Narrative Play Mission Rules

Some of Psychic Awakening missions refer to the 8th edition rulebook. Those rules given here for your convenience.

Concealed Deployment

In some battles, commanders have had time to conceal the positions of their forces from the enemy.
If a mission uses Concealed Deployment, the Defender will need a set-up marker for each unit in their army that they intend to start the battle deployed on the battlefield. You do not need any markers for units that will start the battle embarked on a TRANSPORT, only a marker for the transport itself. Each marker needs to be distinct (for example by having a different number) so it can correspond to a specific unit. The Defender must write down which unit each marker represents and keep this information secret from his opponent.

When the Defender deploys their army, they set up the markers instead of their models. Once the Defender has set up all their markers, the Attacker deploys all their forces. Once this has been done, the Defender then reveals which marker corresponds to which unit, setting up the appropriate models as they do so. The first model in each unit must be placed exactly where the unit’s setup marker was placed, and the entire unit must be set up wholly within the player’s own deployment zone.

Preliminary Bombardment

In a major offensive, the attacker will often launch a heavy bombardment prior to the main attack.
If your mission uses Preliminary Bombardment, then at the start of the first battle round, but before the first turn begins, the Attacker should roll a dice for each enemy unit that is on the battlefield (do not roll for units that are embarked inside TRANSPORTS). On a roll of 6, that unit has been hit by a Preliminary Bombardment; that unit suffers D6 mortal wounds. INFANTRY units that are hit by a Preliminary Bombardment can choose to go to ground before the damage is determined – if they do, they only suffer D3 mortal wounds, but cannot take any actions during their first turn.

Random Battle Length

War is rarely predictable, and the time available to achieve your objectives is never certain.
If your mission uses Random Battle Length, at the end of battle round 5, the player who had the first turn must roll a D6. On a roll of 3+, the game continues, otherwise the game is over. At the end of battle round 6, the player who had the second turn must roll a D6. This time the game continues on a roll of 4+, otherwise the game is over. The battle automatically ends at the end of battle round 7.

Reserves

Reserves are forces which are not directly present at the start of an engagement but are available as reinforcements during battle.
If a mission uses Reserves, it will detail which units in your army start the game in Reserve – these units are not deployed with the rest of your army.

The mission will usually state when the units placed in Reserve arrive on the battlefield – this is typically at the end of a particular Movement phase. If the mission does not specify when units arrive, roll for each unit at the end of your second Movement phase (and at the end of each of your Movement phases thereafter) – this is called a Reserve roll. On a 3+, the unit being rolled for arrives from Reserve. Note that if a unit placed into Reserve is embarked within a TRANSPORT, they will arrive when their transport does, not separately (if rolling, make a single roll for the transport and the units embarked in it).

The mission will explain how and where to set up units when they arrive from Reserve – typically within a short distance of a specified edge of the battlefield.

Sustained Assault

Occasionally, an army will possess overwhelming superiority in numbers, with wave upon wave of its troops hurling themselves forward.
If your mission uses Sustained Assault, any of the Attacker’s units that are destroyed can be brought back into play later in the battle, to represent their almost limitless supply of reinforcements. At the end of each of the Attacker’s Movement phases, roll a dice for each of their destroyed units, adding 2 to the result if that unit has the Troops Battlefield Role. On a 4+, immediately set up that unit within 6" of a battlefield edge – the mission will specify which.

The Attacker can also, at the end of any of their turns, remove any of their units from the battlefield that have a quarter or less of their starting number of models (or, in the case of single-model units, a quarter or less of its starting number of wounds). This unit then counts as having been destroyed for all purposes, and so can be brought back into play later as described above.

Phoenix Rising

The rules presented in this section allow you to play games set in locations inspired by those found in the narrative of this book, as well as play through some of the most dramatic and climactic battles involving the Aeldari in the period of the Psychic Awakening.

THEATRES OF WAR
Below you will find rules for two new theatres of war. These allow you to play games of Warhammer 40,000 in evocative environments that present exciting and unique new challenges to overcome.

Battles set at high altitude, such as atop the towering spires of a hive, will see warriors fighting on high platforms, with the surface beneath them becoming ever-more unstable as more and more destruction is visited upon it.

In conflicts on Aeldari maiden worlds, warriors of all races find themselves invigorated by the verdant energies of the planet’s world-spirit. Those Aeldari who do battle there are often driven to new heights of rage by the destruction wrought upon the paradisical landscapes they seek to protect.

ECHOES OF WAR MISSIONS
Below you will find three new Echoes of War missions for your narrative battles. These allow you to refight key battles involving the Aeldari described in Phoenix Rising book, from the ill-fated Ulthwé strike on the spire of Adonis to Yvraine confronting her daemonic pursuer, Shalaxi Helbane. These missions can be combined with the theatres of war below to add an additional layer of depth to your games.

Players are also encouraged to use the rules that are presented here as a basis for their own Narrative Play missions, whether they are a part of the Aeldari’s ongoing war for survival in the wake of the Great Rift, or simply represent other, similar battlefields upon which they wish their armies to do battle.

Theatres of War

With the Great Rift splitting the firmament and their race’s future looking ever-more bleak, the various sub-factions of the Aeldari found themselves forced to fight in a multitude of locations across the galaxy.

In this section you will find exciting new theatres of war to use in your games of Warhammer 40,000. Theatres of war offer new tactical challenges to enrich your games, and introduce new rules to represent many varied battle environments. Some modify the core rules – for example, by altering the range of weapons. Others provide new rules for phenomena like dust storms, volcanic eruptions and earthquakes. Others still grant additional abilities and Stratagems to certain units. These rules are designed to reflect the theatres of war the Aeldari found themselves fighting in during the events described in Phoenix Rising book. These rules are entirely optional and, so long as you and your opponent agree, they can be used in any Warhammer 40,000 game.

Agree which, if any, theatre of war rules will be used when you are setting up the battlefield, before deployment.

Theatre of War: Maiden World

The maiden worlds are carefully crafted paradises that represent hope for the dwindling Aeldari. Those of that ancient race will fight to protect the precious few of these that remain unspoiled with a vicious fury.
Vigour of the World Spirit: At the end of your Movement phase, you can roll one D6 for each non-VEHICLE unit from your army that is on the battlefield. On a 6+ you can select one model in that unit to regain 1 lost wound. If there is not a model in that unit that has lost any wounds, but any models from that unit have been destroyed, roll one D6; on a 4+ you can return one of those models to the battlefield with 1 wound remaining, placing it in unit coherency (if the model cannot be placed in this way, it is not returned to the battlefield).

Unspoiled Paradise: When a VEHICLE model explodes, if there are any AELDARI CHARACTER models on the battlefield, randomly determine one of them and roll one D6, adding 1 if that VEHICLE model has the AELDARI keyword. If that VEHICLE model is an AELDARI BUILDING, add 2 to the roll instead. On a 5+ that CHARACTER model is driven into a rage by the destruction visited upon the maiden world; add 1 to its Strength and Attacks characteristics until the end of the battle.

Theatre of War: High Altitude

Many worlds contain immense cities whose great spires are studded with platforms, or floating structures that harvest valuable atmospheric gasses. Battles conducted in such places are often brutal and perilous affairs.
Open Sky: Running along the edge of the battlefield is a 6" area that represents open sky. Only models with the FLY keyword can be set up in or move into this area. If a model without the FLY keyword is set up in or moves into this area for any reason, it is immediately destroyed. The area of the battlefield that is not open sky is referred to as the platform.

Destabilised Platform: When a VEHICLE model on the platform explodes, after resolving the effects, roll one dice for each unit that does not have the FLY keyword and is within 9" of the edge of the battlefield. Add 2 to the result if the exploding model was TITANIC. On a 5+ that unit suffers D6 mortal wounds as warriors tumble to their deaths or crash into railings.

Gusting Winds: At the start of the battle round, the player who has the first turn rolls one D6. On a 1-4, high winds are blowing towards the battlefield edge corresponding to the result as shown on the map below. In your Movement phase, you can add 6" to the Move characteristic of any models from your army with the FLY keyword. A model that has its Move characteristic increased in such a way must finish any move it makes that phase closer to the table edge the high winds are blowing towards than when they started the move.

Echoes of War

Skystrike

To the defenders of Adonis, it had seemed as though it was a day like any other manning the defence guns of their hive spire. The next moment the skies were filled with screaming jets as xenos aircraft launched strikes against the spires of the planet’s ruling elite. Even as the Imperial forces aligned their anti-air defences, more xenos warriors disembarked onto the platform to silence them...

THE ARMIES
Each player must first muster an army from their collection. The Defender commands the Astra Militarum defence force. The Attacker commands the invading Aeldari force. A player can include any models in their army, but if their army is Battle-forged they will also be able to use the appropriate Stratagems included with this mission (see below).

THEATRES OF WAR
Use the rules from Theatre of War: High Altitude to reflect the lofty platform upon which this battle is taking place.

THE BATTLEFIELD
The Defender creates the battlefield. The battlefield should resemble a spire-top platform, with a mixture of ruins and buildings. Set up four objective markers as shown on the deployment map to represent heavy anti-air guns. These should be in the open or on top of buildings.

DEPLOYMENT
After terrain has been set up, the Defender sets up their units wholly within their deployment zone. The Attacker then sets up their units wholly within their deployment zone. The Attacker can set up units in Reserve. The combined Power Rating of the units set up in Reserve cannot exceed half of the player’s army’s Power Level.

FIRST TURN
The Attacker has the first turn.

SUSTAINED ASSAULT
The Attacker can use the Sustained Assault rules. Units brought back to the battlefield using these rules must be set up wholly within 9" of the edge of the battlefield.

THE ANTI-AIR GUNS
The Attacker’s units treat objective markers as enemy models. The objective markers have a Toughness characteristic of 7, a Wounds characteristic of 5, a Save characteristic of 4+ and a Leadership characteristic of 10. They are also considered to be CHARACTER units for the purposes of choosing a target for an attack (but for no other purposes). If an objective marker is destroyed, remove it from the battlefield.

At the end of the battle round, the Defender rolls three D6 for each objective marker remaining on the battlefield. For each 4+ they roll, they gain a Destroyed Aircraft point. Keep a tally of these points throughout the battle.

BATTLE LENGTH
Use the Random Battle Length rules. If the Defender reaches a total of 15 Destroyed Aircraft points, or all four objective markers are destroyed, the battle ends immediately.

VICTORY CONDITIONS
If the battle ends immediately because the Defender has reached 15 Destroyed Aircraft points, the Defender wins a major victory. If the battle ends immediately because the Attacker has destroyed all four objective markers, the Attacker wins a major victory. Otherwise, if one army has been entirely destroyed, the other army’s player wins a major victory. If neither player has won a major victory, then if there are two or more objective markers remaining on the battlefield, the Defender wins a minor victory. Any other result is a minor victory for the Attacker.


STRATAGEMS
In this mission, players can use Command Points (CPs) to use the following bonus Stratagems:

2CP

EVASIVE MANOEUVRES

Attacker Stratagem

Focussing their attack runs, the Aeldari pilots avoid the worst of the anti-air fire.

Use this Stratagem at the end of the battle round, before the Defender rolls to see how many Destroyed Aircraft points they gain. Subtract 1 from the result of each D6.
2CP

CAST THEM DOWN!

Attacker Stratagem

Fighting near the edge of the platform is fraught with danger…

Use this Stratagem at the end of the Fight phase. Select one enemy unit that cannot FLY that is within 1" of any units from your army and within 1" of the edge of the platform (see Theatre of War: High Altitude). That unit suffers D3 mortal wounds.
1CP

DEMOLITIONS

Attacker Stratagem

Severing essential power couplings and securing grenades against exposed plating ensures rapid destruction of the defence turrets.

Use this Stratagem in your Shooting phase. Select one objective marker that is within 1" of any units from your army and roll one D6. On a 3+ that objective marker suffers D3 mortal wounds.
3CP

INTENSIFY FIRE

Defender Stratagem

Even in the fiercest battles, some officers manage to keep their head and direct their defences with skill.

Use this Stratagem at the end of the battle round, before rolling to see how many Destroyed Aircraft points you gain. You can re-roll all or any of the dice.
2CP

CAST THEM DOWN!

Defender Stratagem

Fighting near the edge of the platform is fraught with danger…

Use this Stratagem at the end of the Fight phase. Select one enemy unit that cannot FLY that is within 1" of any units from your army and within 1" of the edge of the platform (see Theatre of War: High Altitude). That unit suffers D3 mortal wounds.
1CP

PROTECT THE GUNS

Defender Stratagem

Some of the defence force exemplify the ideals of the Imperium, sacrificing themselves to protect valuable assets.

Use this Stratagem in your opponent’s Shooting phase, when an objective marker is selected as the target of an attack made with a ranged weapon. Until the end of that phase, when that objective marker would lose any wounds as a result of an attack made against that marker, you can select one unit from your army that is within 3" of it and roll one D6; on a 4+ that objective marker does not lose any wounds and the selected unit suffers 1 mortal wound for each of those wounds.
Echoes of War

Bitter Reversal

At Vect’s command, a number of Drukhari were surgically altered to appear as Humans, and in this guise infiltrated several Astra Militarum regiments. Once in place, the agents of the Dark City managed to divert the guardsmen forces and manipulate them into tracking down and attacking Yvraine’s Reborn followers. Unless the Ynnari can escape with all haste, they will likely be overwhelmed by the misled Imperial forces.

