Welcome to the Beyond the Veil mission pack! This is a narrative play mission pack for Crusade armies. On this page you will find a whole host of missions that your Crusade army can be despatched on as they investigate, exploit or perpetuate the sinister happenings within the Pariah Nexus.


The Pariah Nexus is a shrouded region of systems within the Nephilim Sub-sector. When the Imperium despatched a Battle Group of the Indomitus Crusade to investigate this silent zone, they discovered its outlying systems in the grip of a spiritual malaise. This was in fact a fell design of the Necrons, who moved swiftly to defend their plans. The Imperium and the Necrons were far from the only factions battling over the silenced worlds of the Nexus. Xenos raiders and Chaos worshippers were quick to pounce on the vulnerable systems.

This pack contains a range of missions set within the tortured Pariah Nexus and tailored to different battle sizes, from Combat Patrols to full-blown Onslaught engagements. Each mission includes special rules and mission objectives that evoke the disturbing environments the warring armies find within the Nexus' cryptic bounds. These missions have been written to be particularly suited to narrative play, and each includes special bonuses that reward the victors of Crusade armies specifically. Also included are a series of new Battle Traits and Crusade Relics with which you can reward your heroes and villains, as well as a Theatre of War that can be used to recreate the unnerving effects of the region in any game!

Read on to absorb the full content of this mission pack, and to unlock the countless hours of exciting and close-run gaming it will provide.

Beyond the Veil Games

A Beyond the Veil game is waged by following the sequence below:

1. SELECT BATTLE SIZE
The players must first select the battle size they wish to play: Combat Patrol, Incursion, Strike Force or Onslaught. The table below gives a rough guide of how long each battle should take.

BATTLES
BATTLE SIZEBATTLE DURATION
Combat PatrolUp to 1 hour
IncursionUp to 2 hour
Strike ForceUp to 3 hour
OnslaughtUp to 4 hour

2. DETERMINE MISSION
The players determine which mission will be used for the battle; they can choose from the missions for their chosen battle size. This will determine the deployment map that the players use, as well as the specific mission briefing. You can either simply agree with your opponent which you will use, or you can roll off and the winner selects which one to use. Alternatively, you can roll to randomly select a mission using the appropriate table:





3. READ MISSION BRIEFING
Each mission has a mission briefing that will detail the mission objectives that award victory points to the players. Some mission briefings also list one or more mission rules that will apply for the duration of the battle. The players should read and familiarise themselves with these before proceeding.

4. DETERMINE THEATRE OF WAR EFFECTS
The Pariah Nexus Theatre of War provides additional rules that will be in effect during the selected mission. These will usually be randomly generated, however some missions may specify restrictions on which of these rules to use. Unless otherwise specified, generate one Strategic Setback and one Affliction from the appropriate tables. These additional effects apply during this battle.

5. MUSTER ARMIES
Each player must then select a Battle-forged army. The Power Level of each player's army is shown in the table below:

ARMY
BATTLE SIZEMAXIMUM POWER
VALUE OF EACH ARMY
Combat Patrol25
Incursion50
Strike Force100
Onslaught150

Details of how to Battle-forge an army, how to use Power Ratings and what information your army roster must contain can be found in the Warhammer 40,000 Core Book. If you are playing a Combat Patrol battle, the only Detachment your army can include is one Patrol Detachment, unless your Army Faction is Imperial Knights or Chaos Knights, in which case the only Detachment your army can include is one Super-heavy Detachment. Select one of your models to be your WARLORD (this cannot be a model with the Fortifications Battlefield Role) and note this on your army roster. This must be the CHARACTER model in your army with the highest Leadership characteristic, if your army includes one (in a tie, you can choose amongst them which model will be the WARLORD). This model gains the WARLORD keyword. Each player must then provide a copy of the army roster for their opponent to read through.

6. SELECT AGENDAS
Each player then secretly selects Agendas for the battle and writes them down. Each can award experience points to certain units in their army, as described on the Agenda itself. The Agendas that players can choose from can be found here.

The number of Agendas each player chooses depends on the battle size you have selected, as shown in the table below.

AGENDAS
BATTLE SIZEAGENDAS
Combat Patrol1
Incursion2
Strike Force3
Onslaught4

Once both players have selected their Agendas they reveal their selections to their opponent.

7. CREATE THE BATTLEFIELD
The players now create the battlefield and set up terrain features. Missions are played on rectangular battlefields. The minimum size of your battlefield depends on the battle size you have selected, as shown in the table below:

BATTLEFIELDS
BATTLE SIZEBATTLEFIELD SIZE (Minimum)
Combat Patrol/Incursion44" x 30"
Strike Force44" x 60"
Onslaught44" x 90"

Unless noted otherwise, when setting up terrain features, use the guidelines noted here. In these missions, players must use the battlefield terrain rules for terrain features.

8. DETERMINE ATTACKER AND DEFENDER
The players roll off and the winner decides who will be the attacker and who will be the defender.

9. PLACE OBJECTIVE MARKERS
The players now set objective markers up on the battlefield. Each mission will instruct the players as to how many objective markers should be set up on the battlefield (if any) and how these should be placed. Unless otherwise stated, objective markers can be set up on terrain features so long as the objective marker lies flat on that terrain feature and does not overhang any part of it.

10. CHOOSE DEPLOYMENT ZONE
The deployment maps for some missions will tell you which deployment zone is the Attacker's and which is the Defender's. If the deployment map does not show this, but instead labels deployment zones as Player A’s or Player B’s, then the Defender now selects one of the deployment zones for their army. Their opponent uses the other deployment zone.

11. DECLARE RESERVES AND TRANSPORTS
Unless the mission briefing states otherwise, these missions use the Strategic Reserves rules. Both players now secretly note down on their army roster which of the units in their army will start the battle in Strategic Reserves, which of their units will start the battle in a location other than the battlefield (if a player has access to any Stratagems that enable them to set up units from their army in a location other than the battlefield, they must use such Stratagems now), and which of their units will start the battle embarked within TRANSPORT models (they must declare what units are embarked within what models). When both players have done so, they declare their selections to their opponent.

Unless stated otherwise, no more than half the total number of units in your army can be Strategic Reserve and/or Reinforcement units, and the combined Power Ratings of all your Strategic Reserve and Reinforcement units (including those that are embarked within TRANSPORT models that are Strategic Reserve and/or Reinforcement units) must be less than half of your army's Power Level, even if every unit in your army has an ability that would allow them to be set up elsewhere. In these missions, Reinforcement units can never arrive on the battlefield in the first battle round (but Strategic Reserve units can). Any Strategic Reserve or Reinforcement unit that has not arrived on the battlefield by the end of the third battle round counts as having been destroyed, as do any units embarked within them (this does not apply to units that are placed into Strategic Reserves after the first battle round has started).

12. DEPLOY ARMIES
The players alternate setting up their remaining units, one at a time, starting with the Defender. A player's models must be set up wholly within their deployment zone. If one player has finished deploying all their units, their opponent then deploys the remainder of their units. If a model from your army is so large that it cannot physically be set up wholly within your deployment zone (i.e. the smallest dimension of that model is greater than the depth of your deployment zone), it must be set up so that it is touching your battlefield edge. In the first battle round, that model's unit cannot do any of the following: make a Normal Move, Advance, Fall Back, attempt to manifest or deny psychic powers, make any attacks with ranged weapons, declare a charge, perform a Heroic Intervention or perform any actions or psychic actions. Models in such units count as having moved a distance in inches equal to their Move (M) characteristic in their first Movement phase. If the unit has a minimum Move characteristic, it counts as having moved its maximum Move characteristic. If both players have units with abilities that allow them to be set up ‘after both armies have deployed’, the players must roll off after all other units have been set up and alternate setting up these units, starting with the winner.

13. DETERMINE FIRST TURN
Unless the mission briefing says otherwise, the players roll off and the winner declares whether they will take the first or second turn.

14. RESOLVE PRE-BATTLE ABILITIES
Players alternate resolving any pre-battle abilities units in their army may have, and resolving any Stratagems that are used before the battle, starting with the player who will take the first turn. Remember that Crusade forces can only make use of Stratagems that upgrade units by using Requisition points, as described in the Warhammer 40,000 Core Book.

15. BEGIN THE BATTLE
The first battle round begins. Players continue to resolve battle rounds until the battle ends.

MISSION OBJECTIVES
During the battle, players can earn victory points by achieving mission objectives, which are described in the mission's mission briefing. Mission objectives can either be ‘End Game’ or ‘Progressive’. End Game mission objectives are scored at the end of the battle. Progressive mission objectives are scored during the battle (exactly when is detailed in the mission objective itself), and can be achieved and hence award victory points several times.

16. ENDING THE BATTLE
Unless the mission instructs otherwise, the battle ends after five battle rounds have been completed. If one player has no models remaining in their army at the start of their turn, the other player can continue to play out their turns until the battle ends.

17. DETERMINE VICTOR
At the end of the battler the player with the most victory points is the winner. If players are tied, the battle is a draw. Each player can score a maximum of 90 victory points from mission objectives (any excess victory points awarded are discounted). In addition, if every model in a player's army was painted to a Battle Ready standard, that player is awarded a bonus 10 victory points. This gives the player a maximum total score out of 100 victory points. The victor of a mission can then claim the victor bonus listed on that mission. If the game is a draw, neither player can claim the bonus.

18. UPDATE CRUSADE CARDS
The players must now update their Crusade cards for all the units they used in the battle as follows:

1. Take Out of Action tests
Take Out of Action tests for each unit from your army that was destroyed during the battle, by rolling one D6 for that unit. On a 2+ the test is passed and nothing happens. On a 1, the test is failed; you must now choose one of the following options for that unit:

a) Devastating Blow: That unit loses D6 experience points (to a minimum of 0) and cannot gain any experience points for this battle from Agendas Achieved, Battle Experience or from being Marked for Greatness (see the Crusade Mission Pack). Update the unit's Crusade card accordingly.

b) Battle Scar: That unit gains one Battle Scar. This must be determined before the player's next battle and the unit's Crusade card must be updated to reflect any and all changes.

2. Update Experience Points
Each unit that had a Crusade card that took part in the battle gains experience points as follows (mark on each unit's Crusade card accordingly):
  • Battle Experience: Each unit that was part of your army list for this battle gains 1 experience point.
  • Marked for Greatness: Select one unit that was part of your army list for this battle; that unit gains 3 experience points.
  • Dealers of Death: A unit gains 1 experience point for every third enemy unit it has destroyed in total. If a unit's ‘enemy units destroyed in total’ combat tally has increased enough during the battle, increase its experience points accordingly.
  • Agenda Achieved: Any units that achieved Agendas during the battle gain experience points as described by those Agendas.

