a different way or gave them interesting quirks. There are some slight edits I might make to the list going forward as some buffs can snowball a bit but I have been pretty happy with them so far. An additional mechanic we are using has players roll 2d6 and pick a trait that aligns with either dice roll or their combined total. We also tried something a little more unusual for the Psychic Fortitudes.

All Other Unit Battle Traits

Psychic Fortitude Abilities

A model may only gain this upgrade once. When selecting an ability you may instead elect to roll randomly.  If you do so, then roll 2d6 and the model gains both results. If the same number is rolled on both dice then the model gains that ability but also gains an immediate battle scar of your opponent’s choice that is permanent and cannot be removed by any rule. 

One change I will make going forward is to keep players from having units with duplicate abilities until all options on the table have been used once. The reason being the extra agenda one specifically as with certain armies relying on agendas for their faction bonuses they can speed run these mechanics and grow massively in power

Other then that I am pretty happy with them so far. For my units that have received buffs they have a added a fluffy element such as a falcon relaying Autarch buffs or have given the unit interesting roles within my army. 

I would welcome any feedback! I am sure there are wrinkles here that we haven’t discovered but so far player feedback has been positive, Let me know what you think in the comments!

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author avatar
Sam
The resident Flames of War, Historical, and narrative gaming expert. I have been playing tabletop games for 20 years with armies for 40k, Warhammer Fantasy, Horus Heresy, Age of Sigmar, Flames of War, Legions Imperialis, Battlefleet Gothic, and even Titanicus. I love narrative campaigns above all and dabble in customs missions too.

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