THE ARMIES
Each player must first muster an army from their collection. The Defender commands the Ynnari force, which must include Yvraine. The Attacker commands the Astra Militarum force manipulated by the Drukhari. A player can include any models in their army, but if their army is Battle-forged they will also be able to use the appropriate Stratagems included with this mission (see below). If the Attacker wishes to make use of the ‘The Architects Revealed’ Stratagem, they will require one or more Drukhari units with a Power Rating of 5 or less.

THE BATTLEFIELD
The Defender creates the battlefield. The battlefield should resemble the high peaks of the slabcrete world Ghodri Sekmet, where the battle takes place.

DEPLOYMENT
After terrain has been set up, the Defender sets up their units wholly within their deployment zone. The Attacker then sets up their units wholly within their deployment zones, divided as evenly as possible between deployment zone A and deployment zone B. The Attacker can set up units in Reserve. The combined Power Rating of the units set up in Reserve cannot exceed half of the player’s army’s Power Level.

FIRST TURN
The Defender has the first turn.

THE WEBWAY GATE
Units from the Defender’s army can leave the battlefield through the Webway Portal. If such a unit is within the area marked as the Webway Portal on the deployment map at the end of the Defender’s Movement phase, the Defender can remove it from the battlefield. That unit is then said to have escaped.

BATTLE LENGTH
Use the Random Battle Length rules to determine how long the battle lasts. If Yvraine escapes or is destroyed, the battle ends immediately.

VICTORY CONDITIONS
If the battle ends immediately because Yvraine has escaped, the Defender wins a major victory. If the battle ends immediately because Yvraine has been slain, the Attacker wins a major victory. Otherwise, if one army has been entirely destroyed, the other army’s player wins a major victory.

If neither player has won a major victory, then if, at the end of the battle, Yvraine has 2 or fewer wounds remaining, the Attacker wins a minor victory. Any other result is a minor victory for the Defender.


STRATAGEMS
In this mission, players can use Command Points (CPs) to use the following bonus Stratagems:

3CP

THE ARCHITECTS REVEALED

Attacker Stratagem

Stepping forth before the fleeing Reborn, the Drukhari strike them down before they could react.

Use this Stratagem at the end of your Movement phase. Set up one DRUKHARI unit with a Power Rating of 5 or less wholly within the area marked as the Webway Gate on the deployment map. If the unit cannot be set up wholly within this area, it is not set up.
1CP

CUT THEM OFF

Attacker Stratagem

Recon elements of your forces speed ahead to cut off the enemy retreat.

Use this Stratagem in your Movement phase, when a unit with the Fast Attack Battlefield Role Advances. Add 6" to the Move characteristic of that unit’s models until the end of the Movement phase instead of making an Advance roll.
3CP

HEAD START

Attacker Stratagem

Receiving intelligence from unknown sources, your forces spring their trap with impeccable timing.

Use this Stratagem at the start of the battle, before the first battle round. You can take the first turn instead of the Defender.
2CP

FIGHT OR FLIGHT

Defender Stratagem

Desperate to escape, the Ynnari seek to extricate themselves from melee as swiftly as possible.

Use this Stratagem at the end of the Fight phase. Select one YNNARI unit from your army. That unit immediately Falls Back.
2CP

SHROUDED FROM VIEW

Defender Stratagem

Utilising the camouflage technologies of the Alaitoc forces, the Reborn hide themselves from their attackers.

Use this Stratagem at the start of your opponent’s Shooting phase. Select one YNNARI unit from your army. Until the end of that phase, that unit can only be chosen as the target of a shooting attack if it is the closest enemy unit to the firing unit.
1CP

DIVINE ASSISTANCE

Defender Stratagem

Ynnead has been known to intervene to protect his chosen vessel in times of need.

Use this Stratagem at the start of your Psychic phase. Add 1 to Psychic tests taken for Yvraine until the end of that phase.
Echoes of War

Confrontation

Confronted at last by Shalaxi Helbane and a coterie of fiends, Yvraine knew that flight was not an option. The only way to end this pursuit was to turn and fight. Rallying the greatest heroes of the Aeldari, Yvraine prepares to face her nemesis and prove to all that Slaanesh can only be defeated through unity.

THE ARMIES
Each player must first muster an army from their collection. The Defender commands the Aeldari force, which must include Yvraine and can only include CHARACTER models. The Attacker commands the Slaaneshi Daemon force, which must include Shalaxi Helbane, which has finally managed to corner its prey. A player can include any models in their army, but if their army is Battle-forged they will also be able to use the appropriate Stratagems included with this mission (see below).

THEATRES OF WAR
Use the rules from Theatre of War: Maiden World to reflect the planet upon which this battle is taking place.

THE BATTLEFIELD
The Defender creates the battlefield. The battlefield should be relatively open, with a scattering of trees to represent the wooded area of the maiden world in which the battle takes place.

DEPLOYMENT
After terrain has been set up, the Defender sets up their units wholly within their deployment zone. The Attacker then sets up their units wholly within their deployment zone. The Attacker can set up units in Reserve. The combined Power Rating of the units set up in Reserve cannot exceed half of the player’s army’s Power Level.

FIRST TURN
The Defender has the first turn.

SUSTAINED ASSAULT
The Attacker can use the Sustained Assault rules for any units of FIENDS OF SLAANESH, SEEKERS or DAEMONETTES. Units brought back to the battlefield using these rules must be set up wholly within 6" of the Attacker’s battlefield edge.

BATTLE LENGTH
Use the Random Battle Length rules. If Yvraine is destroyed, the battle ends immediately.

VICTORY CONDITIONS
At the end of the battle, if one army is totally destroyed, the other army’s player wins a major victory. Otherwise, if Yvraine has been destroyed, the Attacker wins a major victory. If Yvraine is still on the battlefield at the end of the battle, the Defender wins a minor victory.


STRATAGEMS
In this mission, players can use Command Points000005945Command Points% (CPs) to use the following bonus Stratagems:

1CP

DESECRATION

Attacker Stratagem

The forces of Slaanesh take any opportunity to provoke the Aeldari into extremes of emotion.

Use this Stratagem at the end of your Movement phase. Select one woods terrain feature that is within 1" of a SLAANESH unit from your army. Subtract 1 from the Leadership characteristic of AELDARI models until the end of the battle. You cannot use this Stratagem on the same woods terrain feature more than once per battle.
2CP

DESTROY THE REBORN

Attacker Stratagem

The Reborn’s use of soul energy is taken as a grave insult by the forces of Slaanesh.

Use this Stratagem in any phase, when an Ynnari unit from your opponent’s army begins drawing strength from death. Select one SLAANESH unit within 9" of that unit. Until the end of your next turn, when resolving an attack made by a model in that Slaanesh unit, add 1 to the hit roll.
1CP

EXQUISITE AGONIES

Attacker Stratagem

The Daemons of the Dark Prince draw vigour from the pain of their prey.

Use this Stratagem at the start of the Fight phase. Select one SLAANESH unit from your army. Until the end of that phase, when an enemy model loses a wound as a result of an attack made by a model in the selected unit, roll one D6; on a 4+ that model in the selected unit regains 1 lost wound.
3CP

PRECISION BARRAGE

Defender Stratagem

Following the battle from orbit, the corsair fleet employs its guns to aid its allies.

Use this Stratagem in your Shooting phase. Select one point on the battlefield. Roll one D6 for each unit within D6" of that point, subtracting 1 from the result if that unit is a CHARACTER; on a 4+ that unit suffers D3 mortal wounds. You can only use this Stratagem once per battle.
2CP

POWER OF THE WORLD SPIRIT

Defender Stratagem

Channelling the power of the maiden world, the psyker focuses their powers.

Use this Stratagem in your Psychic phase, before an AELDARI PSYKER model from your army attempts to manifest a psychic power. Add 2 to the result of the Psychic test if that model is within 3" of any woods terrain features.
3CP

DESPERATE DEFENCE

Defender Stratagem

For the Aeldari, there is no worse fate than to be slain by a Daemon of Slaanesh.

Use this Stratagem in any phase, when a CHARACTER model from your army is destroyed. At the end of that phase, roll one D6; on a 4+ set up that model as close as possible to their previous position, with 1 wound remaining. This Stratagem cannot be used on the same model more than once per battle.

Faith & Fury

The rules presented in this section allow you to play games set in locations inspired by those found in the narrative of this book, as well as play through some of the most dramatic and climactic moments from the early stages of the Psychic Awakening, when the Chaos Legions began their assault upon the Talledus System.

THEATRES OF WAR
Below you will find rules for a new Theatre of War. Theatres of War allow you to play games of Warhammer 40,000 in evocative environments that present exciting and unique new challenges to overcome.

Theatre of War: Warp Tear is designed to represent any one of the numerous battlefields across which the fate of the people of Talledus was decided. Foul warp predations, made real through the unnatural influence of the Cicatrix Maledictum, brought forth innumerable horrors that preyed upon the loyal citizenry of the Imperium, who, with only their faith in the Emperor to protect them, clung to their beliefs as a form of strength in the face of such evils.

Although the Theatre of War below is designed to reflect the narrative of Faith and Fury, it can be used to represent any location where the fabric of reality, which separates the material realm from that of the empyrean, has become weak and fragile. In such places where malign psychic energies manifest themselves at will and the soul of every mortal hangs in the balance.

ECHOES OF WAR MISSIONS
Below you will find two new Echoes of War missions for your narrative battles. These allow you to refight key battles described in this book, from the surprise attack on the capital world of Benediction to the Iron Warriors’ ground assault of the planet Ghreddask. These missions can be combined with the Theatre of War below to add an additional layer of depth to your games.

Players are also encouraged to use the rules that are presented here as a basis for their own narrative play missions, whether they are a part of the ongoing struggle for the Talledus System, or simply to represent other, similar battlefields upon which their armies wish to do battle.

Theatres of War

As the Psychic Awakening took hold of the Talledus System, fear and terror were met by faith and determination. The forces of the Imperium rose up in resistance as the heretical forces of the Dark Gods, alongside their daemonic allies, assailed them with firepower and the malefic energies of the warp.

In this section you will find an exciting new Theatre of War to use in your games of Warhammer 40,000. Theatres of War offer new tactical challenges to enrich your games, and introduce new rules to represent many varied battle environments. Some modify the core rules, for example, by altering the range of weapons. Some provide new rules for phenomena like dust storms, volcanic eruptions and earthquakes. Some grant additional abilities and Stratagems to certain units. These rules are designed to reflect the increasingly erratic psychic phenomena that have manifested themselves in the Talledus System due to the growth of the Great Rift, but they are entirely optional and, so long as you and your opponent agree, can be used in any Warhammer 40,000 game.

Agree which, if any, Theatre of War rules will be used when you are setting up the battlefield, before deployment.

Theatre of War: Warp Tear

As the Cicatrix Maledictum wrapped its tendrils around the Talledus System, the barrier that existed between reality and the anarchy of the warp grew weak and impermanent. Psychic powers, and the horrors that they brought, manifested themselves unabated as the rift continued to grow.
In the Dark Places: Before deployment, each player selects one piece of terrain on the battlefield to become a tear in reality. Whenever a unit starts or ends a move within 1" of any part of any of the selected terrain pieces, roll one D6; on a 4+ that unit suffers 1 mortal wound.

Faith and Desperation: When a Morale test is taken for a unit, on a roll of a 1, no models flee and that unit can make a move as if it were the controlling player’s Movement phase.

Devoured by Warp Denizens: When the last model in a unit is destroyed, roll one D6 for each other unit that is within 3" of it before removing it from play. Subtract 1 from the result if the unit being rolled for is a CHARACTER. On a 4+ that unit suffers 1 mortal wound.

Boundless Energies: When a Psychic test is taken for a unit, after rolling the dice the controlling player can choose for that unit to harness the boundless energies of the warp; if they do, add 1 to the total. If the psychic power is successfully manifested and not resisted, that unit suffers 1 mortal wound after the psychic power is resolved.
Echoes of War

The Stand at Saint’s Wall

The Salamanders’ bold holding actions did little to divert Kor Phaeron’s attention from his true prize. As his force of Word Bearers and depraved cultists crossed the bridges that marked the final approach to the Grand Honorificum, the Imperial defenders prepared to make their last stand.

THE ARMIES
Each player must first muster an army from their collection. The Defender commands the Imperial coalition that is tasked with the defence of the Grand Honorificum, consisting of Adepta Sororitas from the Order of Our Martyred Lady, the Salamanders Chapter of the Adeptus Astartes, and various Astra Militarum infantry regiments.

The Attacker commands the heretical forces of the Word Bearers.

A player can include any models in their army. If their army is Battle-forged, they will also be able to use the appropriate Stratagems included with this mission (see below).

THE BATTLEFIELD
The Defender creates the battlefield. The battlefield should be heavily fortified within the Defender’s deployment zone to mark the perimeter of the Honorificum, while the rest of the battlefield is left sparse with roads representing the final approach to the shrine. At the centre of the Defender’s battlefield edge, an objective marker should be placed onto a flat area of a terrain piece, to mark the entrance to the halls of the Honorificum that the Word Bearers are trying to breach.

DEPLOYMENT
After terrain has been set up, the Defender sets up their Adepta Sororitas and Astra Militarum units wholly within their deployment zone, while their Adeptus Astartes units are placed in Reserve. The Attacker then sets up their units wholly within their deployment zone.

PRELIMINARY BOMBARDMENT
Once both sides have been set up, the Attacker launches a Preliminary Bombardment.