3. Determine Battle Honours
If any units gain a rank, or otherwise gain any Battle Honours, these must be determined before the player's next battle. In any case, all the Crusade cards for units that took part in the battle must be updated to reflect any and all changes.

4. Update Combat Tallies
Add 1 to the ‘Battles Played’ tally of each unit that had a Crusade card that took part in the battle. If a unit was not destroyed at the end of the battle, then add 1 to its ‘Battles Survived’ tally. Add all the ‘during battle’ combat tallies you have accrued during the battle to the appropriate ‘in total’ combat tallies on the unit's Crusade card.

19. UPDATE ORDER OF BATTLE
Increase your battle tally and Requisition points by 1, and make any notes that you wish to record following your battle. If you wish to add any units to your Order of Battle, or spend any Requisition points, do so and update your Order of Battle accordingly before your next battle.

Agendas

These Agendas can be selected for Beyond the Veil games in addition to those in other publications. Each Agenda listed has a category (e.g. Purge the Enemy, Shadow Operations). When you select Agendas, you cannot choose more than one from each category.

Some Agendas will instruct you to keep a certain tally for your units during the battle. These tallies will then be used after the battle to determine if you achieved certain Agendas, and how many experience points the units in question earned from them. You can use the ‘Agenda Tallies’ section of each unit's Crusade card to keep track of these tallies - we recommend you make these tallies in pencil so they can be deleted after the game, ready for your next battle.

Purge the Enemy

Ambush

Keep an Ambush tally for each Reinforcement and Strategic Reserve unit from your army. Add 1 to a unit's Ambush tally each time it destroys an enemy unit, adding an additional 1 if it destroys an enemy unit during the turn in which it was set up as Reinforcements or Strategic Reserves.

Each unit from your army that has 2 or more marks on its Ambush tally gains 1 experience point. The unit from your army that has the highest Ambush tally gains 1 additional experience point.

No Mercy, No Respite

Extermination Order

Keep an Extermination Order tally for each unit from your army. At the end of each battle round, add 1 to a unit's Extermination Order tally if it destroyed any enemy units during that battle round.

Each unit from y-our army that has 3 or more marks on its Extermination Order tally gains 2 experience points.

Battlefield Supremacy

Marshal Forces

Keep a Marshal Forces tally for each unit from ycur army. At the end of each of your Command phases after the first, add 1 to a unit's Marshal Forces tally if it is within 3" of a friendly CHARACTER unit that is within 3" of the centre of the battlefield. Each unit gains 1 experience point for every 3 marks on its Marshal Forces tally.

Shadow Operations

Uncover the Answers

Keep an Uncover the Answers tally for each unit from your army. Add to a unit's Uncover the Answers tally each time it successfully completes the following action:

Uncover the Answers (Action): One or more INFANTRY units from your army can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be in range of a different objective marker that has not been uncovered (see below). A unit cannot start this action while there are any enemy units (excluding AIRCRAFT) in range of the same objective marker. The action is completed at the end of your turn. If this action is successfully completed, that objective marker is said to have been uncovered.

Each unit from your army gains 1 experience point for each mark on its Uncover the Answers tally.

At the end of the battle, if the total marks on the Uncover the Answers tallies of units in your army is equal to at least half the number of objective markers that were on the battlefield at the start of the battle, gain 1 Investigation point.

Make Contact

At the start of your first Command phase, select one objective marker on the battlefield that is not within your deployment zone to be a contact terminal. If there are no objective markers on the battlefield, then after both sides have finished deploying, your opponent must set up one objective marker on the battlefield that is not within their own deployment zone. This objective marker represents the contact terminal, but does not count as an objective marker for any rules purpose other than for this Agenda.

Keep a Make Contact tally for each INFANTRY unit from your army. Add 1 to a unit's Make Contact tally each time it successfully completes the following action (see below).

If you selected this Agenda, then INFANTRY units in your army can attempt the following action, as described in the Warhammer 40,000 Core Book:

Make Contact (Action): One INFANTRY unit from your army can start to perform this action at the end of your Movement phase if it is within range of your contact terminal objective marker and you control that objective marker. The action is completed at the end of your turn.

Each unit from your army gains a number of experience points equal to their Make Contact tally.

At the end of the battle, if any units from your army have three or more marks on their Make Contact tally, gain 1 Investigation point.

Warpcraft

Through the Stillness

Keep a Through the Stillness tally for each PSYKER unit from your army. Each time a unit successfully completes the Through the Stillness psychic action, add 1 to that unit's Through the Stillness tally.

If you selected this Agenda, then PSYKER units in your army can attempt the following psychic action, as described in the Warhammer 40,000 Core Book:

Through the Stillness (Psychic Action - Warp Charge 6): One PSYKER unit from your army can attempt to perform this psychic action during your Psychic phase if it is within 6" of a battlefield edge that has not been pierced by your army. If this psychic action is successfully completed, that battlefield edge is said to have been pierced by your army.

Each unit from your army gains a number of experience points equal to the marks on their Through the Stillness tally.

At the end of the battle, if 3 or more battlefield edges have been pierced by your army, gain 1 Investigation point.

Psychic Beacon

Keep a Psychic Beacon tally for each PSYKER unit from your army. Each time a unit successfully completes the Psychic Beacon psychic action, add 1 to that unit's Psychic Beacon tally.

If you selected this Agenda, then PSYKER units in your army can attempt the following psychic action, as described in the Warhammer 40,000 Core Book:

Psychic Beacon (Psychic Action - Warp Charge 5): One PSYKER unit from your army can attempt to perform this psychic action during your Psychic phase if it is within 6" of the centre of the battlefield. Each time a Psychic test is made for this psychic action, for each other friendly PSYKER unit that is within 6" of the centre of the battlefield, add 1 to that Psychic test.

Each unit from your army gains 1 experience point for each mark on its Psychic Beacon tally.

At the end of the battle, if the total marks on the Psychic Beacon tallies of all the units in your army is 3 or more, gain 1 Investigation point.

Battle Traits

When a unit gains a Battle Trait after a battle set in the Pariah Nexus, you can use one of the tables below. If you do, roll one D3 and consult the appropriate table to randomly determine what Battle Trait the unit gains, or choose one from the appropriate table that tells the best narrative for your unit. All the normal rules for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any Battle Honour, make a note on the unit's Crusade card when it gains a Battle Trait and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.

BATTLE TRAITS (Excluding VEHICLE and MONSTER units)
D3TRAIT
1Veterans of the Pariah Nexus

Countless wars in the Pariah Nexus have turned these warriors into steely veterans, unfazed by its unsettling aura.

When using the Pariah Nexus Theatre of War, this unit is unaffected by any of the Afflictions rules.
2Strength Through Faith

There is but one concept the Pariah Nexus cannot smother.

Once per battle, you can re-roll a single hit roll, wound roll, damage roll or saving throw made for a model in this unit.
3Crusaders

A zealous wave of fury has overcome these warriors and carries them from one battle to the next.

When making Advance and charge rolls for this unit, you can re-roll dice results of 1 and 2. You can re-roll Morale tests taken for this unit.

BATTLE TRAIT (VEHICLE units only)
TRAIT
Shield of Logic

This machine spirit finds succour in the cold reality of logic.

Whenever a model in this unit would lose a wound in the Psychic phase, roll one D6. On a 5+ that wound is not lost.

BATTLE TRAIT (MONSTER units only)
TRAIT
Throes of Rage

The Pariah Nexus has driven this beast into a frenzy, lashing out at the nothingness that surrounds it as its soul is slowly smothered.

When making an attack with a model in this unit, an unmodified hit roll of 6 causes 1 additional hit.

BATTLE TRAIT (CHARACTER units only)
TRAIT
Emboldening Aura

This warrior galvanizes those around him, his bravery and decisive actions maintaining discipline in the midst of horror.

This unit gains the following ability: ‘Emboldening Aura (Aura): Whilst a friendly unit is within 6" of this CHARACTER, models in that unit can use this CHARACTER’s Leadership characteristic instead of their own.’

Relics of the Nexus

When a CHARACTER model from your army gains a Crusade Relic after a battle set in the Pariah Nexus, you can instead select one of the Relics listed below. All the usual rules for selecting Crusade Relics, as described in the Warhammer 40,000 Core Book apply.

At the end of each battle, you can roll one D6 for each Relic of the Nexus a CHARACTER model has. On a 6, the full power of that Relic is discovered, and the bearer can use the additional unlocked ability for that Relic. If the bearer is a NECRONS model, add 4 to this roll.

Artificer Relics

Blackstone Ankh

This small noctilith sigil is worked into a trinket of far lower quality, though perhaps it originally adorned something far more magnificent. Rumour abounds that it wards away curses and maledictions, and those who have incorporated it into their armour claim it can leech away the power of the enemys most esoteric attacks.

Each time a model in the bearer's unit would lose a wound as the result of a mortal wound, roll one D6: on a 6 that wound is not lost.

UNLOCKED
Wounds are not lost on a roll of 5+ instead of a 6.

Solar Shift Core

Whether this small phasal generator has xenos origins or dates back to the horrors of the Dark Age of Technology may never be known. Those with the will to master its strange workings can make short phasing jumps, seeming to stutter forward in a series of unpredictable lurches each heralded by a golden glow. Exactly which dimension their form passes through between jumps is unclear, but those who persist in its use suffer from nightmarish visions.

You can re-roll Advance rolls and charge rolls made for the bearer's unit.

UNLOCKED
In addition, when the bearer charges, targets of that charge cannot fire Overwatch or Set to Defend.

Antiquity Relics

Hieroptek Staff

An imperious aura of absolute dominance radiates in unrelenting waves from this sigil-laden staff. Those before the bearer feel compelled to kneel in subservience, their instincts screaming at them to avert their gaze as their blows falter. For what reason, whisper their inner thoughts, would they dare raise a hand against their master?

The bearer has the following ability: ‘Hieroptek Staff (Aura): Subtract 1 from the Attacks characteristic (to a minimum of 1) of enemy models while they are within Engagement Range of the bearer.’

UNLOCKED
Subtract 1 from the Attacks characteristic (to a minimum of 1) of enemy models while they are within 6" of the bearer.

Rod of Lambent Energy

The lustreless nonagonal prism that forms this rod's length is unadorned but shimmers with oily colours. From its tip shines the glow of a molecular mutagen field. When this mace-like weapon is extended, the field intensifies to an unhealthy glare. Armour and flesh slough away in sickening chunks with every strike its wielder makes.

