| 11 | No Pity No Remorse No Fear. Raise the litany as the round opens. No pity, no remorse, no fear — until your next turn every brother you field passes all Nerve and Cool tests without a roll. The threefold oath drowns whatever terror the enemy meant to raise. | Start of round |
| 12 | Suffer Not The Unclean. The crusade was raised to end exactly such things. When one of your fighters declares a charge on a mutant, a daemon, a heretic or a witch, it strikes at +1 to hit for the combat. Old loathing steadies the arm. | When a friendly fighter declares a charge |
| 13 | Honour The Emperor. Let one brother fight where the whole crusade can watch him do it. Name a friendly fighter as the round begins; until your turn returns it re-rolls its missed Hit rolls, every stroke struck plainly in the Emperor's name. The rest of the line takes heart from the sight. | Start of round |
| 14 | Crusades Wrath. The whole march lands behind a single blow. Begin the round with this and, until your turn comes again, any fighter of yours that charges adds +1 Strength to its melee attacks. Wrath, given the weight of the crusade. | Start of round |
| 15 | The Champions Duel. Templars learn the single foe before all others. When one of your fighters faces an enemy alone in melee, it re-rolls every missed Hit and every failed Wound it makes there. The Chapter's duelling craft guides each cut to one throat. | When a friendly fighter fights a single enemy in melee |
| 16 | Faith Unbroken. Fear is a whisper. The litany is a wall. When a friendly fighter is called to a Willpower test, it passes with no roll made — sorcery, terror, the slow rot of doubt, none of it finds a grip on a will sworn wholly to the Emperor. | When a friendly fighter takes a Willpower test |
| 21 | Accept The Challenge. No matter the odds; so runs the vow. When a fighter of yours charges an enemy of greater Wounds, it fights that combat with +1 Attack and adds +1 to its Wound rolls. The larger the foe, the gladder the Templar to meet it. | When a friendly fighter charges an enemy with more Wounds |
| 22 | Martyrs Blood. A brother drops, and the crusade repays his fall in kind. When one of your fighters goes Out of Action, each surviving brother standing within 6" of the body takes +1 Attack until its next activation ends. Grief, spent as slaughter. | When a friendly fighter is taken Out of Action |
| 23 | Zeal Rising. As the ranks thin, the fervour climbs to meet the loss. At the round's start choose a friendly fighter: for each pair of brothers already Out of Action it takes +1 Attack this round, to a ceiling of +2. Fewer swords, swung harder. | Start of round |
| 24 | Unfaltering Charge. The last stride falls before the guns can find their word. When one of your fighters launches into a charge, re-roll its distance; no enemy may pick it for Overwatch this activation. Faith seals the gap the foe hoped to hold open. | When a friendly fighter makes a Charge move |
| 25 | Sworn To The Sword. Some brothers swear the blade above every other thing. When such a fighter activates, for that activation its melee weapon counts as having Parry and it re-rolls one missed Hit. The sword answers the oath, never the odds. | Start of the fighter's activation |
| 26 | Abhor The Witch. Every working of sorcery earns its answer. When an enemy psyker calls a power, one friendly fighter with sight of it may loose a free shooting attack at the witch at once. The crusade lets none of that kind work unpunished. | When an enemy psyker uses a power |
| 31 | Hold The Vow. Sworn ground is kept ground. Open the round with this: until your turn comes back, no fighter of yours may willingly step away from an enemy, and in trade each re-rolls its failed melee Hit rolls. The line holds, and bleeds the foe for every inch of it. | Start of round |
| 32 | Righteous Fury. In the crush of contact the anger doubles on itself. As a fighter of yours lays into the enemy in melee, each unmodified 6 to hit lands a second hit beside the first. Righteous fury, multiplied at the blade's edge. | When a friendly fighter makes melee attacks |
| 33 | The Emperors Wrath. Disciplined and without mercy, the bolt carries the Emperor's own word. When one of your fighters fires a bolt weapon, it looses an extra shot at that same target. Mass-reactive rounds that speak, and then speak again. | When a friendly fighter shoots a bolt weapon |
| 34 | No Step Back. A Templar surrenders no ground he was not ordered to leave. When a friendly fighter would be driven from an enemy — falling back, shoved, or pushed — cancel that movement entirely. Boots planted, guard high, the line unbent. | Reactive - when a friendly fighter would be forced to move away from an enemy |
| 35 | Crusade Without End. A brother does not leave the crusade while his heart still beats. The vow forbids it. Should one of your fighters fail his Recovery roll, take it again — dragged back out of the dark by an oath he swore louder than his own pain. | When a friendly fighter fails a Recovery roll |
| 36 | Blade Of Faith. Steel blessed in prayer bites where the warp cannot ward. When a fighter of yours crosses blades with an enemy psyker or daemon, it re-rolls each missed Hit and each failed Wound in that fight. Every unnatural guard the sorcerer raises comes apart. | When a friendly fighter fights an enemy psyker or daemon in melee |