FIRST TURN
The Attacker has the first turn.

HONORIFICUM PSY-SHIELD
In the first battle round, when resolving an attack made with a ranged weapon against a unit from the Defender’s army, subtract 1 from the hit roll.

SUSTAINED ASSAULT
The Attacker can use the Sustained Assault rules. Units brought back to the battlefield using these rules must be set up wholly within 6" of the Attacker’s battlefield edge.

ANGELS OF DEATH
Adeptus Astartes units arriving from Reserve must be set up wholly within 6" of either of the Defender Reinforcements’ battlefield edges, and more than 6" away from any enemy models.

ENTER THE HALLS
At the end of any battle round, if the Attacker controls the objective marker, then the battle ends immediately (see Victory Conditions, below). A player controls an objective marker if they have more models within 3" of the centre of it than their opponent.

BATTLE LENGTH
Use the Random Battle Length rules to determine how long the battle lasts.

VICTORY CONDITIONS
If, at the end of the battle, the Attacker controls the objective marker, the Attacker wins a major victory. Any other result is a major victory for the Defender.


STRATAGEMS
In this mission, players can use Command Points (CPs) to use the following bonus Stratagems:

1CP

UNENDING HORDES

Attacker Stratagem

Under the auspices of the Great Rift, the Dark Cardinal’s ceremonies unleashed untold numbers of Daemonkind upon the shrine’s protectors.

Use this Stratagem at the start of the Morale phase. Select one CHAOS DAEMON unit from your army that contains a Daemonic Icon. Until the end of that phase, that unit’s Daemonic Icon takes effect on a roll of 1-3, instead of 1.
1CP

WAVE OF GORE

Attacker Stratagem

The River Carmine’s waters surged their banks, the ethereal flood burning away vast swathes from both sides.

Use this Stratagem at the start of your Movement phase. For each non-DAEMON unit on the battlefield, roll one D6; on a 5+ that unit suffers 1 mortal wound. You can only use this Stratagem once per battle.
1CP

CHAOTIC MUTATION

Attacker Stratagem

At the height of the battle for the Grand Honorificum, unbound energies took hold of many Word Bearers, granting them the dark blessing of mutation.

Use this Stratagem at the start of your Movement phase. Select one WORD BEARERS INFANTRY unit (CHAOS CULTISTS units cannot be chosen) to receive a mutation. Roll one D3 and look up the result below.

D3Mutation
1Cloven Feet: Add 2" to the Move characteristic of models in the unit.
2Unholy Vigour: Each model in the unit adds 1 to its Strength and Toughness characteristics.
3Clawed Forelimbs: Each model in the unit adds 1 to its Attacks characteristic.

The effects of this mutation last for the remainder of the battle. A unit can only be selected for this Stratagem once per battle.
1CP

SANCTUARY FOR THE PURE

Defender Stratagem

During the early stages of the battle, the Honorificum’s powerful psy-shield kept the heretical assaults at bay.

Use this Stratagem at the start of the first battle round. Until the end of that battle round, whenever a model from the Defender’s army would lose a wound as a result of a mortal wound, roll one D6; on a 6, that wound is not lost.
1CP

RELIGIOUS FERVOUR

Defender Stratagem

Spurred on by the conviction of their fallen leaders, the Imperials swore vengeance upon their hated foes.

Use this Stratagem in any phase, when an ADEPTA SORORITAS CHARACTER from your army is destroyed. Until the end of the turn, when resolving an attack made with a melee weapon by a friendly unit within 3" of the destroyed model, re-roll a hit roll of 1 and re-roll a wound roll of 1.
1CP

GUARDIAN SOULS

Defender Stratagem

At the height of the slaughter, it appeared that the souls of the faithful rose to protect their comrades, returning to strike down the servants of the Dark Gods.

Use this Stratagem in your opponent’s Shooting phase or the Fight phase, when the last model in a unit from your army is destroyed as a result of an attack made by a model in an enemy unit. Roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds after it has finished making its attacks.
Echoes of War

Underground Incursion

When the Warpsmith Etrogar unleashed the fury of his daemonically infused engines upon Ghreddask, he launched the assault by using the Scarax Krond to tunnel a number of beachheads far behind enemy lines. This made it possible for his men to strike directly at the heart of the foe’s command structure.

THE ARMIES
Each player must first muster an army from their collection. The Defender commands the Astra Militarum forces, manning a section of the hive city’s defensive fortifications. As such, the Defender must take a Company Commander as their Warlord.

The Attacker commands the ranks of the Chaos Space Marines from the Iron Warriors Legion, infiltrating behind the front lines. It cannot include any models with a Wounds characteristic of more than 12, nor any that have the Flyer Battlefield Role.

Each player can include any other models in their army but, if their army is Battle-forged, they will also be able to use the appropriate Stratagems included with this mission (see below).

THE BATTLEFIELD
The Defender creates the battlefield, which should have plenty of buildings to represent the hivesprawl. A single building, representing the commander’s headquarters, must be set up within the Defender’s Command Deployment Zone, as indicated on the map below.

DEPLOYMENT
This battle uses the Concealed Deployment rules. The Defender must set up their Warlord in the headquarters building, and they can only set up units within their Command Deployment Zone that have the HQ, Troops or Elites Battlefield Roles. Any remaining units must start the battle in the Defender’s Front Line Deployment Zone.

Before deploying any models, the Attacker places 3 pseudopod tunnel markers within the Pseudopod Eruption Zone. The centre of each tunnel marker must be at least 12" away from the centre of any other tunnel markers. When deploying units, the Attacker must place them wholly within 6" of any tunnel marker. Any units from the Attacker’s army that are not able to be placed on the battlefield are placed in Reserve.

FIRST TURN
The Attacker has the first turn.

UNDERGROUND PASSAGEWAYS
Attacking units that arrive from Reserve must be set up wholly within 6" of any pseudopod tunnel marker, and not within 1" of any enemy units.

RIGID STOICISM
Refusing to desert their post, the Defender’s Warlord must remain stationary for the duration of the battle, but the range of that Warlord’s Voice of Command ability is increased by 3".

TARGET TERMINATED
If, at any point during the battle, the Defender’s Warlord is slain, the battle ends immediately (see Victory Conditions, below).

BATTLE LENGTH
Use the Random Battle Length rules to determine how long the battle lasts.

VICTORY CONDITIONS
If, at the end of the battle, the Defender’s Warlord has been slain, the Attacker wins a major victory. Any other result is a major victory for the Defender.


STRATAGEMS
In this mission, players can use Command Points (CPs) to use the following bonus Stratagems:

2CP

TENDRILS OF SCARAX KROND

Attacker Stratagem

The forces of the Iron Warriors pour forth from the giant, cybernetic forelimbs of Etrogar’s daemonic forge ship.

Use this Stratagem at the start of your Movement phase. You can place one new pseudopod tunnel marker within the Pseudopod Eruption Zone; the centre of the new tunnel marker must be at least 12" away from the centre of any other tunnel markers. Roll one D6 for each enemy unit within 6" of the new tunnel marker; on a 4+ that unit suffers 1 mortal wound.
1CP

FOUL MIASMA

Attacker Stratagem

Choking clouds of industrial waste billow from the vents of snaking pseudopods.

Use this Stratagem at the end of your Movement phase. Select one pseudopod tunnel marker. Until the start of your next Movement phase, units wholly within 6" of that tunnel marker always receive the benefits of cover.
2CP

HIDDEN DANGERS

Attacker Stratagem

The tunnels carved out by the arms of the Scarax Krond are filled with hazards and prone to sudden collapse.

Use this Stratagem at the start of your Shooting phase. Select one enemy unit within 2" of a pseudopod tunnel marker. Roll a dice; on a 2+ that unit suffers D3 mortal wounds.
1CP

OFF-SITE ARTILLERY

Defender Stratagem

Spying an emerging pseudopod, the hive’s defenders are able to target its position with overwhelming firepower.

Use this Stratagem at the start of your opponent’s Movement phase. Select one pseudopod tunnel marker. Until the end of the turn, any enemy units that are set up within 6" of that tunnel marker suffer 1 mortal wound.
1CP

LEADING BY EXAMPLE

Defender Stratagem

Inspired by their leaders’ steadfast refusal to retreat, the beleaguered guardians hold fast.

Use this Stratagem at the start of the Morale phase. Until the end of that phase, friendly INFANTRY units can use your Warlord’s Leadership characteristic instead of their own whilst they are within 6" of that Warlord.
1CP

DETERMINED ADVANCE

Defender Stratagem

The defenders rally with surprising speed, charging back into battle to repel the Chaos assault.

Use this Stratagem in your Movement phase, before making an Advance roll for a unit. When making that Advance roll, roll two D6 and discard a result of your choice when determining the amount that is added to the unit’s Movement characteristic.

MISSION VETERANS
In this mission, each player can upgrade one of the units in their army to be a mission veteran. If one player takes a mission veteran, but the other does not have a suitable model, the player without the mission veteran gains 1 additional Command Point at the start of the battle.

ETROGAR’S PROTEGE

Attacker Mission Veteran Stratagem

In the foetid, cloying bowels of the Scarax Krond’s forges, the dark Warpsmith shares the rewards of his labours with the most gifted of his aspiring cadre.

Select one IRON WARRIORS WARPSMITH model from your army to be one of Etrogar’s personal proteges. That model can repair up to two units instead of one, and a unit that was repaired by that model can be repaired for a second time in a turn by that model.

RAPID REACTION FORCE

Defender Mission Veteran Stratagem

The Ghreddask Rapid Reaction Force proved an invaluable aid to the planetary defenders.

Select one ASTRA MILITARUM VEHICLE unit from your army to be part of the Ghreddask Rapid Reaction Force. At the start of the first battle round but before the first turn begins, you can move that unit up to 6". It cannot end this move within 9" of any enemy models. If both players have units that can move before the first turn begins, the player who is taking the first turn moves their units first.

Blood of Baal

The rules presented on the following pages allow you to play games set in locations inspired by those found in the narrative of this book, as well as play through one of the most daring moments from the early stages of the Blood Angels’ fight to rid the Red Scar of the Tyranid invaders. Will you fight alongside the elite scions of Sanguinius to cleanse the Baal System of xenos predation, or will you consume all prey before you to further the unknowable aims of the Hive Mind?

INTRODUCTION
This section starts by providing a new Theatre of War, shown below, that is designed to represent any one of the numerous battlefields across the systems within the Red Scar. Blasted by the harsh radiation of the stars found within this astronomical phenomena, fighting within these environs is both dangerous and prone to great risk, but their crucial location ensures conflict is rarely far away.

These rules can, however, be used to represent any location where the surface of a world has been decimated by radiation, be it originating from solar entities or as a direct result of the deployment of horrifically destructive weaponry.

Below, a new historical battle is presented for use in narrative play. Delaying Action lets players fight through the heroic holding action led by Chief Librarian Mephiston to distract the Tyranid threat, thereby preventing the xenos horde from overrunning a beleaguered Blood Angels force. The mission describes how to lay out the battlefield in order to best reflect this specific battlefront, and provides new rules and Stratagems for use in this scenario.

Theatres of War

Just as the Psychic Awakening floods the Red Scar region, the Tyranids worm their way through its worlds. The organisms of Hive Fleet Leviathan are so numerous that no world is safe. The Blood Angels and their successor Chapters are forced to engage the ever-hungry xenos in a multitude of locations.

In this section you will find an exciting new Theatre of War to use in your games of Warhammer 40,000. Theatres of War offer new tactical challenges to enrich your games, and introduce new rules to represent many varied battle environments. Some modify the core rules, for example by altering the range of weapons. Some provide new rules for phenomena like dust storms, volcanic eruptions and earthquakes. Some grant additional abilities and Stratagems to certain units.

These rules are designed to reflect the desolate and irradiated planet surfaces of worlds within the Red Scar, but they are entirely optional and, so long as you and your opponent agree, they can be used in any Warhammer 40,000 game, set anywhere.

Agree which, if any, Theatre of War rules will be used when you are setting up the battlefield, before deployment.

Theatre of War: Irradiated Wasteland

The worlds of the Red Scar have felt the malignant touch of their scarlet-hued stars for aeons. Fierce waves of debilitating radiation seep through the air and into the very ground beneath warring armies, sapping strength and blighting flesh. Some systems, like Baal itself, continue to suffer the pernicious effects of ancient weapons unleashed in a darker age, but whose horrific effects have lasted millennia.
Tough Going: Subtract 1 from Advance rolls made for INFANTRY units.

Weakness of Flesh: When resolving an attack made against an INFANTRY unit that is not wholly on or in a terrain feature, add 1 to the wound roll.

Burning Skies: Before deployment, roll off. Starting with the winner, each player places one Irradiated Dust Cloud marker on the battlefield. Irradiated Dust Cloud markers cannot be placed within players’ deployment zones, or within 12" of another Irradiated Dust Cloud marker.

When resolving an attack made with a ranged weapon against a unit that is within 3" of any Irradiated Dust Cloud markers, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.

Harsh Exposure: Subtract 1 from the Leadership characteristic of models in INFANTRY units whilst their unit is not wholly on or in a terrain feature.
Echoes of War

Delaying Action

On Kheru, the Blood Angels’ Vanguard forces and Chief Librarian Mephiston sought to draw the Tyranids of Hive Fleet Leviathan out, exposing the leader-beasts that held the horde together. High in the skies, Commander Dante awaited the perfect moment to descend with his warriors on wings of fire.