The bearer has the following additional melee weapon:
WEAPON
RANGE
TYPE
S
AP
D
Rod of Lambent Energy
Rod of Lambent Energy
Melee
Melee
+2
-1
2

UNLOCKED
Improve this weapon’s Strength characteristic to +3 and Damage characteristic to 3.

Sphere of Darkness

This seemingly inert orb of utter blackness has been seen to glow when in the presence of witchcraft. In fractal patterns, its outer shell rearranges itself, granting glimpses of glowing, multi-dimensional circuitry within. Emitting a whispered moan, it can snuff the life from empyric energies.

Once per enemy Psychic phase, the bearer's unit can Deny the Witch in the same manner as a PSYKER.

UNLOCKED
Add 1 to Deny the Witch tests made using this Relic.

Battle Scars

When a unit gains a Battle Scar as a result of a Beyond the Veil game, you can select one from those listed below instead of using the tables in the Warhammer 40,000 Core Book. All the normal rules for Battle Scars apply (e.g. a unit cannot have more than six Battle Scars). As with any Battle Scar, make a note on the unit’s Crusade card, but unlike other Battle Scars, do not decrease a unit’s Crusade points for acquiring one of the Battle Scars listed below.
ANY UNIT (Excluding VEHICLE, CHARACTER and MONSTER units}
D3TRAIT
1Unnerved

Discipline hanging by a thread, these warriors are constantly on edge with a feeling of being watched, their eyes darting to every shadow and movement.

Each time a Morale test is taken for this unit, change all dice rolls to a 6. At the end of any phase in which any enemy units were set up on the battlefield as Reinforcements within 12" of this unit, this unit can make a Normal Move of up to D6" as if it were your Movement phase.
2Creeping Chill

An insidious lethargy has seeped into these warriors. Barely responsive to the shouts of orders or the death around them, their expressions are distant and seemingly soulless.

This unit automatically passes Morale tests. This unit is unaffected by the aura abilities of friendly units.
3Frenetic

A crawling sense of claustrophobia drives these warriors to erratic and compulsive behaviour, lashing out wildly in subconscious efforts to escape.

In your Charge phase, if this unit is within 12" of any enemy units, you must declare a charge with it. Each time a melee attack is made by a model in this unit, on an unmodified hit roll of 6, it can make an additional attack with that profile. These attacks cannot generate additional attacks.

PSYKER UNIT
Suffocating Madness

As if their mind is enclosed in a smothering veil, this psyker struggles to employ their empyric powers. A feverish insanity takes root and, in despair and increasing agitation, they lash out with undisguised fury.

Each time a Psychic test is taken for this unit, roll one additional D6 and discard the highest result. Each time a melee attack is made by a model in this unit, you can re-roll the wound roll.
CHARACTER UNIT
Self Preservation

This specialist has seen lesser warriors succumb to horrors and the chill of the grave. They are convinced that the unsettling events they witness are surmountable only by themselves and their focus turns inward, away from those around them.

Subtract 1 from the Leadership characteristic of this model. Subtract 2" from the range of any aura abilities this model has. You can re-roll hit rolls for attacks made by this model.

VEHICLE UNIT
Systems Inertia

Power systems fluctuate and fretful machine spirits withdraw to protective cores. The outer flanks of these war engines are increasingly little more than lifeless sheaths of inert metal, like dead flesh, uncaring of esoteric attacks that strike at subtler controls.

This unit always suffers from the Labouring Machines aftliction. even if the battle is not using afflictions. Each time a model in this unit would lose a wound as a result of a mortal wound from a ranged attack, roll one D6: on a 4+, that wound is not lost.

MONSTER UNIT
Stultified

The natural ferocity of this large creature or construct has been stifled. Peripheral senses are fading but, with a narrowing of focus, its heavy blows are made with an increased measure of control.

Halve the Attacks characteristic of models in this unit. Each time a model in this unit makes an attack, you can re-roll the hit roll.

Investigating the Pariah Nexus

In Beyond the Veil games, your Crusade army can investigate the happenings of the Pariah Nexus. Keep an additional note of your army's Pariah Nexus Investigation points (IP) total (a tally in your Crusade goals, notes and additional information box on your Order of Battle is ideal for this). Your Investigation points total in this battlezone will show how much your army has discovered concerning what has happened in the Pariah Nexus, what is causing it and how your forces can adapt to its effects. Once your Crusade force has accumulated enough Investigation points, you can spend these points and be rewarded with unique bonuses.

Accumulating Investigation Points

The discoveries of your army are measured with Investigation points. Each time your Crusade force wins a Beyond the Veil game, you gain 1 Investigation point. In addition, Investigation points are earned through various tasks outlined in this mission pack, such as completing specific requirements from Beyond the Veil Agendas. Each time you gain an Investigation point, add it to your Investigation points total.

Spending Investigation Points

If you have accumulated enough Investigation points, you can spend them before or after a battle on Investigation rewards. To do so, select one Investigation reward that costs equal to or less than your total Investigation points. Once you have done so, all your Investigation points are lost - you must begin a new investigation instead. The Investigation rewards are as follows:

STUDY ARTEFACT1+ IP
When attempting to discover the full power of a Relic of the Nexus, add 1 to the roll for every Investigation point spent on this reward.
MENTAL CONDITIONING2 IP
Select one Crusade card from your Order of Battle that has one or more Battle Scars. Select one of that unit’s Battle Scars and remove it from its Crusade card (remember that for each Battle Scar removed, the unit’s Crusade points will effectively increase by 1).
SUPPLY CACHE3 IP
You can use the Increase Supply Limit or Fresh Recruits Requisition without spending any Requisition points.
LOCATE REDOUBT4 IP
Gain 1 Requisition point.
RELICS OF THE NEXUS7 IP
Select one Crusade card from your Order of Battle that is a CHARACTER unit. That unit gains 1 Crusade Relic from the Relics of the Nexus. As with any Battle Honour, make a note on the unit’s Crusade card and increase its Crusade points accordingly.
STRENGTH THROUGH ADVERSITY9 IP
Select one Crusade card from your Order of Battle. That unit gains 1 Battle Honour. As with any Battle Honour, make a note on the units Crusade card and increase its Crusade points accordingly.

Theatre of War: Pariah Nexus

The following section provides additional rules that you can apply to your battles that recreate the characteristics of the Pariah Nexus on the battlefields of the 41st Millenium. If a battle uses the Pariah Nexus Theatre of War, roll on the table below to generate a Strategic Setback that has befallen the armies involved in the battle. This will provide additional rules for your battle. If you wish, and both players agree, you can also generate an Affliction from the table below to affect both armies. Afflictions will affect the game in a much more dramatic way, and so both players should be prepared for their army's effectiveness to be reduced by the overpowering effects of the Pariah Nexus.

Designer’s Note: The Pariah Nexus Theatre of War rules are used for the missions within this publication, but players should feel free to use these rules for other missions found elsewhere. If you and your opponent agree, after determining the mission and reading the mission briefing, you can generate additional Pariah Nexus Theatre of War rules for that mission by rolling on the tables below. Note that for the purposes of Crusade rules, a battle that uses the Pariah Nexus Theatre of War is considered to be a battle set in the Pariah Nexus. Also note that some of the Strategic Setbacks require a player to have a deployment zone, or be able to use Reinforcements, and may not be suitable for use in some missions found elsewhere. If this is the case, do not generate a Strategic Setback for that game.

Strategic Setbacks

1. DISORIENTED APPROACH

Navigating their way through the unsettling calm, the formation of your forces has become fractured as they struggle to maintain discipline and cohesion.

Each player divides their deployment zone as evenly as possible into three equal sections and numbers them 1-3. When setting up a unit from their army on the battlefield, each player must roll one D3 to determine which section of their deployment zone that unit must be set up wholly within. If a player runs out of room to set up that unit wholly within that section of their deployment zone, roll again until another section is determined.

2. DEFERRED REINFORCEMENTS

Communications have faltered as ghostly whispers babble nightmarish nonsense through vox units. Pulsating waves of hopelessness and despair drive at your troops. And the eerie calm of the immaterium causes teleportarium chamber malfunctions. Among a myriad of calamities, your precision reinforcements suffer numerous delays in reaching the fray.

Reinforcement units cannot be set up on the battlefield until the third or subsequent battle rounds, and cannot be set up within 12" of any enemy models.

3. FALTERING DEPLOYMENT

A sudden surge of inertia and exhaustion has stalled portions of your initial strike. In stuttering groups, halting formations rejoin the front lines in ebbs and flows.

After declaring reserves and transports, each player must separate the remaining units from their army into three parts. Each part must include at least one unit. If a player does not have enough units to do so, they must separate the remaining units from their army into as many parts as possible.

When deploying armies, each player selects one part of their army. Only units in that part can be deployed. At the Reinforcements step of their first Movement phase, that player selects one of the remaining parts of their army to arrive as Reinforcements. At the Reinforcements step of their second Movement phase, the remaining part of that player's army arrives as Reinforcements.

When a part of a player's army arrives in the Reinforcements step of their Movement phase, treat those units as arriving from Strategic Reserve, except that you must set up those units wholly within 9" of that player's battlefiield edge.


Afflictions

1. SMOTHERING SILENCE

Over this battlefield, the oppressive shroud of the Necrons’ contra-immaterian nodal matrix waxes strong. Psykers struggle to manifest their powers, grasping for anempyrean that seems to be no longer there.

Subtract 1 from Psychic tests and Deny the Witch tests. PSYKERS do not suffer Perils of the Warp.

2. THE STILLING

A seeping sense of exhaustion and lethargy creeps through each warrior. Limbs slacken and passions shrivel as blows are struck with fading impetus.

Subtract 1 from Advance and charge rolls. Subtract 1 from the Strength characteristic of all models.

3. UNNATURAL DREAD

The anomalous stillness and the sensation of being watched linger even in the heat of war. The unsettling horror unnerves every anxious warrior.

Units always count as being at below Half-strength for the purposes of Combat Attrition tests. Subtract 1 from the Leadership characteristic of all models.

4. LABOURING MACHINES

Machine spirits flicker with uncertainty and engines stall through the poor ministrations of enervated crews. Trembling gunners, feeling stifled twice over, panic within what may become a metal tomb.

Subtract 6" from the Range characteristic of weapons with a Range characteristic of 24" or more that VEHICLE models are equipped with. Subtract 3" from the Range characteristic of weapons with a Range characteristic of less than 24" that VEHICLE models are equipped with. Subtract 3" from the Move characteristic of VEHICLE and BIKER models.

