Hi All,
We are continuing our review of the Crusade rules found in the Space Marine Codex. To finish out we are looking at the Relics, Battle Traits and Agendas found in the book!
Relics:
The Space Marines have seven Crusade relics:
- Artificer Relics
- Adamantie Cuirass – 1 Toughness and Wounds
- Astartes Teleportation Transponder – gains deepstrike
- Halo Indomitus – gains a 4++ and a 4+++ vs mortal wounds
- Antiquity Relics
- Paragon Blade – gains a decent melee profile, D3 is the best part of it.
- Standard of Righteous Hatred – gives the unit attached +1 strength in melee
- Legendary
- Vortex Bolts – basically D3+3 mortals once a game, meh
- Relic of the Primarch – similar to last edition, units gain +1 attack in melee if nearby. One new feature is that if the model bearing it is slain you get a new agenda to recover the relic. Should you fail, your opponent gets 10 VP.
Ironically, I fee like the artificer relics are the pure winners here. the Legendary relics are somewhat useful but can massively backfire.
Battle Traits:
The Space Marines get one full table and three partial table. The full table has some bog-standard upgrades (+1 WS or BS). One new option gives experience if the unit survives a battle. The worst option just gives a 5+++ vs psychic attacks.
The Scout Company Table has a neat option allowing the unit to move back 3 inches when charged. The 1st Company table is very dull, including the ability to get +1 OC, the option for Sustained Hits (1) is nifty though. The vehicle table has two very fun options giving extra wounds or removing the penalty for shooting into combat. Even the last option which boosts a melee weapon’s strength on a charge can be useful.
Agendas:
As with 9th edition there are 4 agenda options for the Space Marines. Now these are options in addition to the ones included in Oathbound Campaigns.
- Angels of Death: ugh, the table your opponent one is back, a little better than in the past but still mediocre.
- Know No Fear: Previously the only good thing about the crusade rules this has been toned down a bit. Now it is 1 exp if they never failed a battle-shock test, with an extra exp if they ended the battle below half strength.
- Armored Assault: all surviving vehicles gain 1 exp, those that are destroyed can still get an exp if they killed 2+ enemy units. A good way to balance the risk/reward part of the agenda.
- Quest of Atonement: This is very good, if you have a unit that has one of a few select Battle Scars they can select this agenda. If they kill an enemy Character, Vehicle or Monster they can remove that scar and get +5 Exp. Very useful!
Overall, I think this set of rules should hold up much better than the last set of crusade rule the marines received. I like the Oathbound Campaign mechanic, though I do think the option to pick going first or second is a little powerful. I am excited to see if they add to these rules going forward!
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