THE ARMIES
Each player must first muster an army from their collection. The Defender commands two detachments of Blood Angels. One detachment is a force of Phobosarmoured Marines commanded by Chief Librarian Mephiston, and the other an elite detachment of jump pack equipped Blood Angels led by Commander Dante. Neither Blood Angels detachment should include any models with the Flyer Battlefield Role, and the Blood Angels player should aim to split their force as equally as possible between these two detachments.

The Attacker commands the innumerable hordes of the Tyranids and should have approximately one and a half times the size of army as their opponent. If the players’ armies are Battle-forged, they will also be able to use the appropriate Stratagems included with this mission (see below).

THE BATTLEFIELD
The Defender creates the battlefield. The battlefield should feature a mix of trees and light cover elements. An objective marker should be placed, as shown on the map here, to mark the location of the astropathic beacon that Mephiston and his troops are trying to activate, in order to guide Dante and his reinforcements down into battle.

DEPLOYMENT
After terrain has been set up, the Defender sets up the detachment that is led by Mephiston wholly within their deployment zone, with their remaining models placed in Reserve. The Attacker then sets up their units wholly within their deployment zone. All units that are set up on the battlefield before the start of the first battle round must be set up wholly in their deployment zone.

FIRST TURN
The Defender has the first turn.

HERE THEY COME
Tyranids units arriving from Reserve must be set up wholly within 6" of the Attacker’s Battlefield Edge, and more than 6" from any enemy models.

ANGELS OF DEATH
Blood Angels units cannot arrive from Reserve until the start of the fourth battle round, unless, when that unit would be set up on the battlefield, a friendly INFANTRY model is within 1" of the astropathic beacon marker.

BATTLE LENGTH
Use the Random Battle Length rules to determine how long the battle lasts.

VICTORY CONDITIONS
At the end of the battle, for each player, add up the Power Ratings of all the units that player still has on the battlefield, and whichever player has the highest total wins a major victory.


STRATAGEMS
In this mission, players can use Command Points (CPs) to use the following bonus Stratagems:

1CP

DELVING TENDRILS

Attacker Stratagem

Once a hive fleet has sunk its talons into a prey world, there is nowhere its organisms cannot reach.

Use this Stratagem at the start of your Movement phase. Select one unit from your army that was set up in Reserve. That unit can be set up anywhere on the battlefield that is wholly within an Outflank Zone, and can move normally this turn.
2CP

WARP SHADOWS

Attacker Stratagem

The pervasive presence of the Hive Mind disrupts its enemies’ coordination and communication.

Use this Stratagem when your opponent attempts to set up a unit on the battlefield from Reserve. That unit cannot be set up on the battlefield this turn. This Stratagem cannot be used after the third battle round.
1CP

DRIVEN IMPERATIVE

Attacker Stratagem

With a pulse of psychic command, the Hive Mind pushes its warriors minds and bodies to their limits.

Use this Stratagem in your Movement phase. Select one unit from your army. Until the end of the turn, when that unit Advances, instead of making an Advance roll add 6" to the Move characteristics of models in that unit until the end of the Movement phase.
1CP

HOLD THEM BACK

Defender Stratagem

Determined fire discipline allows Blood Angels to bleed the fury from the most devastating charges.

Use this Stratagem in your opponent’s Charge phase. Select one unit from your army. Until the end of that phase, when resolving an Overwatch attack made by a model in that unit, a hit roll of 5 or 6 scores a hit.
1CP

DIRECT ASSAULT

Defender Stratagem

Blood Angels excel at pinpoint orbital assaults.

Use this Stratagem at the end of your Movement phase, before you set up a unit on the battlefield using the Jump Pack Assault ability. You can set up that unit anywhere on the battlefield that is more than 5" away from any enemy models, instead of more than 9" away.
1CP

VALIANT STAND

Defender Stratagem

Beyond their enhanced physiology, every Blood Angel is a warrior whose will to prevail against Humanity’s monstrous enemies is embedded in their blood.

Use this Stratagem in any phase, when a unit from your army is targeted by an attack. Until the end of that phase, when a model in that unit would lose a wound, roll one D6; on a 6 that wound is not lost.

Ritual of the Damned

Theatre of War: Daemon World

Where the power of Chaos infuses worlds with empyric energies, lands are transformed into nightmarish hellscapes not bound by natural laws. For some planets, this twisted state can come about due to the proximity of warp rifts. With the appearance of the Cicatrix Maledictum, a frightening number of worlds have become subject to daemonic transformation. On other worlds, the landscape is transformed by the sheer psychic power of their rulers, by daemonic invasion, or simply through the mistakes of unwary and untrained psykers.

The theatre of war rules presented below represent the effects of fighting on Daemon worlds in the 41st Millennium. These rules are entirely optional and, so long as you and your opponent agree, they can be used in any Warhammer 40,000 game.

NIGHTMARISH HELLSCAPE
Setting foot on Daemon worlds is enough to drive the weak-willed utterly insane.
Subtract 1 from the Leadership characteristic of all units for the duration of the battle.

DAEMON WORLD
Forever in flux, these worlds are as unpredictable as they are dangerous.
At the start of each battle round, roll one D6 and apply the result shown on the table below.

D6RESULT
1The Gods Grow Bored: The attentions of the Chaos pantheon are drawn elsewhere.
No effect.
2Warped Terrain: Inanimate terrain comes alive to strike at those nearby.
Each player selects one terrain feature, starting with the player who has the first turn. Roll one D6 for each model that starts or ends the controlling player’s Movement phase on or within 1" of that terrain feature. For each roll of a 1, that model’s unit suffers 1 mortal wound. This result lasts until the end of the battle round.
3Fury of the Chaos Gods: The gods are displeased and rain flaming boulders and bolts of coruscating energy down upon the battlefield.
Each player rolls one D6, selects up to that many different enemy units and rolls one D6 for each of those units; on a 6, that unit suffers D3 mortal wounds, or 1 mortal wound if that unit is a CHARACTER with a Wounds characteristic of 9 or less.
4Winds of Chaos: The psychic energy of the immaterium gusts across the battlefield.
In your Psychic phase, you can re-roll one Psychic test made for each PSYKER. If a PSYKER suffers Perils of the Warp, they suffer 3 mortal wounds instead of D3. This result lasts until the end of the battle round.
5Ebb and Flow of Fate: The fickle nature of Chaos pulls on the strands of destiny.
Roll one D6. On a 1-3, worsen all invulnerable saves by 1. On a 4-6, improve all invulnerable saves by 1 (to a maximum of 3+). This result lasts until the end of the battle round.
6Chaos Ascendant: The full power of the warp focuses in on the battlefield.
Roll twice on this table and apply both results, re-rolling any duplicate results and any results of 1 or 6.

Theatre of War: Planes of Glass

The Planet of the Sorcerers’ hellscape is ever-changing, and its every feature is twisted by the malignant powers of the warp. Mountain ranges are jagged shards of arcane crystal, oceans are soups of swirling empyric energy and deserts are vast plains of glass.

These rules are designed to reflect one of the many terrible landscapes that form the ever-changing terrain on the Planet of the Sorcerers. These rules are entirely optional and, so long as you and your opponent agree, they can be used in any Warhammer 40,000 game.

LANDSCAPE IN FLUX
Sortiarius’ topographical features act as if sentient, moving with empyric winds and tides of Chaos energy.
At the start of each battle round, starting with the player who has the first turn, alternate selecting terrain features that do not have any models from a player’s army on or within them. For each terrain feature selected, the players roll-off. The winner can move that terrain feature up to 2D3". It can be moved over models and other terrain features, but must end the move more than 1" from either player’s models and not on or within other terrain features. Any objective markers placed on or within a terrain feature moved in this way do not move with it.

STRATAGEMS
When using this theatre of war, the players can use Command Points (CPs) to use the following Stratagems:

2CP

IMMATERIAL PATHWAYS

Stratagem

Those able to read the winds of change can traverse immaterial pathways to ambush their enemy.

Use this Stratagem at the end of your Movement phase. Select one unit from your army that is on the battlefield. Remove that unit from the battlefield and set it up again anywhere on the battlefield that is more than 9" from any enemy models.
1CP

ILLUSORY HEX

Stratagem

Deceptive manifestations cause enemy warriors to strike uselessly into nothingness.

Use this Stratagem after a unit from your army is chosen as the target of an attack in the Fight phase. Until the end of the phase, subtract 1 from hit rolls for attacks that target that unit.
1CP

INVISIBLE WARDS

Stratagem

Eldritch defences suck munitions into the warp and dissipate energy into harmless rays of light.

Use this Stratagem after a unit from your army is chosen as the target of an attack in the Shooting phase. Until the end of the phase, models in that unit have a 5+ invulnerable save.
Echoes of War

Break the Ritual

As the ritual nears completion, the Dark Angels and Grey Knights make a desperate offensive to prevent its completion. With the psychic energy at its peak, a mighty task lies before them, but they are willing to pay the ultimate price to prevent such calamitous events coming to pass.

THE ARMIES
Each player must first muster an army from their collection. The Attacker commands the Dark Angels and Grey Knights trying to stop the ritual. The Defender commands the Thousand Sons attempting to complete it. The Defender’s army must include Magnus the Red. A player can include any models in their army, but if their army is Battle-forged they will also be able to use the appropriate Stratagems included with this mission (see below).

THE BATTLEFIELD
Create the battlefield using the deployment map below and place an objective marker in the location specified on the map to represent the focus point of the ritual. Then set up terrain. The sacrificial pit, marked on the map below, should be clear of terrain other than an assortment of small obstacles and detritus. The rest of the battlefield should resemble a war-torn Daemon world with ruins, wrecks and natural features, making sure not to place a terrain feature that blocks line of sight within 6" of the objective marker’s location.

DEPLOYMENT
Magnus the Red must be placed on the objective marker. The Defender deploys their army wholly within their deployment zone. The Attacker then deploys their army wholly within their deployment zone.

FIRST TURN
The Attacker has the first turn.

PSYCHIC RITUAL
Magnus the Red must stay within 3" of the objective marker for the duration of the battle. When resolving an attack made with a ranged weapon against Magnus the Red, Magnus the Red has a Save characteristic of 2+ and a 3+ invulnerable save.

SACRIFICIAL PIT
The deployment map specifies an area that is the Sacrificial Pit. Excluding INFANTRY, SWARM and models that can FLY, no model can be set up or move on or within the Sacrificial Pit. When a unit moves, if any of its models wish to move on or within the Sacrificial Pit, subtract 2" from the maximum distance that every model in that unit can move (to a minimum of 1"). This penalty does not apply when piling in, consolidating or performing a Heroic Intervention, or if every model in the moving unit can FLY.

BATTLE LENGTH
At the end of battle round 5, the Attacker rolls one D6. On a 3+, the game continues, otherwise the game is over. At the end of battle round 6, the Defender rolls one D6. On a 4+, the game continues, otherwise the game is over. The battle automatically ends at the end of battle round 7.

VICTORY CONDITIONS
At the end of the battle, if Magnus the Red has been destroyed and a PSYKER unit from the Attacker’s army is within 5" of the objective marker, the Attacker wins. Otherwise, the Defender wins.


STRATAGEMS
In this mission, players can use Command Points (CPs) to use the following bonus Stratagems:

1CP

ALL HASTE

Attacker Stratagem

The attackers forego all patience and advance to stop the ritual.

Use this Stratagem at the start of your Movement phase. Until the start of your next Movement phase, when an Advance roll is made for a unit from your army, roll one additional D6 and discard one of the dice.
3CP

PSYCHIC BEACON

Attacker Stratagem

The blazing white light of the Grey Knights’ aegis guides a barrage of orbital bombardments.

Use this Stratagem in your Psychic phase, when you choose a GREY KNIGHTS PSYKER unit from your army to manifest a psychic power. Instead of manifesting one psychic power with that PSYKER, select one point on the battlefield visible to that PSYKER and roll one D6 for each unit within D6" of that point. Subtract 1 from the result if the unit being rolled for is a CHARACTER, subtracting an additional 1 if the unit being rolled for is Magnus the Red. On a 3+ the unit being rolled for suffers D3 mortal wounds, or D6 mortal wounds if it contains 6 or more models.
1CP

ALL OR NOTHING

Attacker Stratagem

The attackers are willing to forsake their own lives for a slim chance at victory.

Use this Stratagem at the end of battle round 5 or 6, before a player rolls to see if the battle ends. Do not roll the dice; the battle automatically continues.
2CP

CABALISTIC SHIELDING

Defender Stratagem

Psykers link their powers to shield the collective from harm.

Use this Stratagem at the start of your opponent’s Shooting phase. Until the end of that phase, whilst there are four or more THOUSAND SONS PSYKER units from your army (excluding TZAANGOR) within 5" of the objective marker, when resolving an attack made with a ranged weapon against one of those units, subtract 1 from the wound roll.
1CP

FICKLE ILLUSION

Defender Stratagem

Warriors who were once striding in plain sight disappear before the eyes.

Use this Stratagem at the start of your opponent’s Shooting phase. Select one RUBRIC MARINES or SCARAB OCCULT TERMINATORS unit from your army. Until the start of your opponent’s next Shooting phase, enemy models can only target that unit if it is the closest unit from your army that is visible to them or they are firing Overwatch.
1CP

PSYCHIC DOMINION

Defender Stratagem

The final stages of the ritual put a strain on the minds of enemies who draw near.