5. BLACKZONE

Warp-powered defences falter, and energy is sapped from the limbs of those dependent on their agility. Even technological shield systems fluctuate, their maintenance abandoned by those struggling to remember their purpose.

Worsen invulnerable saves by 1 to a minimum of 6+ (e.g. an invulnerable save of 4+ becomes 5+).

6. UNNERVED

Without the wisdom and persistent guidance of their commanders, squads fail to implement battle plans to their fullest. Once-ingrained orders are forgotten, mission parameters seeming a distant irrelevancy.

At the start of your Command phase, roll 2D6 for each unit from your army that is more than 9" away from any friendly CHARACTER units. If the result is equal to or greater than that unit's highest Leadership characteristic until the start of your next Command phase it cannot perform actions or make use of the Objective Secured ability, and you cannot use any Stratagems to affect it nor the Command Re-roll Stratagem to affect any dice rolls made for it.

Combat Patrol Missions

Combat Patrol Mission

Survey and Secure
 1

MISSION BRIEFING
Forward reconnaissance has detected disturbing readings emanating from several sites in this area, which may provide information on the strange phenomena at work. Lock these sites down so they can be examined and enemy forces can be prevented from gaining access to them.

MISSION RULES
Objective Markers: Place one objective marker in the centre of the battlefield. The players then alternate placing two additional objective markers on the battlefield, one at a time, starting with the Attacker. Each objective marker cannot be placed within a deployment zone, and must be placed more than 6" away from any battlefield edge and more than 9" away from any other objective marker.

Lock it Down (Action): One INFANTRY unit (excluding CHARACTERS) frcm your army can start to perform this action at the end of your Movement phase on an objective marker it is within range of. The action is completed at the start of your next Command phase as long as that unit is still within range of that objective marker and there are no enemy units (excluding AIRCRAFT) within range of it. If you complete this action, that objective is said to be Locked Down by your army and remains under your control, even if you have no models within range of it, until an enemy unit completes this action for the same objective marker. Each unit can only Lock Down one objective marker with this action each turn.

MISSION OBJECTIVES
Victory points are awarded as follows:

SITE SECURE
Progressive Objective

Whether these sites contain a pulsating xenos artefact, a comms array echoing with eternal screams or a strange fuctuating effect of the Nexus, these sites are too important to fall into enemy hands.

At the end of each player's turn, the player whose turn it is scores 10 victory points for each of the following conditions they satisfy (for a maximum of 30 victory points):
  • They control one or more objective markers.
  • They control one or more objective markers Locked Down by their army.
  • They control three Locked Down objective markers.
This mission objective cannot be scored in the first battle round.

VICTOR BONUS
The victor can select two units from their army to be Marked for Greatness (see the Warhammer 40,000 Core Book) after the battle, instead of just 1.

Combat Patrol Mission

Anomalous Readings
 2

MISSION BRIEFING
Orbital scanners cannot get a lock on this section of smouldering ruins. Our scouts report a series of disruptive nodes preventing signal returns and hiding enemy movements throughout this area. Despatch a force at once to investigate these readings and, even if only temporarily, shut down their source nodes.

MISSION RULES
Targeting Disruption: While a unit is within range of an objective marker that is not deactivated, each time a model in that unit makes a ranged attack, subtract 1 from that attack’s hit roll.

Deactivate Node (Action): One INFANTRY unit (excluding CHARACTERS) from your army can start to perform this action at the end of your Movement phase on an objective marker it is within range of. The action is completed at the end of your turn as long as that unit is still within range of that objective marker and there are no enemy units (excluding AIRCRAFT) within range of it. If you complete this action, that objective is said to be Deactivated, and the Targeting Disruption ability (above) does not apply to that objective marker. At the end of each battle round, the player who went first rolls one D6 for each Deactivated objective marker. On a 1, that objective marker is no longer Deactivated.

MISSION OBJECTIVES
Victory points are awarded as follows:

DEACTIVATE
Progressive Objective

Take whatever is causing these readings offline by whatever means are at your disposal - psycho-electric destabilisation, shaped charges or the simple application of brutal force.

At the end of each player’s turn, the player whose turn it is scores 10 victory points for each of the following conditions they satisfy (for a maximum of 30 victory points):
  • They control one or more objective markers.
  • They Deactivated one or more objective markers this turn.
  • They destroyed one or more enemy units that were within range of an objective marker this turn.
This mission objective cannot be scored in the frst battle round.

VICTOR BONUS
The victor can select one unit from their army (excluding CHARACTER, VEHICLE or MONSTER units). If that unit can gain a Battle Honour, it gains the Battle-tested Battle Trait (see the Warhammer 40,000 Core Book). Make a note of that Battle Trait on that unit’s Crusade card and increase its Crusade points accordingly.

Combat Patrol Mission

Lying in Wait
 3

MISSION BRIEFING
The area appears unnaturally quiet, even compared to the rest of this war-torn landscape. Enemy activity seems to be at a minimum, but augurs remain unreliable. Take a force into the region and investigate, but be on your guard. Sever any critical assets you discover, but do not allow your own to be taken.

MISSION RULES
Theatre of War: Do not generate a Strategic Setback for this mission.

Mission Critical Asset: After determining which player is the Attacker and which is the Defender, the Defender selects three units from their army to be Mission Critical Assets. These units must be set up on the battlefield or embarked within a TRANSPORT during deployment, and cannot be removed from the battlefield for any reason, unless they are destroyed, or to embark onto a TRANSPORT. If the Defender has less than three units, they all must be Mission Critical Assets.

Ambush: The Atracker can set up a maximum of three units in their deployment zone. The rest of their army must be set up in Strategic Reserve (this does not cost any Command points), or as reinforcements.

When a unit from the Defender's army arrives from Strategic Reserves, that unit can only be set up wholly within 6" of the Defender's Battlefield Edge, regardless of the battle round.

MISSION OBJECTIVES
Victory points are awarded as follows:

NO PRISONERS
Progressive Objective

Exterminate the enemy. Show them no mercy. Scour them from the face of the battlefield with extreme firepower and allow them no quarter as they take their final breath upon your blades. Benighted or not, this world is ours!

Score 20 victory points at the end of the battle round if more enemy units than friendly units were destroyed during this battle round.
DESTROY THEIR ASSETS
End Game Objective

Assassinate whoever you must. Bleed their greatest resources dry. Crack open their strongest defences. Our future plans depend on the enemy not being able to respond to our next strike.

The Attacker scores 10 victory points for each Mission Critical Asset unit that is destroyed at the end of the battle. If the Defender only has two Mission Critical Asset units, each is worth 15 victory points. If the Defender only has one Mission Critical Asset unit, it is worth 30 victory points.
PRESERVE OUR FORCES
End Game Objective

Ambush! Signal the reserves and open fire! We cannot allow this world's sickening torpor and the enemy's underhanded tactics to rob us of our major strengths.

The Defender scores 10 victory points for each Mission Critical Asset unit that is on the battlefield at the end of the battle. If the Defender only has two Mission Critical Asset units, each is worth 15 victory points. If the Defender only has one Mission Critical Asset unit, it is worth 30 victory points.

VICTOR BONUS
The victor of this mission gains 2 Requisition points after this battle, instead of just 1.

Combat Patrol Mission

Power Spike
 4

MISSION BRIEFING
Orbital readings have detected a huge power surge, revealing psycho-reactive mechanisms at the enemy's permieter lines. We must capture these mechanisms and study them. If the enemy threaten your acquisition, destroy these sites instead.

MISSION RULES
Sabotage (Action): One INFANTRY unit from your army can start to perform this action at the end of your Movement phase if it is within range of an objective marker. The action is completed at the start of your next Command phase as long as that uni t is still within range of that objective marker and there are no enemy units (excluding AIRCRAFT) within range of it. If you complete this action, that objective marker has been Sabotaged. Remove it from the battlefield.

MISSION OBJECTIVES
Victory points are awarded as follows:

HOLD THE MECHANISMS
Progressive Objective

These mechanisms may have been discovered or erected by the defending forces. They understand their significance to this worlds pall of dread as much the saboteurs. Neither commander will willingly allow the other to hold them.

At the end of each player's Command phase, the player whose turn it is scores 15 victory points for each of the following conditions they satisfy (for a maximum of 30 victory points):
  • They control one or more objective markers.
  • They control more objective markers than their opponent.
This mission objective cannot be scored in the first battle round.
SABOTAGE
End Game Objective

Do not allow these devices to remain in enemy hands. If you cannot consolidate your hold immediately do whatever is necessary to deny the foe any use of them.

The Attacker scores 15 victory points for each objective marker that has been Sabotaged.

VICTOR BONUS
The victor of this mission gains 2 Requisition points after this battle, instead of just 1.

Combat Patrol Mission

Data Acquisition
 5

MISSION BRIEFING
The enemy are attempting to intercept our scanner arrays. The accumulated data is of the utmost importance if we are to discover the true nature of what is occurring here. We must extract this information from the scanner arrays before the enemy can.

MISSION RULES
Retrieve the Data (Action): One unit from your army (excluding CHARACTERS, BEASTS or VEHICLES) can start to perform this action at the end of your Movement phase if it is within range of an objective marker. The action is completed at the end of your turn as long as that unit is still within range of that objective marker and there are no enemy units (excluding AIRCRAFT) within range of it. Once a player has completed this action for an objective marker, they cannot use this action on the same objective marker again. Each unit can only affect one objective marker with this action each turn.

MISSION OBJECTIVES
Victory points are awarded as follows:

DATA PRESERVATION
Progressive Objective

Repel the enemy from the scanner sites and defend them at all costs. Using encrypted ciphers, biovorric data-thieves or by tearing out the info-stack, ensure we obtain every trace of data contained within.

At the end of each player’s turn, the player whose turn it is scores 10 victory points for each of the following conditions they satisfy (for a maximum of 30 victory points):
  • They control one or more objective markers.
  • They control more objective markers than their opponent.
  • They completed the Retrieve the Data action this turn.
COMPLETE RECORDS
End Game Objective

Each scanner site only contains a partial data-gheist. We must have the full analysis if we are to have any hope of countering this stifling aura.

A player scores 30 victory points if their army has performed the Retrieve the Data action on all 4 objective markers.

VICTOR BONUS
The victor can select two units from their army to be Marked for Greatness after the battle, instead of just 1.