| 41 | Cut Down The Sorcerer. Mark the witch before the opening shot. During deployment, name one enemy psyker; a single friendly fighter may set up as much as 6" beyond its zone, placed to reach the sorcerer and end him before his craft has begun. | Pre-battle, during deployment |
| 42 | The Reliquarys Blessing. Blessed at the reliquary, a brother marches out already warded. Before the battle, pick one friendly fighter: it carries a 6+ field save through the whole fight. The relics of the honoured dead stand between him and harm. | Pre-battle |
| 43 | Fervent Advance. Fervour carries the crusade quicker than the foe has reckoned for. As the round opens, until your turn returns each fighter of yours adds 1" to its every Move and Charge. The march slows for nothing short of the enemy's throat. | Start of round |
| 44 | Duel To The Death. The Chapter's finest treat each fight as their last. When a Sword Brother — or the Emperor's Champion himself — is locked in melee, it re-rolls all of its failed Wound rolls that combat. A duel to the death permits no glancing stroke. | When the Emperor's Champion or a Sword Brother fights in melee |
| 45 | Unyielding Faith. A blow that fells lesser men only puts a Templar's faith to the question. The moment a fighter of yours takes a Wound, it may test Willpower at once; on a pass, the Wound is set aside as though it never bit. Belief holds the flesh where the wound would tear it open. | Reactive - when a friendly fighter suffers a Wound |
| 46 | The Sword Brethren Strike. Out of the warp and straight into the heart of the enemy. When a Terminator-mark brother arrives from reserve by teleport assault, he may charge in that same activation, even where the rules would forbid it. The Sword Brethren land already mid-swing. | When a friendly Terminator-mark fighter arrives from reserve |
| 51 | Deathwish. Some brothers set their own lives aside to reach the foe. When such a fighter activates, it gains +1 Attack and +1" Movement until the round ends, but draws no benefit from cover. Nothing stands between him and the enemy now but open ground. | Start of the fighter's activation |
| 52 | Purge The Heretic. No shadow falls deep enough to hide a named heretic from the crusade. When a friendly fighter shoots an enemy caught in the open, it re-rolls its missed Hit rolls against that target. Purged wherever he dares to stand in the light. | When a friendly fighter targets an enemy in the open |
| 53 | Onward Crusaders. The cry goes up and the whole line takes it as one. As the round begins, each fighter of yours may surge a free 2" toward its nearest foe. Onward — always a stride nearer than the moment before. | Start of round |
| 54 | The Vow Deepens. For a span the oath burns hotter than iron. Open the round with this and, until your turn comes again, your gang's active Crusade Vow grants its benefit one step stronger. The sworn word, pressed harder into the foe. | Start of round |
| 55 | Faith Is The Shield. Faith raised overhead is a roof no enemy can break. As the round opens, until your turn returns any friendly fighter within 6" of the Crusader Seals, a Chaplain or the Emperor's Champion gains a 6+ field save. The devout shelter beneath it, warded. | Start of round |
| 56 | Break Their Line. A foe felled, the breach opens, the crusade pours through. When a fighter of yours drops an enemy Out of Action in melee, the crusade may surge up to 3" on toward the next. The line is broken; keep it breaking. | When a friendly fighter takes an enemy Out of Action in melee |
| 61 | Grief Made Wrath. Cut down a Templar's commander and you hand the rest their reason. When a friendly Champion or Leader goes Out of Action, every fighter of yours gains +1 Attack until the round closes. The crusade's grief returns to the enemy edged. | Reactive - when a friendly Champion or Leader is taken Out of Action |
| 62 | The Chosen Advances. The chosen goes unerring toward the foe he was named to end. When the Emperor's Champion takes its activation, it may sweep up to its full Movement straight at its declared duel target. Nothing turns the Champion from his mark. | When the Emperor's Champion activates |
| 63 | Relentless Zeal. Locked in the killing, a Templar keeps no other thought. When a friendly fighter activates while already engaged in melee, it fights that activation at +1 Attack. Zeal leaves room for nothing but the enemy at arm's length. | When a friendly fighter is activated while engaged |
| 64 | To The Last Brother. When the crusade is all but ended it fights at its longest odds and its highest pitch. Open the round with this if more of your gang lies Out of Action than yet stands: until your turn returns, every surviving brother re-rolls its failed Hit and Wound rolls. Back to back, each wound sold at a butcher's price. | Start of round, when the gang has more fighters Out of Action than standing |
| 65 | Sigismunds Heirs. Sigismund met the mightiest blade on the field and shattered it; his heirs keep the same reckoning. When a fighter of yours beats an enemy of equal or greater credit value in melee, it earns 1 bonus experience — worth counted only against a foe who could as easily have killed it. | When a friendly fighter wins a melee against a fighter of equal or higher value |
| 66 | The Crusade Endures. The march does not end with the battle; it merely turns toward the next world. As the fighting closes, if your gang took even one enemy Out of Action in melee, it gains bonus Reputation. The crusade endures, and bears its faith onward. | End of battle |