Use this Stratagem at the start of your opponent’s Psychic phase, if there are more PSYKER units from the Defender’s army on the battlefield than there are PSYKER units from the Attacker’s army on the battlefield. Until the end of the phase, when a Psychic test is taken for a model from the Attacker’s army, subtract 1 from the total.

The Greater Good

The rules presented in this section allow you to play games set in locations inspired by those found in the narrative of this book, as well as play through one of the most dramatic and climactic moments during the Psychic Awakening, when the T’au Empire began its assault upon the Imperial world of Astorgius.

INTRODUCTION
This section starts by providing a new Theatre of War, shown below, that is designed to represent any one of the numerous caverns found beneath the surface of Haephos. Hollowed out by centuries of mining operations, fighting within these closed-in environs is fraught with great danger, but sometimes the most critical victories are won in the darkest of places.

These rules can, however, be used to represent any location where there is a large enough break in a tunnel network, be it naturally occurring or artificially formed, to allow for two armies to bring their forces to bear against one another.

Below, a new historical battle is presented for use in narrative play. The Taking of Iglesor Magna lets players fight through the final moments of Commander Shadowsun’s all out assault on that hugely symbolic city, as the Imperials try desperately to hold the T’au forces back. The mission describes how to lay out the battlefield in order to best reflect this specific battlefront, and provides new rules and Stratagems for use in this scenario.

Theatres of War

In this section you will find an exciting new Theatre of War to use in your games of Warhammer 40,000. Theatres of War offer new tactical challenges to enrich your games, and introduce new rules to represent many varied battle environments. Some modify the core rules, for example by altering the range of weapons. Some provide new rules for phenomena like dust storms, volcanic eruptions and earthquakes. Some grant additional abilities and Stratagems to certain units. These rules are designed to reflect the unstable and claustrophobic nature of underground warfare on Haephos, but they are entirely optional and, so long as you and your opponent agree, they can be used in any Warhammer 40,000 game, set anywhere.

Agree which, if any, Theatre of War rules will be used when you are setting up the battlefield, before deployment.

Theatre of War: Cavern Warfare

Many Imperial worlds of the Nem’yar Atoll and the Chalnath Expanse have ancient histories of mining and industry, leaving them riddled with labyrinthine tunnels and cavernous voids that have witnessed desperate underground battles.
Low Ceiling: Neither player’s army can contain any models with the Flyer Battlefield Role.

Cave-in: At the start of each player’s turn, the player whose turn is taking place must select one unit from their army and roll one D6; on a 5+ that unit suffers D3 mortal wounds and this process ends. On a 1-4 that player repeats this process, selecting a unit from their army that has not yet been rolled for. If all units in that player’s army have been rolled for, this process ends.

No Place to Hide: When resolving an attack made against a unit that contains any models with a Wounds characteristic of 10 or higher, add 1 to the hit roll.

Close Confines: When resolving an attack made with a ranged weapon that has a random Damage characteristic, add 1 to the damage roll.
Echoes of War

The Taking of Iglesor Magna

Iglesor Magna was the most magnificent cathedra-city of the cardinal world Astorgius, whose architectural beauty, priceless treasures and formidable military capabilities garnered awe throughout the sector. To demonstrate the power of the T’au’va, Shadowsun deemed that the city should fall.

THE ARMIES
Each player must first muster an army from their collection. The Defender commands the regiments of the Astra Militarum, representing the guerilla defenders of Iglesor Magna; their army cannot include more than one of each datasheet with the VEHICLE keyword, and cannot include any models with the Lord of War Battlefield Role.

The Attacker commands a force of the T’au Empire, led by Commander Shadowsun. If the players’ armies are Battle-forged, they will also be able to use the appropriate Stratagems included with this mission (see below).

THE BATTLEFIELD
The Defender creates the battlefield. The battlefield should feature a mix of buildings and roads to represent the basilica district. An objective marker should be placed, as shown on the map here, to mark the location of the Astra Militarum’s last stand.

DEPLOYMENT
After terrain has been set up, the Attacker sets up their units wholly within their deployment zone. The Defender then sets up their units wholly within their deployment zone. Both players can set up units in Reserve. The combined Power Rating of the units each player sets up in Reserve cannot exceed half of their army’s Power Level.

The Defender then places two secret passage markers anywhere on the battlefield outside of the Attacker’s deployment zone.

FIRST TURN
The Attacker has the first turn.

SECRET PASSAGES
Units from the Defender’s army that arrive from Reserve must be set up wholly within 6" of any secret passage markers, and not within 1" of any enemy units.

STAUNCH RESOLVE
When taking a Morale test for a unit from the Defender’s army, subtract 2 from the result.

BATTLE LENGTH
Use the Random Battle Length rules to determine how long the battle lasts.

VICTORY CONDITIONS
At the end of the battle, whichever player controls the objective marker wins a major victory.


STRATAGEMS
In this mission, players can use Command Points (CPs) to use the following bonus Stratagems:

1CP

SWIFT ADVANCE

Attacker Stratagem

In the intense fighting for Iglesor Magna, the T’au are swift to take any advantage they can.

Use this Stratagem at the start of your Movement phase. Select up to three T’AU EMPIRE units from your army. Until the end of that phase, when one of those units Advances, add 6" to its Move characteristic instead of making an Advance roll.
0CP

BREAKING THEIR SPIRIT

Attacker Stratagem

The T’au are determined to break their foes’ morale. A quick victory will inspire fear in the other cathedra-cities and bolster the T’au fighting elsewhere.

Use this Stratagem in the Shooting or Fight phase, when an enemy CHARACTER unit is destroyed as a result of an attack made by a T’AU EMPIRE model from your army. You receive 1 Command Point.
1CP

UNDER THE COVER OF DARKNESS

Attacker Stratagem

Blacksun filters help the T’au excel in combat in pitch darkness.

Use this Stratagem at the start of the first battle round, before the first turn begins. Select one T’AU EMPIRE unit from your army. That unit can make a move as if it were your Movement phase. That unit must end that move more than 9" away from any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.
1CP

PREPARED TRAPS

Defender Stratagem

Iglesor Magna’s defenders know how to exploit every defensible point of their cathedra-city, deploying countless mines and traps to hinder the T’au advance.

Use this Stratagem in your opponent’s Movement phase, after they make a move with a unit from their army that does not have the CHARACTER keyword. That unit suffers D6 mortal wounds. You can only use this Stratagem once per battle.
1CP

UNEXPECTED AMBUSH

Defender Stratagem

The warriors who defend Iglesor Magna know every inch of their fortress’ secret passageways, halls and corridors, and use them to launch ambush after ambush against the T’au invaders and their allies.

Use this Stratagem in your Movement phase, after an ASTRA MILITARUM unit from your army is set up on the battlefield. Until the end of that turn, when resolving an attack made by a model in that unit, add 1 to the hit roll.
2CP

RESOLUTE DEFENDERS

Defender Stratagem

No matter what the forces of the T’au Empire throw at them, the defenders of Iglesor Magna stand firm, rarely giving an inch of ground without a tough fight.

Use this Stratagem at the start of the Morale phase. Until the end of that phase, when a Morale test is taken for an ASTRA MILITARUM unit from your army within 12" of the objective marker, do not roll the dice; it is automatically passed.

Saga of the Beast

The rules presented on the following pages allow you to play games set in locations inspired by those found in the narrative of this book. They also offer you the opportunity to play through some of its most iconic battles, as the Space Wolves attempt to combat the Ork threat across the galaxy.

INTRODUCTION
This section starts by providing a new Theatre of War, shown below, that is designed to represent the conditions that the Space Wolves found themselves engaged in by the Blood Axe clan on Gaivos. These rules can, however, be used to represent any location where two forces clash amidst the perilous dense undergrowth typical of a forest world.

Below, three new missions are presented for use in narrative play. These missions are designed to allow you to refight iconic actions from the Saga of the Beast, though they can be played with almost any armies should you wish to recreate the circumstances with alternative factions of your own.

The first mission, Draw out the Beast, allows you to refight the daring orbital drop by the Blackmanes, designed to stir up the Goff forces and allow their allies to infiltrate the devastated Obsidian Jaguars fortress monastery. Can you hold your ground long enough to seize victory, or will you overrun your opponent’s position and claim victory? This mission also features a selection of Stratagems that give you the chance to refight this iconic battle using historical forces, or fight a similar battle using alternative factions of your own choosing.

The second mission, Armoured Interdiction, lets players refight the heroic attack on the Evil Sunz forces on Leckides undertaken by the Ironwolves, Seawolves and Deathwolves. It allows players to battle through a conflict involving large numbers of armoured vehicles, as one force attempts to decapitate the other’s command structure in a single daring high speed attack! This mission also contains a series of Stratagems for each player to use if they are fighting with Battle-forged armies.

The third mission, Cleanse the Hull, sets your forces in the cold darkness of space, allowing you to replay the Ork breach of Krom Dragongaze’s ship. Your forces venture forth with void suits to disable breaching devices the enemy have placed across the hull. This mission also contains a series of Stratagems for each player to use if they are fighting with Battle-forged armies.

Theatres of War

As the power of the Orks waxed throughout the galaxy, the Space Wolves raced to meet them on the most crucial battlefields. Brutal Ork choppas clashed with sharp Fenrisian steel and ferocious psychic tempests battled with wild viridian energies as the forces waged their relentless war.

In this section, you will find an exciting new Theatre of War to use in your games of Warhammer 40,000. Theatres of War offer new tactical challenges to enrich your games, and introduce new rules to represent many varied battle environments. Some modify the core rules, for example, by altering the range of weapons. Some provide new rules for phenomena like dust storms, volcanic eruptions and earthquakes. Others grant additional abilities and Stratagems to certain units. This Theatre of War is designed to reflect the difficulty of confronting a cunning enemy in dense terrain, as the Space Wolves are dragged into a trap carefully laid by the Orks of the Blood Axe Clan.

Agree which, if any, Theatre of War rules will be used when you are setting up the battlefield, before deployment.

Theatre of War: Forest Worlds

Densely forested worlds such as Gaivos are the perfect hunting grounds for elite guerilla forces. Their blocked sight lines allow stealth forces to sneak up close to their enemy and strike without warning, before fading away into the dense undergrowth without a trace.
Thick Undergrowth: You cannot select an INFANTRY or SWARM unit as the target of a ranged attack unless it is within 12" of the firing unit, or it has Advanced in its previous Movement phase or made a ranged attack in its previous Shooting phase.

Falling Trunks: If the hit roll for an attack made with a ranged weapon with a Strength characteristic of 6 or more that targets a unit from your army is a 1, roll one D6. On a 1, that attack has felled a nearby tree and it has fallen onto your unit. That unit suffers 1 mortal wound, but until the end of that phase is treated as having the benefit of cover to its saving throws.

2CP

FADE AWAY

Forest Worlds Stratagem

The dense undergrowth of many forest worlds makes a perfect place to disappear from sight.

Use this Stratagem in your Movement phase before an INFANTRY or SWARM unit from your army Falls Back. Remove that unit from the battlefield instead and place one small marker at the location of the last model to be removed. At the end of any of your subsequent Movement phases, you can set that unit up again wholly within 18" of the marker and more than 9" away from any enemy models. Any units that have not returned to the battlefield at the end of the battle are treated as having been destroyed.
Crucible of War

Draw Out the Beast

Within steaming jungles, defending troops can outmanoeuvre and overwhelm their attackers. Luring their foes into the dense overgrowth, the defenders aim to occupy the attackers as long as possible to buy time for a vital mission. The attackers seek nothing less than to overrun their enemies entirely.

THE ARMIES
Each player must first muster an army from their collection. The Defender commands the forces that have been tasked with drawing out the enemy and holding for as long as possible. The Attacker commands the forces attempting to overrun the Defender’s position. A player can include any models in their army, but if their army is Battle-forged they will also be able to use the appropriate Stratagems included with this mission (see below).

THE BATTLEFIELD
Create the battlefield using the deployment map below and set up terrain. The Defender sets up the terrain within their deployment zone to represent a vantage point over the surrounding area with hills, ruins and barricades for their models to gain height and cover. The rest of the battlefield should include woods to represent the dense jungle and foliage of Ceibhal. Finally, the Defender places an objective marker within their deployment zone, more than 9" away from the edge of the battlefield.

DEPLOYMENT
The Defender deploys their army wholly within their deployment zone. The Attacker then deploys their army wholly within their deployment zone.

FIRST TURN
The Defender has the first turn.

STEAMING HAZE
When resolving an attack made with a ranged weapon against a unit more than 24" away, subtract 1 from the hit roll.

BATTLE LENGTH
At the end of battle round 5, the Attacker rolls one D6. On a 3+ the battle continues, otherwise the battle is over. At the end of battle round 6, the Defender rolls one D6. On a 4+ the battle continues, otherwise the battle is over. The battle automatically ends at the end of battle round 7.

VICTORY CONDITIONS
Hold Out: Starting from the third battle round, a player scores 1 victory point if they control the objective marker at the end of that battle round. A player controls the objective marker if they have more models within 3" of it than their opponent does.

Overrun: The Attacker scores 1 victory point if they have at least one unit (excluding units with the Flyer Battlefield Role) wholly within the Defender’s deployment zone at the end of the battle.

First Strike: A player scores 1 victory point if any units from their opponent’s army were destroyed in the first battle round.


STRATAGEMS
In this mission, players can use Command Points (CPs) to use the following bonus Stratagems:

1CP

AIR ASSAULT

Attacker Stratagem

Striking from the air, the attackers are determined to rapidly overrun their enemies.