Combat Patrol Mission

Regroup
 6

MISSION BRIEFING
Our army has become scattered during the latest assault. Patrols have moved out of position without explanation and command signals remain unanswered. Bring our contingents back into a cohesive fighting force before the enemy can take advantage of this insidious inertia.

MISSION RULES
Theatre of War: Do not generate a Strategic Setback for this mission.

Splintered Forces: Each player has two deployment zones. When it is their turn to set up a unit, the player must set up one unit from their army in each of their deployment zones. If a player has an odd number of units, the final unit can be set up in either of that player's deployment zones. If it is impossible to fit a unit in a deployment zone, set up one unit in the other deployment zone instead.

MISSION OBJECTIVES
Victory points are awarded as follows:

REGROUP AND CLEANSE
Progressive Objective

Once the enemy force has been assessed, sweep the designated convergence zone clear of them. This area must be held at all costs if we are to reassert rigid control.

At the end of each player’s turn, the player whose turn it is scores 10 victory points for each of the following conditions they satisfy (for a maximum of 20 victory points):
  • They have one or more units wholly within the Regrouping Zone.
  • One or more enemy units that were within the Regrouping Zone at the start of this turn have been destroyed.
This mission objective cannot be scored in the first battle round.
CONSOLIDATE FORCES
End Game Objective

Concentrate your strength. Do not allow whatever miasma pervades the battlefield to separate your forces. Deny such stability to the enemy and we will break them!

If a player has more units wholly within the Regrouping Zone than their opponent at the end of the battle, they score 20 victory points.

VICTOR BONUS
The victor can select one CHARACTER unit from their army that was within the Regrouping Zone at the end of the battle. If that unit can gain a Battle Honour, it gains a Battle Trait of your choice (see the Warhammer 40,000 Core Book). Make a note of that Battle Trait on that unit’s Crusade card and increase its Crusade points accordingly.

Incursion Missions

Incursion Mission

Crucial Intelligence
 1

MISSION BRIEFING
Enemy forces have been tracked to this site from a nodal system of the Nexus we have been unable to approach. Whatever information these warriors possess about that shrouded region must be captured. Subdue them for extended interrogation or recover what data preservation technology they carry from their corpses. Safeguard your own intelligence from counter-espionage and beware the enemy rerouting data to nearby allies.

MISSION RULES
Theatre of War: Do not generate a Strategic Setback for this mission.

Crucial Intel: Before deployment, each player must distribute 5 Data points as evenly as possible between the units from their army. These units must be set up on the battlefield or embarked within a TRANSPORT that is set up on the battlefield during deployment, and cannot be removed from the battlefield for any reason, unless they are destroyed, or to embark onto a TRANSPORT.

Data Transfer (Action): One unit from your army that has any Data points can start to perform this action at the end of your Command phase. The action is completed at the end of your turn. If you complete this action, select one friendly unit within 18" of the unit that completed the action. Any Data points that were allocated to the unit that completed the action are now allocated to this unit.

MISSION OBJECTIVES
Victory points are awarded as follows:

DATA DENIAL
Progressive Objective

Your forces must secure the information from the enemy by any means necessary, while ensuring transmission of the crucial intelligence to those who can best keep it safe. We must leave the enemy with no clue in this unsettling region.

At the end of each player’s turn, the player whose turn it is scores 10 victory points for each of the following conditions they satisfy (for a maximum of 20 victory points):
  • They destroyed any units during this turn that had any Data points allocated.
  • They completed the Data Transfer action this turn.
A NEED TO KNOW
End Game Objective

Your commanders are privy to secure details regarding this intelligence and understand the stakes involved if we are unable to act on it. Ensure the data reaches those with clearance.

Each player scores 10 victory points for each Data point allocated to CHARACTER units from their army that are on the battlefield at the end of the battle.

VICTOR BONUS
The victor can select one CHARACTER unit that had any Data points allocated to them. That unit gains 3 experience points.

Incursion Mission

The Shroud
 2

MISSION BRIEFING
A series of ancient, linear earthworks appear to coincide with an eerie curtain of unknown energy. Its exact dimensions cannot be clearly determined, but this unnatural power leeches the force from shots fired across its boundary. The enemy army is seeking to cross this barrier. Keep them back at all costs and secure the perimeter; this phenomenon is ours alone to exploit.

MISSION RULES
The Shroud: The Shroud is a straight line, 1mm wide, which runs through the centre of the battlefield. When making a ranged attack, if a straight line drawn between the firing model and the closest visible part of the target unit crosses the Shroud line, the target unit has a 5+ invulnerable save against that attack.

MISSION OBJECTIVES
Victory points are awarded as follows:

CROSS THE SHROUD
Progressive Objective

Do not allow the enemy any opportunity to investigate this strange veil. Push forwards and secure both frontiers of the anomaly with unremitting force.

At the end of each player’s turn, the player whose turn it is scores 10 victory points for each of the following conditions they satisfy (for a maximum of 30 victory points):
  • They have one or more units wholly within the half of the battlefield that contains their opponent’s deployment zone.
  • There are no enemy units wholly within the half of the table that contains their own deployment zone.
  • One or more enemy units were destroyed this turn by a unit from their army that is wholly within the half of the battlefield that contains their opponent's deployment zone.

VICTOR BONUS
The victor can select one unit from their army. If that unit can gain a Battle Honour, it gains a Battle Trait of your choice (see the Warhammer 40,000 Core Book). Make a note of that Battle Trait on that unit’s Crusade card and increase its Crusade points accordingly.

Incursion Mission

The Stilled
 3

MISSION BRIEFING
The citizens in this region have been rendered docile, failing to evacuate even in the face of all out war. They shuffle aimlessly and seemingly oblivious to their surroundings. Some of these tragic creatures remain miraculously untouched by the fighting. We must secure them for study, for they surely cannot be saved. We can be certain that the enemy will look to do the same, seeking to weaponise against us whatever has befallen these ‘stilled’ ones.

MISSION RULES
The Stilled: At the start of each battle round, starting with the player who is taking the first turn, the players alternate selecting an objective marker and rolling off with their opponent. The player who rolls highest can move that objective marker a number of inches equal to the highest dice result. If the roll is a tie, that marker does not move. Each objective marker can only be selected once per battle round.

MISSION OBJECTIVES
Victory points are awarded as follows:

ESCORT THE STILLED
Progressive Objective

These folorn, soulless beings will not heed any instructions. Move out and secure them - by force if necessary.

Players score 10 victory points at the end of their turn for each objective marker they control.
SECURE THE STILLED
End Game Objective

The more experimental subjects we can secure, the more data we can amass. We will turn the misfortune of these pathetic wretches to our advantage.

If a player controls all 3 objective markers at the end of the battle, that player scores 30 victory points.

VICTOR BONUS
The victor can select two units from their army to be Marked for Greatness after the battle, instead of just one.

Incursion Mission

Eldritch Encounter
 4

MISSION BRIEFING
A reconnaissance patrol responding to ghost returns on their scanners - misty presences there one minute and gone the next - have suddenly encountered a flesh and blood enemy force. As battle commences, both forces send desperate signals, demanding reinforcement to drive the enemy back.

MISSION RULES
Theatre of War: Do not generate a Strategic Setback for this mission.

Reinforcements en Route: Each player must place half of their units into Strategic Reserve (rounding down). This does not cost any Command points.

MISSION OBJECTIVES
Victory points are awarded as follows:

DRIVE THEM BACK
Progressive Objective

Do not relent for one second. Attack at every opportunity. Shut down one enemy foray and then search for the next.

At the end of each battle round, a player scores 10 victory points if more enemy units than friendly units were destroyed this battle round.

This mission objective cannot be scored in the frst battle round.
SWEEP THEM BEFORE YOU
End Game Objective

These enemy scouts and their reinforcements have shown their hand. Dominate their rear lines and we will trace their support back through this spectral vapour.

Each player scores 20 victory points if they have any units wholly within their opponent's deployment zone at the end of the battle.

VICTOR BONUS
The victor of this mission gains 2 Requisition points after this battle, instead of just 1.

Incursion Mission

Dominate the Field
 5

MISSION BRIEFING
Somewhere in this area is an answer to the strange phenomena we have observed. Master your own fear and that of your forces to show them that neither these insubstantial terrors nor the enemy have any right to the truths contained on this battlefield.

MISSION RULES
Rally to Me: Players can re-roll failed Combat Attrition tests for models while they are within 6" of a friendly CHARACTER unit.

MISSION OBJECTIVES
Victory points are awarded as follows:

DENY THE ENEMY
Progressive Objective

Whether scattered wells of null power, evidence of arcane xenos witchery or a zone of sanctuary somehow free from the Nexus effects, secure these sites and repel the grasping enemy from them.

At the end of each player's turn, the player whose turn it is scores 10 victory points for each of the following conditions they satisfy (for a maximum of 30 victory points):
  • Control one or more objective markers.
  • Control more objective markers than your opponent.
  • Control one or more objective markers that were controlled by your opponent at the start of the turn.
ADVANCE AND SECURE
End Game Objective

Do not allow the inertia seeping into this world to hobble your strategy. Dominate the battlefield and seek out these truths, no matter how distant or closely guarded.

A player scores 10 victory points for each objective marker they control that is not on the edge of their own deployment zone.

VICTOR BONUS
The victor can select one unit from their army. If that unit can gain a Battle Honour, it gains a Battle Trait of your choice (see the Warhammer 40,000 Core Book). Make a note of that Battle Trait on that unit’s Crusade card and increase its Crusade points accordingly.

Incursion Mission

Flanking Manoeuvre
 6

MISSION BRIEFING
Our front lines have been grinding against the foes for weeks to no avail, as a soul-sapping sickness plagues our army. But our scouts have uncovered a weakness in the enemy flank. If we divert a portion of our force, we can roll up the enemy line and defeat them before they can overwhelm our front.

MISSION RULES
Theatre of War: Do not generate a Strategic Setback for this mission.

Objective Markers: Place one objective marker in the Attacker’s deployment zone, as shown on the map below, lhe Defender then places one objective marker wholly within their deployment zone and more than 3" away from any battlefield edge.

Anchoring the Line: Units that are within range of the objective marker in their own deployment zone automatically pass Morale tests.

MISSION OBJECTIVES
Victory points are awarded as follows:

SPEAR AND SENTINEL
Progressive Objective

While we encircle the enemy and strike at its heart, maintain the integrity of our front lines. We cannot allow the foe to escape.

At the start of each player’s Command phase, the player whose turn it is scores 10 victory points for each of the following conditions they satisfy (for a maximum of 20 victory points):
  • They have one or more units wholly within their opponent’s deployment zone.
  • There are no enemy units within range of the objective marker in their own deployment zone.
BREAK THE ENEMY LINE
End Game Objective

The enemy have bolstered their defence of strategic locations. What have they discovered there? Assault these positions and break their grip.

