The following is a list of example Advanced Skill Special Rules which may be earned by a Character through a variety of ways (such as taking the Requisition, Beseech the Wisdom of the Ancients). Each Advanced Skill is listed alongside their CP Cost which details how many Crusade Points must be added to the Character’s Roster Card upon the Skills acquisition. There is no limit to the number of Advanced Skills which a Character may posses, but Players are warned that even the mightiest of Heroes / Villains will eventually fall to Bolter and Sword.

CP Cost Type Name Description
6 Morale Rallying Cry Units wholely within Line of Sight to the Character automatically regroup.
6 Morale Intractable Units wholely within Line of Sight to the Character and have a model within 6” gain Stubborn.
2 Morale Here I Stand Units wholly within Line of Sight to the Character gain +1 Leadership for Tests taken when wholely within their own Deployment Zone.
2 Morale Forward Unto the Breach Units wholly within Line of Sight to the Character gain +1 Leadership for Tests taken when wholely within their enemy’s Deployment Zone.
2 Morale Paladin of Glory Add +1 to the Combat Resolution Test for any Assaults made within 12” of the Character.
4 Melee Headlong Charge The Character and the Unit attached to them gain +1 to their Charge distances.
4 Melee Overrun The Character adds +1 to Sweeping Advance rolls when Victorious in Combat.
6 Melee Ferocious Escalade The Character gains +1 to their Fear Special Rule after declaring a Charge, gaining Fear (1) if they do not already possess it.
6 Melee Rapid Strike The Character gains +1 Initiative during an Assault Phase in which they have Charged.
4 Melee Headsmen Once per game, when one of the Character’s Melee Weapons has both Hit and Wounded twice, it may gain the Instant Death Special Rule. Declare this after rolling To Wound but before any Saves or Damage Mitigations Checks are made.
2 Movement Ruin Strider The Character and the Unit attached to them ignores the effects of Difficult Terrain.
2 Movement Swift Stride The Character and the Unit attached to them add +1” to Run Distances.
6 Movement Leap Back Character and the Unit attached to them gain Hit and Run Special Rule.
2 Movement Hunger for Victory The Character and the Unit attached to them may elect to instead roll 2d6” for their Consolidation moves rather than use their Initiative.
2 Movement Ever Onwards! At the start of the Controlling Player’s Turn, roll 2d6 and take the higher of the two results. Any Unit within Line of Sight to the Character may use the result as their Run Distance for the remainer of the Turn.
4 Ranged Shielded by Ruins The Character and the Unit attached to them may add +1 to Cover Saves.
4 Ranged In the Shadow of Empires While wholely within a Terrain Feature, the Character and the Unit attached to them gain +1 to their Shrouded (X) Special rule, gaining Shrouded (6+) if they do not already possess it.
2 Ranged Waster of the Land The Character and the Unit attached to them gain the Ignore Cover rule on To Hit rolls of 6.
4 Ranged Hail of Fire The Character and the Unit attached to them gain Pinning to all Shooting Attacks made with a To Hit roll of 5+.
4 Ranged No Escape Once per game, the Character and the Unit attached to them gain the Instant Death Special Rule on all successful Precision Shots.
2 Ranged Leading Shot The Character and the Unit attached to them gain +1 BS on Assault Weapons on any Game Turn in which they have moved.
4 Command Inspiring Presence Friendly Units wholely within Line of Sight and within 12” of the Warlord can use the Warlord’s Leadership value in place of their own. All applicable modifiers are applied normally.
4 Command Intimidating Presence Enemy Units wholly within Line of Sight and within 12” of the Warlord must use their lowest Leadership Value during Tests. All applicable modifiers are applied normally.
6 Command Dust of a Thousand Worlds The Character is immune to the Rad-Phase special rule. In addition, all Units successfully hit by this Character’s weapons suffer a -1 to their Toughness for the remainder of the current Phase.
4 Command Master of the Vanguard Whenever the Character is within the Enemy’s Deployment Zone, they gain +2 to their Initiative Characteristic and the Fearless special rule.
6 Command Target Priority Friendly models wholely within Line of Sight and wholly within 12” of the Character may re-roll To Hit Rolls of 1 during the Shooting Phase.
4 Command Coordinated Assault Before Charges are declared, the Character’s Controlling Player nominates one Enemy Unit. All Friendly Units within 12” of the Character may reroll their Charge Distance roll when attempting to Charge said Enemy Unit.