Use this Stratagem during deployment. Select one INFANTRY unit from your army. You can set up that unit in an airborne assault craft instead of setting it up on the battlefield. If you do, at the end of any of your Movement phases you can set up that unit anywhere on the battlefield that is more than 6" away from any enemy models. That unit cannot make a charge move this turn unless it was set up more than 9" away from any enemy models.
1CP

STRAFING RUN

Attacker Stratagem

Attacking flyers bombard the defenders’ positions, saturating them with fire to clear the way.

Use this Stratagem at the end of your Shooting phase. Select one unit from your army with the Flyer Battlefield Role. That unit can shoot an additional time that phase, but can only target INFANTRY units with those attacks.
1CP

DIG IN

Attacker Stratagem

Under pressure from rallying defenders, the attackers dig in, determined to hold their secured ground.

Use this Stratagem during deployment. Select one terrain feature. When a model in your army would receive the benefit of cover from that terrain feature, add an additional 1 to the saving throw (excluding invulnerable saves).
1CP

VANTAGE POINT

Attacker Stratagem

With rapid and cunning analysis, the attackers have discovered the best firing positions.

Use this Stratagem in your Shooting phase, when a unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a ranged weapon by a model in that unit whilst on or within a hill or upper level of a terrain feature, add 1 to the wound roll.
1CP

RILED UP

Defender Stratagem

Their mission of vital importance, the defenders are primed to move rapidly on command.

Use this Stratagem in your Movement phase. Select one unit from your army. Until the end of that phase, when a friendly unit within 6" of that unit Advances, roll one additional D6 and discard one of the results.
1CP

GET ’EM!

Defender Stratagem

The defenders rush their foes, determined to wrong-foot them and seize the initiative.

Use this Stratagem in your Charge phase. Until the end of that phase, when an enemy unit is selected as the target of a charge whilst within 1" of a unit from your army, add 2 to the charge roll made for that charge.
1CP

AMBUSH

Defender Stratagem

Hidden in thick overgrowth, warriors attack furiously and without warning.

Use this Stratagem in your Charge phase, when a unit from your army within a woods terrain feature is chosen to charge with. Until the end of the turn, enemy units cannot fire Overwatch at that unit.
2CP/3CP

NEXT WAVE

Defender Stratagem

The defenders are weak in number, but powerful reinforcements are but an order away.

Use this Stratagem at the end of your Movement phase. Select one INFANTRY or BIKER unit from your army that has been destroyed or has lost more than half its models. Remove that unit from the battlefield and set it up again wholly within your deployment zone. This does not cost any Reinforcement points. If the unit has a Power Rating of 11 or more, this Stratagem costs 3CP.
Crucible of War

Armoured Interdiction

An enemy armoured force is racing towards the front lines. If timed perfectly, we can drive our own armoured contingent into their flank, destroy their commanders and rout them completely before they can reach their destination.

THE ARMIES
Each player must first muster an army from their collection. A player can include any models in their army, but if their army is Battle-forged they will also be able to use the appropriate Stratagems included with this mission (see below). Once the armies have been chosen, the players must decide who will be the Attacker and who will be the Defender. If the Power Level of one of the armies is higher than the opposing army’s Power Level, then the player whose army has the higher Power Level must be the Attacker and their opponent must be the Defender. Otherwise, the players can roll off to decide.

This mission represents an armoured column of vehicles intercepting another armoured force, and works best if both armies are made up of as many VEHICLES and units that can embark on TRANSPORTS as possible. The Defender’s army should not contain any AIRCRAFT units.

THE BATTLEFIELD
Create a battlefield using the deployment map to the right, and then set up terrain. Terrain should be relatively sparse to represent an open plain, with scattered rock piles and the occasional abandoned ruin.

DEPLOYMENT
After terrain has been set up, the Defender sets up all of their units wholly within their deployment zone.

The Defender then selects four of their VEHICLE units to be Command Vehicles, and indicates these to the Attacker. These must have the HQ Battlefield Role or be TRANSPORT VEHICLES that have a unit with the HQ Battlefield Role embarked upon them if possible.

The Attacker then sets up all of their units wholly within their deployment zone.

FIRST TURN
Both players roll a dice, re-rolling ties. The player who rolls highest chooses who takes the first turn.

ESCAPE
If any VEHICLE units from the Defender’s army are within 1" of the edge of the battlefield designated asthe Defender’s Escape Zone at the end of the Movement phase, the Defender can remove that unit from the battlefield. That unit is treated as having escaped.

BATTLE LENGTH
The players should use the Random Battle Length rules to determine how long the battle lasts.

VICTORY CONDITIONS
If, at the end of the battle, the Attacker has destroyed 3 or more Command Vehicles they are the winner.

If the Attacker has destroyed 1 or less Command Vehicles, then the Defender is the winner.

If the Attacker has destroyed 2 Command Vehicles then check to see how many of the Defender’s VEHICLE units escaped. If more than 50% of the Defender’s VEHICLE units have escaped, the Defender wins the battle. If less than 50% of the Defender’s VEHICLE units have escaped, the Attacker wins the battle. Any other result is a draw.


STRATAGEMS
In this mission, players can use Command Points (CPs) to use the following bonus Stratagems:

1CP

FULL SPEED

Attacker Stratagem

Racing to intercept the enemy’s lead elements, this crew push their engines to the limit.

Use this Stratagem in your Movement phase, before you make an Advance roll for a VEHICLE unit. When that unit Advances, add 9" to its Move characteristic until the end of that Movement phase instead of making an Advance roll.
1CP

PRIORITY TARGET

Attacker Stratagem

Your forces have memorised the distinctive markings of the vehicle of one of the enemy’s foremost warriors.

Use this Stratagem during deployment, when your opponent nominates which of their units will be Command Vehicles. Select one of those units. Until the end of the battle, when resolving an attack against that unit, re-roll a wound roll of 1.
1CP

THE WOLF POUNCES

Attacker Stratagem

Racing ahead of their fellows, these warriors close with the enemy formation without hesitation.

Use this Stratagem at the start of the first battle round. Select one unit from your army. You can immediately Advance with that unit as if it were your Movement phase. You cannot end this move within 9" of any enemy models.
2CP

ORBITAL GUIDANCE

Attacker Stratagem

Ships in orbit have tracked the course of the enemy column and ‘encouraged’ it to move towards your forces with precision bombardments.

Use this Stratagem at the start of your opponent’s Movement phase. Select a point on the battlefield, and mark it with a suitable marker. At the end of that phase, each unit within D6" of the marker suffers D3 mortal wounds (roll for each unit separately).
1CP

BRACE FOR IMPACT

Defender Stratagem

Spotting the enemy guns levelled at them, this crew hunkers down inside their vehicle.

Use this Stratagem in your opponent’s Shooting phase, when a VEHICLE unit from your army is selected as the target of a ranged attack. Until the end of that phase, when a model in this unit would lose a wound, roll one D6; on a 5+ that wound is not lost.
1CP

GET US OUT OF HERE!

Defender Stratagem

This panicking commander bellows at drivers to get them out of harm’s way.

Use this Stratagem in your Movement phase, before you make an Advance roll for a VEHICLE unit. When that unit Advances, add 9" to its Move characteristic until the end of the Movement phase instead of making an Advance roll.
2CP

UNRELIABLE SCANNER RETURNS

Defender Stratagem

Though the enemy seems sure of the location of their targets, sometimes information isn’t as reliable as they might hope.

Use this Stratagem during deployment, after your opponent has set up their army. Select up to D3 Command Vehicles and set them up again, anywhere in your deployment zone.
1CP

SMASH THROUGH

Defender Stratagem

Sometimes the best course of action is to put your foot down and smash the enemy out of the way.

Use this Stratagem at the start of your Movement phase. Select one VEHICLE unit from your army. When this unit moves, it can move across enemy units as if they were not there, though it must end its move more than 1" away from all enemy units. If it moves across any enemy VEHICLE units, that unit and this unit suffer D3 mortal wounds.
Crucible of War

Cleanse the Hull

Enemy forces have set foot on the outside of our vessel and are cutting their way in. If they breach the hull, they will rampage throughout the ship, causing untold damage. Don your void suits and take the battle to them before they can break in.

THE ARMIES
Each player must first muster an army from their collection. A player can include any models in their army, but this mission is most suited to armies that contain numerous units of INFANTRY. Players cannot include any VEHICLES or TITANIC units in their army unless they are AIRCRAFT. If a player’s army is Battle-forged, they will also be able to use the appropriate Stratagems included with this mission (see below). Once the armies have been chosen, the players must then decide who will be the Attacker and who will be the Defender.

THE BATTLEFIELD
Create the battlefield using the deployment map below and set up terrain. As this battlefield represents the outer hull of a spacecraft, there should be little terrain, but may be some large pieces that will potentially block visibility to enemy models.

DEPLOYMENT
The Attacker sets up their army anywhere on the battlefield that is more than 9" away from either of the Defender’s battlefield edges. The Attacker cannot set up any units from other locations (teleportariums, the sky, the webway, etc.). The Defender’s army is not set up on the battlefield, but if they have any units that can be set up in other locations (teleportariums, the sky, the webway, etc.) they can declare which of their units will be set up in these locations.

FIRST TURN
The Defender has the first turn.

CLEANSE THE SHIP
At the end of each of their Movement phases, the Defender can set up any number of units from their army on the battlefield. These can be set up anywhere within 6" of either Defender’s battlefield edge.

BREACHING AUTOMATA
The Attacker has attached a number of breaching devices to the ship’s hull and must defend them while they cut through. If, at the end of any turn, a unit from the Defender’s army is within a breaching zone (as shown on the map below) and there are no units from the Attacker’s army within that breaching zone, the breaching devices for that breaching zone are said to have been destroyed.

VOID SUITS
Add 1 to saving throws (except for invulnerable saving throws) made for models that have a Save characteristic of 4+, 5+ or 6+. In addition, subtract 1 from the Move characteristic of these models.

BATTLE LENGTH
The battle automatically ends at the end of battle round 5.

VICTORY CONDITIONS
If any of the breaching devices have not been destroyed at the end of the battle, the Attacker is the winner.

If the breaching devices in breaching zones A, B and C have been destroyed at the end of the battle, the Defender in the winner.


STRATAGEMS
In this mission, players can use Command Points (CPs) to use the following bonus Stratagems:

2CP

BOARDING CRAFT

Attacker Stratagem

An assault craft swoops in and deposits a fresh complement of warriors ready to board this vessel.

Use this Stratagem at the end of your Movement phase. Select one INFANTRY unit from your army that has been destroyed and that does not contain more than 10 models. Set that unit up again anywhere on the battlefield that is more than 9" from any enemy models.
2CP

PROTECT THE BREACHERS

Attacker Stratagem

Your forces are moving with all speed for the objective, its protection all that matters at this point in the battle.

Use this Stratagem at the end of the enemy Charge phase. Select one unit from your army that is within 3" of one of any of the breaching zones. You can immediately perform a Heroic Intervention with that unit as if it were a CHARACTER.
1CP

BREACHING CHARGES

Attacker Stratagem

Your warriors are equipped with explosives for breaking through armoured bulkheads and defensive points within the ship. In extremis these can be rigged and thrown at the enemy’s feet, blasting them off into the void.

Use this Stratagem in your Shooting phase. Select an enemy unit that has 5 or more models that is within 6" of a unit from your army. That enemy unit suffers D6 mortal wounds. This Stratagem can only be used once per battle.
1CP

ACCESS HATCH

Defender Stratagem

Lurking inside the hull, these warriors make use of reinforced maintenance hatches to emerge in the midst of the invading forces.

Use this Stratagem at the end of your Movement phase. Select a unit from your army that has not yet been set up on the battlefield and set it up anywhere on the battlefield that is more than 9" away from any enemy models.
1CP

LAST DITCH EFFORT

Defender Stratagem

When the enemy overstretch themselves your forces swoop into the undefended breachers, wreaking havoc.

Use this Stratagem at the end of the enemy Charge phase. Select one unit from your army that is within 3" of one of any of the breaching zones. You can immediately perform a Heroic Intervention with that unit as if it were a CHARACTER.
2CP

DEFENSIVE TURRET

Defender Stratagem

Many spacecraft include turrets which can be deployed from alcoves on the hull, popping up from hidden locations to fire upon attackers from unseen angles.

Use this Stratagem in your Shooting phase. Select one enemy unit that is within 18" of a CHARACTER model from your army and visible to them and roll one D6; on a 2-5 that enemy unit suffers D3 mortal wounds. On a 6, that enemy unit suffers D6 mortal wounds.

Engine War

The rules presented on the following pages allow you to play games set in locations inspired by those found in the narrative of Engine War book, as well as play through one of the most daring moments from the Siege of the Qysberg, where the Imperial Knights breached the citadel’s walls and faced its monstrous Chaos Knight lords and a series of hellish traps. Will you fight alongside the noble warriors of the Padah March to cleanse Ordex-Thaag, or will you cruelly crush the interlopers to protect the grand scheme to widen the Siren’s Storm?

INTRODUCTION
This section starts by providing a new Theatre of War, shown opposite, that is designed to represent any one of the numerous battlefields across Ordex-Thaag. Whilst the nefarious entities that reside beneath the surface might not march to war themselves, their presence can still be felt in the dangerous and unpredictable fumaroles across the planet.