If a player controls the objective marker in their opponent’s deployment zone, they score 30 victory points.

VICTOR BONUS
If the Defender is the victor, then after the battle they can use the Increase Supply Limit and Rearm and Resupply Requisitions once each for free.

If the Attacker is the victor, they can select one unit from their army (excluding CHARACTER, VEHICLE or MONSTER units). If that unit can gain a Battle Honour, it gains a Battle Trait of your choice (see the Warhammer 40,000 Core Book), Make a note of that Battle Trait on that unit’s Crusade card and increase its Crusade points accordingly.

Strike Force Missions

Strike Force Mission

Fighting Retreat
 1

MISSION BRIEFING
Imperial forces at last discovered the first Necron pylons and, seizing upon targets they could direct their wrath against, launched all out offensives. But the xenos defences proved insurmountable and now, strength shattered, the attackers are in full retreat. Seizing their chance to annihilate their iinpudent foes, the Necrons have let slip pursuing forces to harry and destroy the foe.

MISSION RULES
Theatre of War: Do not generate a Strategic Setback for this mission.

Lines of Retreat: Note that the Attacker's battlefield edge consists of hvo battlefield edges, and the Defender's battlefield edge consists of two battlefield edges that extend halfway along each of these edges. The Place Objective Markers step of this mission should be done before mustering armies. When creating the battlefield, terrain features cannot be placed within 3" of objective markers.

Fully Committed: The Defender cannot put any of their units in Strategic Reserve before the battle, no more than a quarter of the total number of units in their army can be Reinforcement units, and the combined Power Ratings of all their Reinforcement units (including those that are embarked within TRANSPORT models that are Reinforcement units) must be less-than a quarter of their army’s Power Level, even if every unit in their army has an ability that would allow them to be set up elsewhere.

Overrun: After declaring reserves and transports, the Attacker does not deploy their army as normal. Instead, the Attacker automatically has the first turn, and in the Reinforcements step of their first Movement phase, they must set up the remaining units from their army as Reinforcements wholly within a distance equal to their Move characteristic from any of their battlefield edges and more than 1" away from any enemy models. If a model's Move characteristic is such that it cannot physically be set up wholly within the specified distance of their battlefield edges, it must be set up so that it is touching your battlefield edge. During the turn in which such a model is set up on the battlefield, that model's unit cannot do any of the following: make a Normal Move, Advance, Fall Back or Remain Stationary.

MISSION OBJECTIVES
Victory points are awarded as follows:

HOLD POSITION
Progressive Objective

Just as the retreating rearguard must hold back the foe for as long as they can, so the rapacious attackers seek to roll up their enemy's forces with all possible speed.

At the end of each battle round, a player scores 20 victory points if they control the objective marker whose number corresponds to the number of that battle round.
ROUT
End Game Objective

Should the retreating forces be driven from the field entirely, they will surely be overrun and annihilated. Yet if they can hold their ground long enough, the great strength of their army will be able to disengage safely.

At the end of the battle, a player scores 40 victory points if they control objective marker 5.

VICTOR BONUS
After the battle, the victor can use the Repair and Recuperate Requisition twice before the next battle without spending any Requisition points. If there are no units on their Order of Battle with any Battle Scars, they can select one unit from their army that took part in the battle to gain 1 experience point instead.

Strike Force Mission

Assault on the Installation
 2

MISSION BRIEFING
The towering noctilith pylons act as the primary conduits for the sapping energies of the Pariah Nexus. However, Imperial strategos have pinpointed smaller satellite structures whose xenotech they believe to be amplifying or further transmitting these energies. One such structure has been located, and must now be eliminated before it can be roused to full function.

MISSION RULES
Objective Markers: The players alternate placing three objective markers on the battlefield, one at a time, starting with the Defender. Objective markers can be placed anywhere on the battlefield that is more than 9" away from any deployment zone and more than 18" away from any other objective marker.

Power Conduit (Action): One or more INFANTRY units from your army can start to perform this action at the end of your Command phase. Each unit from your army that starts to perform this action must be in range of a different objective marker. The action is successfully completed at the start of your next Command phase.

Quantum Shield Generators: Models have a 5+ invulnerable save against ranged attacks while their unit is within range of an objective marker. When making a ranged attack against a unit within 3" of an objective marker, a wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.

MISSION OBJECTIVES
Victory points are awarded as follows:

HOLD POSITION
Progressive Objective

In order to awaken or render inert the noctilith device, your forces must first secure the energy conduits through which its power runs.

At the end of each player's Command phase, the player whose turn it is scores 5 victory points for each objective marker they control (for a maximum of 15 victory points).
POWER CONDUIT
Progressive Objective

Swift action here will see the device either brought to full and insidious wakefulness, or violently sabotaged and left as nothing but sparking wreckage.

Score 5 victory points each time a unit from your army successfully completes the Power Conduit action.

These mission objectives cannot be scored in the first battle round.

VICTOR BONUS
The victor of this mission can use the Increase Supply Limit Requisition twice before the next battle without spending any Requisition points.

Strike Force Mission

Passage of Dread
 3

MISSION BRIEFING
While pressing ahead through hostile territory, you have found yourselves in the shadow of a dread alien structure. Believing this to be the source of the numbing misery and exhaustion weighing heavily upon your warriors, you advance to investigate further. As the shooting begins, you realise yours are not the only forces seeking to understand, or perhaps tear down, this appalling structure.

MISSION RULES
Aura of Trepidation: While a unit is within range of an objective marker, each time a Morale test is taken for that unit, an unmodified roll of 5+ is always a fail, irrespective of that units Leadership characteristic or any abilities it has.

MISSION OBJECTIVES
Victory points are awarded as follows:

CONTROL NEXUS
Progressive Objective

Before you can study, and perhaps even neutralise this doom-laden structure, you must first seize control of it and drive off your enemy's warriors.

At the end of each player's Command phase, the player whose turn it is scores victory points for each of the following conditions they satisfy (for a maximum of 25 victory points):
  • 5 victory points if they control one or more objective markers.
  • 5 victory points if they control two Gamma (γ) objective markers.
  • 5 victory points if they control two Beta (β) objective markers.
  • 10 victory points if they control two Alpha (α) objective markers.
This mission objective cannot be scored in the first battle round.

VICTOR BONUS
The victor can select one unit from their army. If that unit can gain a Battle Honour, it gains a Battle Trait of your choice (see the Warhammer 40,000 Core Book). Make a note of that Battle Trait on that unit's Crusade card and increase its Crusade points accordingly.

Strike Force Mission

Abandoned City
 4

MISSION BRIEFING
A once great city has gone eerily silent, its denizens not just stilled but vanished entirely. Your forces must investigate the area and eliminate any enemies lurking in its shadows.

MISSION RULES
Abandoned City: When setting up the battlefield, create an even city grid using Area Terrain features, ensuring (where possible) each Area Terrain feature is more than 8" away from another. The deployment map provides a recommended layout for these terrain features.

Investigate Area (Action): One or more INFANTRY units from your army can start to perform this action at the end of your Movement phase. Every model in each unit from your army that starts to perform this action must be within one Area Terrain feature that has not been investigated by your army. If the highest Leadership characteristic in the unit is 7 or less, an INFANTRY unit must be within 6" of another friendly unit in order to start this action. The action is successfully completed at the start of your next Command phase. If this action is successfully completed, that Area Terrain feature is said to have been investigated by your army.

MISSION OBJECTIVES
Victory points are awarded as follows:

INVESTIGATE CITY
End Game Objective

The emptiness, the quiet, they can’t be natural! The only way to be certain that nothing terrible lurks in the shadows is to comb every ruin, rubble-heap and dark corner.

At the end of the battle, each player scores victory points as follows:
  • 5 victory points for each Area Terrain feature within their deployment zone that has been investigated by their army.
  • 10 victory points for each Area Terrain feature not in either player’s deployment zone that has been investigated by their army.
  • 15 victory points for each Area Terrain feature within their opponent’s deployment zone that has been investigated by their army.

VICTOR BONUS
The victor of this mission gains 2 Requisition points after this battle, instead of just 1.

Strike Force Mission

Fuelled by Faith
 5

MISSION BRIEFING
As the war raged on throughout the Pariah Nexus, a strange phenomenon manifested - fervent faith. This, it seemed, could hold the stilling energies of the Nexus at bay. Armed with knowledge of this apparent miracle, commanders gathered their most impassioned warriors and launched maniacal assaults against those targets that had proven impregnable to less zealous armies.

MISSION RULES
Theatre of War: Do not generate a Strategic Setback for this mission.

March of the Faithfal: The Attacker’s WARLORD gains the following ability for this battle: ‘March of the Faithful (Aura): Add 1" to the Move characteristic of friendly units (excluding VEHICLE and BIKER units) while they are within 6" of this WARLORD. Add 1" to Advance and charge rolls made for friendly units (excluding VEHICLE and BIKER units) while they are within 6" of this WARLORD.’

Zealous Assault: After declaring reserves and transports, the Attacker does not deploy their army as normal. Instead, the Attacker has the first turn, and in the Reinforcements step of their first Movement phase, they must set up the remaining units from their army as Reinforcements, wholly within a distance equal to their Move characteristic from any of their battlefield edges, more than 1" away from any enemy models and more than 9" away from the Defender’s deployment zone. If a model’s Move characteristic is such that it cannot physically be set up wholly within the specified distance of their battlefield edges, it must be set up so that it is touching your battlefield edge. During the turn in which such a model is set up on the battlefield, that model’s unit cannot do any of the following: make a Normal Move, Advance, Fall Back or Remain Stationary.

MISSION OBJECTIVES
Victory points are awarded as follows:

REPEL THE ATTACK
Progressive Objective

Nothing shatters the glass armour of faith faster than defeat. Prove to your foes that there is no hope and they will surely be cut apart by the shards of their own broken hopes.

At the end of the Defender's turn, the Defender scores 20 victory points if they control the objective marker.

This mission objective cannot be scored in the first battle round.
CRUSADE OF FAITH
End Game Objective

Every zealous crusade requires a figurehead, a living focus for the faithful and a stirring orator to urge their warriors on. Now is the time for that exemplar to step to the fore!

At the end of the battle, the Attacker scores 90 victory points if their WARLORD is within range of the objective marker or the Attacker controls the objective marker.