2 Persona Night Stalker The Character and the Unit attached to them gain Shrouded (5+) during all Phases while the effects of Night Fighting persists. Any Special Rules which negate the effects of Night Fighting ignores this effect.
4 Persona Distilled Rage The Character and the Unit attached to them gain the Furious Charge (2) Special Rule.
4 Persona Let Them Come The Character and the Unit attached to them gain the Counter Attack (2) Special Rule.
2 Persona Legendary Fighter The Warlord gains +1 VP for each enemy character killed in a Challenge.
6 Persona Tenacity The Warlord and the Unit attached to them gain +1 to Feel No Pain Damage Mitigation (Maximum of 4+), gaining Feel No Pain (6+) if they do not already possess it.
6 Persona Immovable Object The Warlord gains Fearless and It Will Not Die, gaining +1 if they already possess the rule.
2 Strategic Unrelenting / Strategic Withdrawl The Controlling Player may re-roll any dice roll for the Variable Game Length Special Rule.
4 Strategic Terminus Strider The Controller Player gain +1 on any roll used in determining if the effects of Night Fighting are active or not.
2 Strategic Master Tactician Immediately before the start of the first Game Turn, the Character and their Unit -OR- one normally deployed Friendly Unit may be redeployed.
2 Strategic Strategic Genius The Controlling Player gains +1 to the Seize the Initiative roll.
4 Strategic Divide to Conquer Before the Enemy Player’s Deployment, the Controlling Player may select one Subtype of Reserves. The Enemy Player suffers -1 to all Reserve rolls for this Subtype for the Game’s Duration.
4 Strategic Princeps of Deceit At the start of each of the Controlling Player Turns, select one Unit. That Unit must make an immediate Pinning Test.
2 Solar Auxilia Seige Master At the start of the game, after Deployment but before the first Turn begins, nominate a single piece of Terrain in the Enemy’s Deployment Zone. The Cover Save provided by the terrain is increased by +1 (IE: 5+ becoming a 6+).
2 Solar Auxilia Kick Up the Dust All friendly Solar Auxilia models gain +2 to their Shrouded Damage Mitigation rolls (minimum of 6+) when targeted by a Unit whose Line of Sight crosses an area where a Blast Template has landed in the Previous Player Turn.
2 Solar Auxilia Bitter Blood The Character gains Hatred (Loyalist) or Hatred (Traitor) when in a Challenge, whichever matches the Enemy’s alliegance.
4 Solar Auxilia Uncanny Survivor The Character gains It Will Not Die (5+) Special Rule.
2 Solar Auxilia Ruthless Tyrant The Character gains +1 to Leadership characteristic (to a maxium of 10). In addition, units within 9” and wholely within Line of Sight of the Character temporarily gain the Stubborn Special Rule.
4 Solar Auxilia Merchant Princeling At the beginning of the Game, the Controlling Player may select one Unit consisting of wholely of Infantry. The AP of the weapons of this Unit is improved by 1 (IE: AP 3 to AP 2).
2 Solar Auxilia Beloved Officer Should the Warlord be removed, all friendly Units from the same Detachment gain Hatred (Everything!).
4 Solar Auxilia Marcher Lord The Character and all Infantry Units within 12” of them gain the Line Subtype and the Stubborn Special Rule.
4 Solar Auxilia Connoisseur of Curious Before the first Player Turn, the Character may temporarily gain a random Generic Artifact of the Dark Age of Technology for the duration of the game.
2 Solar Auxilia Martyrs Defiance All Units within 12” of the Warlord gain Preferred Enemy (Infantry).
4 Armoured Rolling Offense If, after moving during its last turn, the Character and their Squadron is assaulted by Infantry, then each model assaulting the tank takes a wound on a roll of 4+ at AP 3.
2 Armoured Extreme Caution The Character and their Squadron which move at Cruising Speed through Dangerous Terrain automatically passes this Test.
2 Armoured Shattering Ammunition Once per game, the Character and their Squadron may reroll all To Wound rolls of 1.
4 Armoured Range Dialed In The Character and their Squadron may reroll the Scatter Dice when firing a Blast weapon. This does not extend to any successive Scatter rolls for the same attack.
2 Armoured Artifced Hulls The result of rolls on the Vechicle Damage chart from Weapons with Strength Characteristics less than 10 are reduced by 2 for the Character and their Squadron.
2 Armoured Master of Maneuvers The Character and their Squadron gain the Outflank Special Rule.