These rules can, however, be used and modified to represent any location where activity beneath a planet’s surface has an impact on the battlefields above. This could be the machinations of an awakening tomb world mobilising for war, or the effects of Tyranids burrowing through a volcanic death world.

Below, a new historical battle is presented for use in narrative play. Breaching the Qysberg lets players fight through the heroic assault of the Imperial Knights on the Chaos Knights fortress. The mission describes how to lay out the battlefield in order to best reflect this specific battlefront, and provides new rules and Stratagems for use in this scenario. It is particularly suited to battles involving Chaos Knights and/or Imperial Knights, providing new cover rules to represent the titanic duels between these mighty war engines.

Theatres of War

Deep within the core of Ordex-Thaag, the Daemon-splicers of the Dark Mechanicum have bound tortured warp essences in their schemes to tear a new Great Rift into being. Their loathsome machineries have spread poisonous and fracturing energies out to the surface and none now can escape their touch.

These rules are designed to reflect the impact of the Dark Mechanicum’s presence in the core of Ordex-Thaag as their Daemon forges function and their despicable designs come to fruition. They can, however, be used to represent any circumstance in which nefarious forces operate beneath the battlefield. They are entirely optional and, so long as you and your opponent agree, can be used in any Warhammer 40,000 game, set anywhere.

Theatre of War: Hazardous Fumaroles

The planet harbours an evil in its depths, its presence working to produce vile energy and twisted abominations. Across the surface, evidence of their potency can be found in hazardous fumaroles and tectonic rumblings, as well as wellsprings of poisonous and savage emanations.

Fumaroles
After setting up terrain, but before determining deployment zones and/or setting up armies, the players roll off. Starting with the winner, the players take it in turns to set up one fumarole marker until six have been set up. Each marker can be placed anywhere on the battlefield more than 12" from the edge of the battlefield and any other fumarole marker.

At the start of the first battle round but before the first turn begins, the player taking the first turn rolls one D6 for each fumarole marker and consults the following table to establish the effects of that fumarole marker. Place a dice on that fumarole marker that corresponds to the result to remind you of its effects.

D6RESULT
1Escaped Predatory Sentience: At the end of their turn, each player rolls one D6 for each unit from their army within 3" of the centre of this marker. On a 3+, that unit suffers D3 mortal wounds.
2Smog: When resolving an attack made with a ranged weapon against a unit wholly within 6" of the centre of this marker, subtract 1 from the hit roll. When resolving an attack made with a ranged weapon by a model within 6" of the centre of this marker, subtract 1 from the hit roll.
3Toxic Waste: Whilst a unit is within 3" of the centre of this marker, subtract 1 from the Toughness characteristic of all models in that unit.
4Steam: Whilst a unit is within 3" of the centre of this marker, subtract 1 from the Strength characteristic of all models in that unit. Whilst a unit is within 3" of the centre of this marker, when resolving an attack made with a melee weapon by a model in that unit, subtract 1 from the hit roll.
5Sinkhole: Unless it is TITANIC or can FLY, a model gains the benefit of cover to its saving throw whilst its unit is wholly within 6" of the centre of this marker. Unless the unit can FLY, if a unit makes a charge move and any of its models wish to move within 6" of the centre of this marker, subtract 2 from the charge roll (to a minimum of 0).
6Psychic Run-off: When a Psychic test or Deny the Witch test is taken for a unit within 3" of the centre of this marker, you can re-roll one of the dice. If a unit suffers Perils of the Warp whilst within 3" of the centre of this marker, when inflicting mortal wounds on that unit, roll one additional dice and discard the lowest result.

Dark Presence
At the start of each battle round, roll one D3 on the following table:

D3RESULT
1Brief Respite: No additional effect until the end of the battle round.
2Accelerated Production: Randomly select one fumarole marker. Until the end of the battle round, add 3" to the range of that marker’s effects.
3Rumble in the Deep: Until the end of the battle round, subtract 1 from the Move characteristic of all models unless they can FLY. Subtract 1 from Advance and charge rolls made for all units unless they can FLY.
Echoes of War

Breaching the Qysberg

Having broken through the fortified gatehouse of the vast Qysberg citadel, Imperial Knights rush across the breach to engage their traitor counterparts. The battle quickly descends into a ruthless melee where titanic murder is all either side cares for. But the Qysberg itself remains a treacherous foe.

THE ARMIES
Each player must first muster an army from their collection. The Attacker commands the Imperial Knights that have breached the Qysberg. The Defender commands the Chaos Knights defending it. A player can include any models in their army, but this mission is most suited to armies that only contain IMPERIAL KNIGHTS and CHAOS KNIGHTS. If a player’s army is Battle-forged, they will also be able to use the appropriate Stratagems included with this mission (see below).

THE BATTLEFIELD
Create the battlefield using the deployment map below and set up terrain. There should be ruins, buildings and larger terrain features (each of which is ideally at least 4" tall at its highest point) scattered across the battlefield, ensuring the distance between each terrain feature is enough so that each model in the players’ armies can move between the terrain features. In addition, there should be no terrain features within the Attacker’s deployment zone.

DEPLOYMENT
The Attacker deploys their army wholly within their deployment zone. Any models that cannot be deployed are placed in reserve. They cannot make use of any rules that allow them to set up in any other location. The Defender then deploys their army wholly within their deployment zone.

FIRST TURN
The Attacker has the first turn.

THROUGH THE BREACH
At the end of the Attacker’s Movement phase, they can set up any models from their army that are in reserve wholly within their deployment zone. Any models that cannot be set up this way remain in reserve. Models from the Defender’s army cannot be set up or finish any kind of move within the Attacker’s deployment zone.

TITANIC DUELS
When resolving an attack made with a ranged weapon against an IMPERIAL KNIGHTS or CHAOS KNIGHTS unit, the target receives the benefit of cover to its saving throw if a straight line 1mm in width cannot be drawn from the centre of the attacking model’s base to the centre of the target’s base without crossing over or through a terrain feature. In addition, when resolving an attack made with a ranged weapon against an IMPERIAL KNIGHTS or CHAOS KNIGHTS unit, subtract 1 from the hit roll if a straight line 1mm in width cannot be drawn from the centre of the attacking model’s base to any part of the target’s base without crossing over or through a terrain feature.

BATTLE LENGTH
At the end of battle round 5, the Attacker rolls one D6. On a 3+, the game continues, otherwise the game is over. At the end of battle round 6, the Defender rolls one D6. On a 4+, the game continues, otherwise the game is over. The battle automatically ends at the end of battle round 7.

VICTORY CONDITIONS
At the end of the battle, each player adds up the Power Ratings or points values of units from their opponent’s army that have been destroyed. If a unit has not been destroyed at the end of the battle but has lost more than half of its models, or a single-model unit has lost more than half its wounds, add half the Power Rating or points value of that unit (rounding up) to the opponent’s total. The player with the highest total wins. If the totals are the same, the battle is a draw.


STRATAGEMS
In this mission, players can use Command Points (CPs) to use the following bonus Stratagems:

1CP

STORM THE CITADEL!

Attacker Stratagem

Filled with the religious zeal of Baroness Sordhen, the Imperial Knights would allow nothing to stay their fury.

Use this Stratagem in your Movement phase, when you declare an IMPERIAL KNIGHTS model from your army will Advance. Until the end of the turn, when making an Advance roll for that model, roll two additional D6 and discard two of the dice. Until the end of the turn, that model can shoot with ranged weapons as if it had not Advanced.
2CP

OVERLAPPING ION DEFENCE

Attacker Stratagem

To weather the concentrated defensive fire, the Imperial Knights of the Padah March overlapped their ion shields.

Use this Stratagem when an IMPERIAL KNIGHTS unit from your army is chosen as the target of an attack made with a ranged weapon whilst within 2" of another friendly IMPERIAL KNIGHTS unit. Until the start of your next turn, when resolving an attack made with a ranged weapon against that targeted unit or any friendly IMPERIAL KNIGHTS units within 2" of that unit, add 1 to the saving throw. You can only use this Stratagem once per battle.
1CP

UNSHEATHING THE LANCE

Attacker Stratagem

Moving in fluid coordination, Imperial Knights lanced forward from the lee of their oath-sworn fellows.

Use this Stratagem in your Charge phase, when you choose an IMPERIAL KNIGHTS model from your army to charge with whilst within 2" of another friendly IMPERIAL KNIGHTS model. Until the end of the turn, you can re-roll charge rolls made for that model and when resolving an attack made with a melee weapon by that model, you can re-roll the wound roll.
1CP

KILLZONE CRUELTY

Defender Stratagem

Catching their foes in perfect killzones, the Chaos Knights employed potent enfilading fire from titanic embrasures.

Use this Stratagem in your Shooting phase, when a CHAOS KNIGHTS model from your army is chosen to shoot with. Until the end of the phase, when resolving an attack made by that model against a unit wholly within the Attacker’s deployment zone, re-roll a wound roll of 1.
1CP

PREDATORY TECHNOVIRUS

Defender Stratagem

Within the Qysberg’s seemingly archaic foundations were enervating technoviruses preying on specific systems.

Use this Stratagem at the end of your opponent’s Movement phase. Select one weapon equipped by a model from your opponent’s army that is within 3" of a terrain feature. Until the end of the turn, when resolving an attack made with that weapon by that model, half the Strength characteristic of that attack.
2CP

ENGINE KILL-SNARE

Defender Stratagem

The Chaos Knights had rigged their domain with deadly and esoteric traps primed to maim invading engines.

Use this Stratagem at the start of your opponent’s Movement phase. Select one terrain feature, then select one point on the battlefield within 6" of that terrain feature and more than 1" away from any enemy models. Draw an imaginary line, 1mm wide, between that point on the battlefield and the closest part of that terrain feature. Until the end of the turn, each time a VEHICLE unit moves onto or through that line, it suffers D6 mortal wounds.

War of the Spider

The rules presented in this section allow you to play games set in locations inspired by those found in the narrative of War of the Spider book, as well as play through some of the most dramatic moments from the battles on Limaxis, Bairsten and Dessah. Will you command the elite Imperial forces, the putrid ranks of the Death Guard, or the abominable creations of Fabius Bile himself?

INTRODUCTION
This section starts by providing a new Theatre of War, designed to represent the battlefields of the War of the Spider. Agents of the Officio Assassinorum lurk in the shadows, waiting for the moment to strike their designated target, and will silence anyone who tries to interfere with their directives.

While these rules are designed for recreating the War of the Spider, they can be used and modified to represent any location where the Officio Assassinorum has an active interest. This could be a war zone in which enemies of the Imperium are arrayed on both sides of the conflict, or one in which loyal servants of the Emperor learn at gunpoint that they have made enemies amongst the High Lords of Terra.

Below, three new Crucible of War missions are presented for narrative play. Merciless Ambush allows players to fight out the harrowing battle on Limaxis, Hostile Acquisitions pits players against one another in a conflict such as that which took place on the mining plains of Bairsten, while Unexpected Quarters is based on the brutal events on Dessah.

Theatres of War

As the Enlightener and his warband of corrupted Space Marines join forces with Fabius Bile, they draw the ire of both the Imperium and the Death Guard. Though the Spider remains always one step ahead of his pursuers, the agents of the Officio Assassinorum have numerous ways of reaching their quarry.

In this section you will find an exciting new Theatre of War to use in your games of Warhammer 40,000. Theatres of War offer new tactical challenges to enrich your games, and introduce new rules to represent many varied battle environments. Some modify the core rules (e.g. by altering the range of weapons). Some provide new rules for phenomena like dust storms, volcanic eruptions and earthquakes. Some grant additional abilities and Stratagems to certain units.

These rules are designed to reflect the dangers faced by agents of the Officio Assassinorum on the battlefield, but they are entirely optional and, so long as you and your opponent agree, can be used in any Warhammer 40,000 game.

Agree which, if any, Theatre of War rules will be used when you are setting up the battlefield, before deployment.

Theatre of War: Hostile Operatives

Assassins have taken up positions around the battlefield. They lie in wait, their amplified senses honed on their targets, and will reveal themselves only when the success of their mission is placed in jeopardy.

Before the battle, the players must gather at least one OFFICIO ASSASSINORUM unit. We recommend using between two and six OFFICIO ASSASSINORUM units to ensure this environment is suitably challenging. These are referred to as Assassin units.

Lurking in the Shadows: Before either side deploys, you must first infiltrate the battlefield with lurking Assassins. To do so, you will need six objective markers: if there are fewer than six objective markers on the battlefield, after setting up any mandatory objective markers required for the mission, set up additional objective markers until there are six (these additional objective markers must be set up more than 9" away from any other objective markers and not within 6" of any battlefield edge. They have no effect on any victory conditions). The players then randomly select, one at a time, a number of different objective markers equal to the number of Assassin units, setting up a randomly selected Assassin unit within 6" of each of those objective markers. Once all of the Assassin units have been set up, remove any additional objective markers that were set up.

Assassin Units: Assassin units are treated as enemy units by both players, and Assassin units treat each unit in a player’s army as an enemy unit. Assassin units treat other Assassin units as friendly units. In the Fight phase, Assassin units fight after all other units unless they have charged in their turn (see below). If possible, in the Fight phase, each Assassin model will target the closest enemy CHARACTER unit with all of its attacks. If two units are equally close, randomly select which they will target with their attacks. When resolving attacks or making saving throws etc. for Assassin units, we recommend your opponent rolls the dice. The Command Re-roll Stratagem cannot be used to re-roll dice rolls made for Assassin units.