VICTOR BONUS
The victor's WARLORD gains 3 experience points. If the victor is the Attacker and their WARLORD was within range of the objective marker at the end of the battle, they gain 5 experience points instead.

Strike Force Mission

Last Stand
 6

MISSION BRIEFING
The defenders have been harried and beaten across the warzone, their forces picked apart by an enemy in ascendancy. They can run no longer and have fortified a position to face their attackers. Defeat here seems inevitable, but they will make their stand nonetheless - perhaps, if they sell themselves dearly enough, they may yet claim some measure of victory from this disaster.

MISSION RULES
Theatre of War: Do not generate a Strategic Setback for this mission.

Last Stand: When creating the battlefield, ensure that the Defender s deployment zone has the greater amount of cover in order to create the ideal defensible position. The Defender has the first turn.

Fully Committed: Other than AIRCRAFT units, the Defender cannot put any of their units in Strategic Reserve before or during the battle, and none of the units in their army can be Reinforcement units. If a unit has an ability that says it must be a Reinforcement unit (e.g. Drop Pod Assault), that unit must be set up during deployment wholly within the Defenders deployment zone.

MISSION OBJECTIVES
Victory points are awarded as follows:

WIPE THEM OUT
Progressive Objective

Nothing less than the annihilation of the foe will suffice. They must fall before the reaping scythe of your fury. None must escape alive, for in their end lies your victory.

At the end of each battle round, the Attacker scores 15 victory points if any enemy units were destroyed during the battle round.

At the end of the battle, the Attacker scores 15 victory points if there are no models from the Defender's army within the Defender’s deployment zone.
LAST STAND
End Game Objective

You have one chance to make this act of defiance count. Should even a single one of your warriors survive the onrushing storm, then you will have wrested victory from the very jaws of defeat.

At the end of the battle, the Defender scores 90 victory points if any models from their army (excluding AIRCRAFT and BUILDING models) are within their deployment zone.

VICTOR BONUS
If the Defender is the victor, they can select one unit from their army. If that unit can gain a Battle Honour, it gains a Battle Trait of your choice (see the Warhammer 40,000 Core Book). Make a note of that Battle Trait on that unit's Crusade card and increase its Crusade points accordingly. If the Attacker is the victor, they gain 2 Requisition points after this battle, instead of just 1.

Onslaught Missions

Onslaught Mission

Dominate the Sector
 1

MISSION BRIEFING
After long weeks of ever escalating conflict, at last a breakthrough! Somewhere in this region lies the source of the terrible phenomena plaguing your forces. Your brave commanders will lead you in, holding flagging formations together until you can claim the field of victory and finally cast down whatever foul false idols are leeching the souls from your brave soldiery.

MISSION RULES
Rally to Me: Players can re-roll failed Combat Attrition tests for models while they are within 6" of a friendly CHARACTER unit.

MISSION OBJECTIVES
Victory points are awarded as follows:

AREA DENIAL
Progressive Objective

The more completely you are able to establish your power over this region, the faster you will be able to claim it as yours.

At the end of each player's turn, the player whose turn it is scores 10 victory points for each of the following conditions they satisfy (for a maximum of 30 victory points):
  • Control one or more objective markers.
  • Control more objective markers than your opponent.
  • Control one or more objective markers that were controlled by your opponent at the start of the turn.
SECURE THE BATTLEFIELD
End Game Objective

Drive your enemies back. Seize their territory. Leave them nowhere to advance and nowhere to flee, then crush them utterly to ensure your dominance.

A player scores 5 victory points for each objective marker they control that is not in their own deployment zone.

VICTOR BONUS
The victor can select one unit from their army. If that unit can gain a Battle Honour, it gains a Battle Trait of your choice (see the Warhammer 40,000 Core Book). Make a note of that Battle Trait on that unit's Crusade card and increase its Crusade points accordingly.

Onslaught Mission

The Shield
 2

MISSION BRIEFING
The thunderous subterranean stirrings of Necron structures have driven a rocky pressure ridge upwards and formed a natural barrier of living stone many miles in length. Already the enemy are rushing to claim this highly defensible feature, now christened ‘The Shield’. You must sweep in swiftly, dig in along its rocky line and then drive your forces over the top to hurl the enemy back!

MISSION RULES
The Shield: The Shield is a straight line, 1mm wide which runs through the centre of the battlefield. When making a ranged attack, if a straight line drawn between the firing model and the closest visible part of the target unit crosses the Shield line, the target unit has a 5+ invulnerable save against that attack.

MISSION OBJECTIVES
Victory points are awarded as follows:

CROSS THE SHIELD
Progressive Objective

It is not enough to simply secure The Shield, you must purge any enemy forces who make it over the jutting ridgeline while securing your own decisive foothold beyond the craggy barrier.

At the end of each player’s turn, the player whose turn it is scores 10 victory points for each of the following conditions they satisfy (for a maximum of 30 victory points):
  • They have three or more units wholly within the half of the battlefield that contains their opponent’s deployment zone.
  • There are less than three enemy units wholly within the half of the table that contains their own deployment zone.
  • One or more enemy units were destroyed this turn by a unit from their army that is wholly within the half of the battlefield that contains their opponent’s deployment zone.

VICTOR BONUS
The victor can select one unit from their army. If that unit can gain a Battle Honour, it gains a Battle Trait of your choice (see the Warhammer 40,000 Core Book). Make a note of that Battle Trait on that unit's Crusade card and increase its Crusade points accordingly.

Onslaught Mission

The Wanderers
 3

MISSION BRIEFING
This world has been stilled, its peoples seemingly robbed of their souls and minds. Most were snatched away, or else slain, as they sprawled defenceless and unresisting in the path of battle. Some few remain, however, and are even now shambling like lost livestock through this engagement area. Gather them up, whether for study or harvest, and be quick about it, for the enemy also seek to capture the stilled.

MISSION RULES
The Stilled: At the start of each battle round, starting with the player who is taking the hrst turn, the players alternate selecting an objective marker and rolling off with their opponent. The player who rolls highest can move that objective marker a number of inches equal to the highest dice result. If the roll is a tie, that marker does not move. Each objective marker can only be selected once per battle round.

MISSION OBJECTIVES
Victory points are awarded as follows:

ESCORT THE STILLED
Progressive Objective

To extract your mindless quarry from the field of battle, you first need to get into position to snatch them up, tranquilise them or otherwise see to their capture.

Players score 5 victory points at the start of the battle round for each objective marker they control.
SECURE THE STILLED
End Game Objective

By battle's end you must have corralled more of the luckless lost souls in this region than your opponent. Only then can you call this operation successful.

If a player controls more objective markers than their opponent at the end of the battle, that player scores 30 victory points.

VICTOR BONUS
The victor can select three units from their army to be Marked for Greatness after the battle, instead of just one.

Onslaught Mission

Valley of Dread
 4

MISSION BRIEFING
In this region, a pair of towering Necron structures form a natural valley between their dark and ominous flanks. Those attempting to force passage down this shadowy channel must endure the full spirit-withering force of the Pariah Nexus, yet force passage they must, for the foe are attempting to do the same. The scene is set for a nightmarish, headlong clash - a test of wills to see who can endure the longest and drive their enemy back.

MISSION RULES
Aura of Trepidation: While a unit is within range of an objective marker, each time a Morale test is taken for that unit, an unmodified roll of 5+ is always a fail, irrespective of that unit's Leadership characteristic or any abilities it has.

MISSION OBJECTIVES
Victory points are awarded as follows:

CONTROL NEXUS
Progressive Objective

Victory will go to the commander who can secure the choke point at the valleys centre, while driving their enemies back.

At the end of each player's Command phase, the player whose turn it is scores victory points for each of the following conditions they satisfy (for a maximum of 25 victory points):
  • 5 victory points if they control one or more objective markers.
  • 5 victory points if they control two Gamma (γ) objective markers.
  • 5 victory points if they control two Beta (β) objective markers.
  • 10 victory points if they control two Alpha (α) objective markers.
This mission objective cannot be scored in the first battle round.

VICTOR BONUS
The victor can select one unit from their army. If that unit can gain a Battle Honour, it gains a Battle Trait of your choice (see the Warhammer 40,000 Core Book). Make a note of that Battle Trait on that unit’s Crusade card and increase its Crusade points accordingly.

Onslaught Mission

Assault on the Complex
 5

MISSION BRIEFING
Here lie a concentration of enemy defences that have held back your forces’ advance for days. At last a route has opened up for you to stage a daring attack upon this complex and, hopefully, sabotage its alien systems. You will have to be swift, however, for the foe are even now endeavouring to lock down and consolidate this position.

MISSION RULES
Objective Markers: The players alternate placing five objective markers on the battlefield, one at a time, starting with the Defender. Objective markers can be placed anywhere on the battlefield that is more than 9" away from any deployment zone and more than 15" away from any other objective marker.

Power Conduit (Action): One or more INFANTRY units from your army can start to perform this action at the end of your Command phase. Each unit from your army that starts to perform this action must be in range of a different objective marker. The action is successfully completed at the start of your next Command phase.

Quantum Shield Generators: Models have a 5+ invulnerable save against ranged attacks while their unit is within range of an objective marker. When making a ranged attack against a unit within 3" of an objective marker, a wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.

MISSION OBJECTIVES
Victory points are awarded as follows:

HOLD POSITION
Progressive Objective

The more of this complex you can control the easier your warriors’ efforts will be to either destroy it, or else bolster its defences and protect its vital systems.

At the end of each player's Command phase, the player whose turn it is scores 3 victory points for each objective marker they control (for a maximum of 15 victory points).
POWER CONDUIT
Progressive Objective

These conduits must either be viciously sabotaged so that they can no longer function, or else locked down with a series of commands to place them beyond harms reach.

Score 3 victory points each time a unit from your army successfully completes the Power Conduit action.

These mission objectives cannot be scored in the frst battle round.

VICTOR BONUS
The victor of this mission can use the Increase Supply Limit Requisition twice before the next battle without spending any Requisition points.

Onslaught Mission

Abandoned District
 6

MISSION BRIEFING
Under the baleful influence of the Pariah Nexus, entire cityscapes have been reduced to haunted and hollow shells. One such sprawl lies before you, and it is your unenviable task to sweep it for enemy threats and lurking, unnatural dangers.

MISSION RULES
Abandoned City: When setting up the battlefield, create an even city grid using Area Terrain features, ensuring (where possible) each Area Terrain feature is more than 10" away from another. The deployment map provides a recommended layout for these terrain features.

Investigate Area (Action): One or more INFANTRY units from your army can start to perform this action at the end of your Movement phase. Every model in each unit from your army that starts to perform this action must be within one Area Terrain feature that has not been investigated by your army. If the highest Leadership characteristic in the unit is 7 or less, an INFANTRY unit must be within 6" of another friendly unit in order to start this action. The action is successfully completed at the start of your next Command phase. If this action is successfully completed, that Area Terrain feature is said to have been investigated by your army.

MISSION OBJECTIVES
Victory points are awarded as follows:

INVESTIGATE CITY
End Game Objective

A block-by-block sweep is the only way to secure this region, and it must be conducted while driving back the enemy as they attempt to do the same.

At the end of the battle, each player scores victory points as follows:
  • 4 victory points for each Area Terrain feature within their deployment zone that has been investigated by their army.
  • 8 victory points for each Area Terrain feature not in either player’s deployment zone that has been investigated by their army.
  • 12 victory points for each Area Terrain feature within their opponent’s deployment zone that has been investigated by their army.

VICTOR BONUS
The victor of this mission gains 2 Requisition points after this battle, instead of just 1.

Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

  • Roll-off: Both players roll a D6 – highest wins.
  • Roll again if a tie.
Power Level
An army's Power Level is a guide to how large and powerful an army is, so an army with a high Power Level is more powerful than one with a low Power Level. You can calculate the Power Level of an army by adding up the individual Power Ratings of every unit contained within it.

  • Power Level: Sum of all Power Ratings in army.
Power Ratings
Every unit has a Power Rating listed on its datasheet, and it is a measure of its efficacy on the battlefield. They are designed to give players, at a glance, an idea of how mighty a unit is on the battlefield, irrespective of the weapons its models can be equipped with. They can therefore be used as a quick guide to establish the comparative strength of each army.

The Power Rating on a datasheet is for a minimum-sized unit. A unit’s Power Rating can be increased if additional models are added to the unit, and occasionally if other options are taken for the unit (such as equipping a unit with jump packs) - in either case the unit's datasheet will make it clear if the Power Rating listed at the top of the datasheet is increased as a result.

  • Power Ratings: Quick measure of a unit's efficacy.
Army Faction
In a Battle-forged army, all of the units in your army - with the exception of those that are UNALIGNED — must have at least one Faction keyword in common (e.g. IMPERIUM or CHAOS) even if they are in different Detachments. If a unit does not have the correct Faction keyword, it cannot be included in your army.

  • Army Faction: All units in army must share at least one Faction keyword.
  • UNALIGNED units are exempt.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
Embark
If a unit makes a Normal Move, an Advance or it Falls Back, and every model in that unit ends that move within 3" of a friendly TRANSPORT model they can embark within it. A unit cannot embark within a TRANSPORT model that is within Engagement Range of enemy models, and it cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within the model.

Units cannot normally do anything or be affected in any way while they are embarked. Unless specifically stated, other units’ abilities have no effect on units while they are embarked, and Stratagems cannot be used to affect units while they are embarked. For all rules purposes, units that are embarked within a TRANSPORT model that has made a Normal Move, Advanced, Fallen Back or Remained Stationary also count as having made the same kind of move that turn.

  • Units can embark in a friendly TRANSPORT if every model ends a Normal Move, an Advance or a Fall Back within 3" of it.
  • A unit cannot embark within a TRANSPORT that is within Engagement Range of any enemy models.
  • A unit cannot embark and disembark in the same phase.
  • Units cannot do anything, or be affected in any way, while they are embarked within a TRANSPORT.
Reinforcement Units
If a unit is ever added to a Battle-forged army during the battle, it is never considered to be part of a Detachment. This means that it never costs CPs to include them in your army but they will never benefit from any Detachment abilities.

  • Units added to your army during the battle are never part of a Detachment.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Manifesting Psychic Powers
The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round. When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Requisition Points
Requisition points can be used to purchase Requisitions: these can upgrade your Crusade force, or units within them. Each time you spend a Requisition point, reduce your total by 1. Any Requisition points you do not spend are saved and can be used later. As you play more battles, you can accrue additional Requisition points, but a Crusade force can never have more than 5 (any additional Requisition points acquired beyond this are lost). Each time you play a battle, you will gain 1 Requisition point after that battle has been completed, regardless of the result of the battle itself. You should keep track of how many Requisition points you have on your Order of Battle.

The Requisitions you can purchase can be found here. Each Requisition will tell you when it can be purchased; they can never be purchased during a battle. Unless stated otherwise, there is no limit on the number of Requisitions you can purchase, the number of times you can purchase each Requisition, nor on the combination of Requisitions you can purchase, so long as you have enough Requisition points. If you do not have enough Requisition points to purchase a Requisition, you cannot purchase it.

  • Requisitions cost Requisition points to purchase.
  • You can never have more than 5 Requisition points.
  • Each battle you play earns you 1 Requisition point (win, lose or draw).
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Battle Honours
Units gain one Battle Honour each time they gain a rank. Sometimes, a unit can gain an additional Battle Honour by other means (such as by winning certain missions). There are several types of Battle Honours that can be bestowed onto a unit: Battle Traits, Psychic Fortitudes, Weapon Enhancements and Crusade Relics. Each time a unit gains a Battle Honour, it can select from one of those categories. A unit can never have more than six Battle Honours. Make a note of each Battle Honour a unit has on its Crusade card.

Each time a unit gains a Battle Honour you must increase its Crusade points total by 1 (if the unit has a Power Rating of 10 or less) or 2 (if the unit has a Power Rating of 11 or higher).

  • There are four types of Battle Honours:
    • Battle Traits: New skills and abilities.
    • Weapon Enhancements: Upgrade an item of wargear.
    • Psychic Fortitudes: Boosts a unit's psychic might.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points by:
    • 1 if unit has a Power Rating or 10 or less.
    • 2 if unit has a Power Rating of 11 or more.

Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Defensible (Set to Defend/Hold Steady)
If every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it.

If every model in an INFANTRY unit is within 3" of an Obstacle terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it if, were you to draw a straight line, 1mm in thickness, between the closest parts of the bases (or hulls) of the two closest models in the two units, that line would pass over or through that terrain feature.

A unit cannot Hold Steady or Set to Defend while it is within Engagement Range of any enemy units.

If a unit Holds Steady, any Overwatch attacks made by that unit this phase will score hits on rolls of 5+. If a unit Sets to Defend, it cannot fire Overwatch this phase, but you add 1 to hit rolls when resolving attacks made with melee weapons by models in that unit until the end of the next Fight phase.

  • INFANTRY units can Hold Steady or Set to Defend (if no enemy within Engagement Range}.
  • Hold Steady: Overwatch attacks hit on 5+.
  • Set to Defend: Cannot fire Overwatch but add 1 to hit rolls in next Fight phase.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
INCREASE SUPPLY LIMIT1RP
Purchase this Requisition at any time. Increase your Crusade force's Supply Limit by 5 Power.
FRESH RECRUITS1RP
Purchase this Requisition at any time. Select one unit from your Order of Battle (excluding CHARACTERS, VEHICLES and MONSTERS) that has a Crusade card. You cannot choose a unit that has achieved the Battle-hardened, Heroic or Legendary rank. Add any number of additional models to this unit (up to the maximum listed on its datasheet) and increase its Power Rating accordingly. If the unit you selected has achieved the Blooded rank, you must increase its Crusade points total by 1 if its Power Rating has gone from 10 or less to 11 or more.
Reinforcement Units
If a unit is ever added to a Battle-forged army during the battle, it is never considered to be part of a Detachment. This means that it never costs CPs to include them in your army but they will never benefit from any Detachment abilities.

  • Units added to your army during the battle are never part of a Detachment.
Perils of the Warp
When a PSYKER unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a PSYKER unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a PSYKER unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

  • Perils of the Warp: The PSYKER unit manifesting the power suffers D3 mortal wounds.
  • If PSYKER unit is destroyed, the psychic power fails to manifest.
  • If PSYKER unit destroyed, every other unit within 6" suffers D3 mortal wounds.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Number of Attacks (melee)
When a model fights, it will make a number of attacks. You make one hit roll for each attack being made (see Making Attacks).

The number of attacks a model makes is determined by its Attacks (A) characteristic, which can be found on its datasheet. For example, if a model has an A of 2, it can make two attacks.

  • Number of attacks made by each model that can fight = A.
COMMAND RE-ROLL1CP
Core Stratagem
Use this Stratagem after you have made a hit roll, a wound roll, a damage roll, a saving throw, an Advance roll, a charge roll, a Psychic test, a Deny the Witch test or you have rolled the dice to determine the number of attacks made by a weapon. Re-roll that roll, test or saving throw.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
INCREASE SUPPLY LIMIT1RP
Purchase this Requisition at any time. Increase your Crusade force's Supply Limit by 5 Power.
REARM AND RESUPPLY1RP
Purchase this Requisition at any time. Select one unit from your Order of Battle (excluding CHARACTERS) that has a Crusade card. You can change any wargear options that models in that unit are equipped with as described on that unit’s datasheet, provided that none of those wargear options would change the Power Rating of the unit. You cannot replace a weapon that a model is equipped with if the weapon in question has been upgraded by a Weapon Enhancement.
Reinforcement Units
If a unit is ever added to a Battle-forged army during the battle, it is never considered to be part of a Detachment. This means that it never costs CPs to include them in your army but they will never benefit from any Detachment abilities.

  • Units added to your army during the battle are never part of a Detachment.
Power Level
An army's Power Level is a guide to how large and powerful an army is, so an army with a high Power Level is more powerful than one with a low Power Level. You can calculate the Power Level of an army by adding up the individual Power Ratings of every unit contained within it.

  • Power Level: Sum of all Power Ratings in army.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.
REPAIR AND RECUPERATE1RP
Purchase this Requisition either before or after a battle. Select one Crusade card from your Order of Battle that has one or more Battle Scars. Select one of that unit’s Battle Scars and remove it from its Crusade card (remember that for each Battle Scar removed, the unit's Crusade points will effectively increase by 1).
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
INCREASE SUPPLY LIMIT1RP
Purchase this Requisition at any time. Increase your Crusade force's Supply Limit by 5 Power.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Reinforcement Units
If a unit is ever added to a Battle-forged army during the battle, it is never considered to be part of a Detachment. This means that it never costs CPs to include them in your army but they will never benefit from any Detachment abilities.

  • Units added to your army during the battle are never part of a Detachment.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
INCREASE SUPPLY LIMIT1RP
Purchase this Requisition at any time. Increase your Crusade force's Supply Limit by 5 Power.
© Vyacheslav Maltsev 2013-2021