The Assassin Turn: At the end of each battle round, the Assassin units have a ‘turn’. In their Movement phase, each Assassin unit will move as far as possible towards the closest enemy CHARACTER unit (unless they are already within 1" of one), but they will not Fall Back or Advance. In their Shooting phase, each model will shoot at the closest visible enemy CHARACTER unit within range, ignoring the usual restriction on targeting CHARACTERS. In their Charge phase, if two units are equally close, randomly determine which they will charge. In addition, if they are within 12" of any enemy CHARACTER units in their Charge phase, they will attempt to charge the closest enemy CHARACTER unit. In their Fight phase, Assassin units behave as described previously. If any sequencing issues arise, the players roll off and the winner decides the order in which the rules in question are resolved.

The following additional rules apply to each type of Assassin:

CALLIDUS
  • This model’s Polymorphine ability is not used.
  • Treat both players as being affected by this model’s Reign of Confusion ability.
  • At the start of its Movement phase, if this model is within 1" of an enemy unit that is not a CHARACTER, it will Fall Back. It must end this Fall Back as close as possible to the closest enemy CHARACTER unit.

CULEXUS
  • If possible, then, instead of the closest CHARACTER unit, this model will always move towards the closest PSYKER unit.
  • If a PSYKER is in range and visible to them, if able, this model will always target this unit instead of the closest CHARACTER unit.
  • In its Charge phase, if there is a PSYKER within 12" of this model, this model will always attempt to charge that model instead of the closest CHARACTER unit.
  • In the Fight phase, this model will target a PSYKER unit with attacks made with melee weapons.

EVERSOR
If no CHARACTER units are within range or visible to this model in the Assassin’s Shooting phase, and the closest enemy unit is a VEHICLE, if possible this model will attack with melta bombs instead of its executioner pistol.

VINDICARE
This model will never move in its Movement phase, unless it is within 1" of an enemy unit that is not a CHARACTER, in which case it will Fall Back. When it does so, it will move as fast as possible in order to end that move as far away as possible from any enemy models.
Crucible of War

Merciless Ambush

The attacking force has lured their prey into a trap, and now look to press their advantage with a merciless assault. The defenders must regroup and hold firm, their resolve the only route to victory.

THE ARMIES
Each player must first muster an army from their collection. A player can include any models in their army, but this mission is most suited to armies that contain numerous units of INFANTRY and few, if any, AIRCRAFT and TITANIC units. If a player’s army is Battleforged they will also be able to use the appropriate Stratagems included with this mission (see opposite). Once the armies have been chosen, the players must decide who will be the Attacker and who will be the Defender.

THE BATTLEFIELD
Create the battlefield using the deployment map below and set up terrain. There should be cover across the battlefield, in particular within the Defender’s deployment zone. There should then be line of sight blocking terrain and other forms of cover across the battlefield, in particular within the Attacker’s deployment zone.

DEPLOYMENT
The Defender deploys their army wholly within their deployment zone. The Attacker does not deploy their army. At the end of their first Movement phase, they set up their army as reinforcements wholly within their deployment zone. Any VEHICLE units from their army must be set up wholly within 12" of the Attacker’s battlefield edge.

FIRST TURN
The Attacker has the first turn.

DELAYED REINFORCEMENTS
Any of the Defender’s units not set up on the battlefield during deployment cannot be set up in the first battle round, and such a unit can only be set up in the second battle round on a D6 roll of 4+. They can be set up as normal from the third and subsequent battle rounds.

MERCILESS AMBUSH
In the first battle round, when resolving an attack made with a ranged weapon against a unit from the Attacker’s army that is wholly within 1" of a terrain feature, subtract 1 from the hit roll. In the first battle round, models in the Defender’s army cannot be set up or finish any kind of move more than 12" away from the Defender’s deployment zone.

LOST MOMENTUM
At the start of the battle round, the Attacker loses momentum as follows:
  • Third and subsequent battle rounds: Each time the Attacker wishes to use a Stratagem, they must spend one additional Command Point to use that Stratagem.
  • Fourth and subsequent battle rounds: Models in the Attacker’s army cannot be affected by the aura abilities of friendly models.
  • Fifth battle round: When resolving an attack made by a model in the Attacker’s army, subtract 1 from the hit roll.

BATTLE LENGTH
The battle automatically ends at the end of battle round 5.

VICTORY CONDITIONS
No Mercy: At the end of each battle round, a player scores 1 victory point if more units from their opponent’s army were destroyed in that battle round than were destroyed from their own army in that battle round.

No Respite: At the end of the battle, each player adds up the total Power Rating or points value (using whichever method was used to build your army) of destroyed units from their army. The player with the lowest total scores 1 victory point.

Iron Resolve: At the end of the battle, the Defender scores 1 victory point if any units from their army are on the battlefield.


STRATAGEMS
In this mission, players can use Command Points (CPs) to use the following bonus Stratagems:

1/2CP

DARING AMBUSH

Attacker Stratagem

With the enemy in sight, the ambushers rush forward to encircle their prey.

Use this Stratagem at the end of your first Movement phase. Select one INFANTRY, BEAST or SWARM unit from your army for 1CP, or two such units for 2CP. Those units can immediately move and can Advance, even though they were set up as reinforcements this turn. Those units must end that move more than 9" away from any enemy models.
2CP

RIGGED TRAP

Attacker Stratagem

Hidden explosives, psychic detonators or ravenous bio-vectors savage the enemy before a shot has been fired.

Use this Stratagem at the start of the first battle round, but before the first turn begins. Select one enemy unit on the battlefield that is not a CHARACTER. That unit suffers D3 mortal wounds. Roll one D6 for each other unit within 3" of that unit. On a 3+ that other unit suffers D3 mortal wounds. Until the start of the next battle round, halve the Move characteristic of any unit that suffered mortal wounds as a result of this Stratagem.
1CP

FIERCE ASSAULT

Attacker Stratagem

The carefully orchestrated hunt comes to a violent crescendo as the stalkers close upon their foe.

Use this Stratagem in your Shooting phase or the Fight phase, when a unit from your army is chosen to shoot or fight with. Until the end of that phase, when resolving an attack made by a model in that unit against the closest enemy unit, add 1 to the wound roll.
1CP

COUNTER-ATTACK

Defender Stratagem

Surrounded and caught off guard, warriors rally together to bring the fight to their enemy.

Use this Stratagem at the end of your opponent’s Charge phase. Select one unit from your army. If there are any enemy units within 6" of that unit, it can perform a Heroic Intervention as if it were a CHARACTER, and can move up to 6" when doing so.
1CP

HEROIC LEADERSHIP

Defender Stratagem

It is only in the crucible of battle that commanders of great renown are forged.

Use this Stratagem during deployment, when you deploy a CHARACTER unit from your army. Add 3" to the range of that unit’s aura abilities. You can only use this Stratagem once.
1CP

TAKE COVER

Defender Stratagem

When caught in the open, hillocks of rubble and the corpses of the dead can provide some measure of cover.

Use this Stratagem in any phase when a unit from your army within your deployment zone is chosen as the target of an attack. Until the end of that turn, that unit is treated as having the benefit of cover to its saving throw unless it has the AIRCRAFT or TITANIC keywords.
Crucible of War

Hostile Acquisitions

For the canny commander, the battlefield presents a wealth of strategic resources to be seized. Some armies may concentrate on sites of tactical importance or stockpiles of valuable materiel. Then again, to some the plundered minds and dissected flesh of enemy heroes possess a worth all of its own...

THE ARMIES
Each player must first muster an army from their collection. A player can include any models in their army, but this mission is most suited to armies that contain numerous units of INFANTRY and few, if any, AIRCRAFT and TITANIC units. If a player’s army is Battle-forged, they will also be able to use the appropriate Stratagems included with this mission (see below). Once the armies have been chosen, the players must then decide who will be the Attacker and who will be the Defender.

THE BATTLEFIELD
Create the battlefield using the deployment map below and set up terrain. If possible, there should be a ruin or building that each of the objective markers can be set up in, or on.

DEPLOYMENT
The Defender sets up each of their CHARACTER units wholly within their deployment zone and more than 9" from any battlefield edge. CHARACTER units from the Defender’s army must be set up on the battlefield in this way, and cannot be set up in any other locations. The Attacker then sets up their army, wholly within their deployment zone. Once the Attacker has finished setting up, the Defender sets up their remaining units, wholly within their deployment zone.

FIRST TURN
The Attacker has the first turn.

TAKEN ALIVE
If a CHARACTER unit from the Defender’s army is destroyed by an attack made with a melee weapon, instead of removing that model from the battlefield, the Attacker can choose to place it next to the unit that made that attack. If they do so, that model is said to have been captured by that unit. It is no longer treated as a unit, but as a marker instead. If the model would impede the movement of any other models, simply move it out of the way. If the unit that has captured that CHARACTER is destroyed, the marker is removed, and that model is no longer said to have been captured.

BATTLE LENGTH
The battle automatically ends at the end of battle round 5.

VICTORY CONDITIONS
Vital Supplies: At the end of each battle round, a player scores 1 victory point if they control more objective markers than their opponent.

Captured Commanders: At the end of the battle, the Attacker scores 1 victory point for each enemy CHARACTER that is captured by one of their units.

Hold the Line: At the end of the battle, the Defender scores 1 victory point for each objective marker they control.


STRATAGEMS
In this mission, players can use Command Points (CPs) to use the following bonus Stratagems:

1CP

SIPHON MATERIALS

Attacker Stratagem

Accompanied by non-combatant thralls and menials, these fighters know they can push onto the next objective while their subordinates concentrate on stealing supplies.

Use this Stratagem at the end of any battle round. Select one objective marker that you control. Until your opponent controls it, treat that objective marker as if 2 models in your army were within 3" of it.
2CP

ADVANCE SCOUTS

Attacker Stratagem

These forces have ranged ahead of the main force, locating the objectives and allowing the rest of the army to sweep in with precise intel.

Use this Stratagem during deployment, when you set up a unit from your army that has a Power Rating of 5 or less. That unit can be set up anywhere on the battlefield that is more than 9" away from the Defender’s deployment zone, instead of wholly within the Attacker’s deployment zone.
2CP

SEIZE SUPPLIES

Attacker Stratagem

In the event of a deadlock, your warriors grit their teeth and push the enemy back, however temporarily.

Use this Stratagem at the end of any battle round if you and your opponent both control the same number of objective markers. You are treated as controlling more objective markers than your opponent this battle round for the purposes of the Vital Supplies victory condition.
1CP

FREED FROM THEIR BONDS

Defender Stratagem

Seeing their leaders carried away, some warriors will throw themselves into the fray to free them, heedless of any danger to themselves.

Use this Stratagem in your Charge phase when a unit from your army ends a charge move within 1" of an enemy unit that has any captured CHARACTER markers. Roll one D6 for each of those captured CHARACTER markers. On a 4+ that marker is removed.
1CP

DETERMINED DEFENCE

Defender Stratagem

Through rousing oratory, grit and determination, these warriors will die rather than let the enemy capture this area.

Use this Stratagem at the start of the Morale phase. Select one unit from your army that is within 3" of any objective markers. When a Morale test is taken for this unit, do not roll the dice; it is automatically passed.
3CP

EVACUATE SUPPLIES

Defender Stratagem

Your forces have a supply of transport vehicles on hand to move these supplies to a new location should they come under heavy assault, assuming you can hold the foe long enough for them to be loaded.

Use this Stratagem at the end of any battle round. Select an objective marker that you control. If you still control that objective marker at the end of the next battle round, you can remove that objective marker from the battlefield. If you do so, that objective marker cannot be controlled at the end of any subsequent battle rounds, but at the end of the battle, your army is treated as controlling it for the purposes of the Hold the Line victory condition.
Crucible of War

Unexpected Quarters

The enemy have overrun your defences. The only thing left to do is to sacrifice your troops to buy you time to evacuate. However, as you make your way from the battle, another force unexpectedly arrives to cut off your escape...

THE ARMIES
This mission can be played with two or three players. One player will be the Defender. Another player will be the Attacker. If there is a third player, that player will be the Assassin. Otherwise, the Attacker will control a second force as the Assassin. Each player must muster an army from their collection. The Assassin should control a force that is approximately half the Power Level of that controlled by the Defender. If a player’s army is Battle-forged, they will also be able to use the appropriate Stratagems included with this mission (see below).

THE BATTLEFIELD
Create the battlefield using the deployment map below and set up terrain. There should be more terrain features in the Defender’s deployment zone than there are in the other half of the battlefield.

DEPLOYMENT
The Defender sets up their Warlord wholly within the Warlord’s deployment zone. The Attacker and Defender then alternate setting up units, wholly within their own deployment zones. The Assassin’s army is not set up on the battlefield, but if they have any units that can be set up in other locations (teleportariums, in the sky, in the webway etc.) they can declare which of their units will be set up in these locations.

FIRST TURN
The Assassin has the first turn, followed by the Attacker, then the Defender.

ASSASSINATION FORCE
At the end of their second and each subsequent Assassin’s Movement phase, the Assassin player can roll one D6 for each unit in their army; on a 4+ that unit can be set up on the battlefield, anywhere within 6" of the Assassin’s battlefield edge and more than 1" from any enemy models.

ESCAPE!
The Defender’s Warlord must try to escape the battlefield. To do this, at the end of the third or subsequent battle round, that model must be within 1" of the Assassin’s battlefield edge. If it is, the Warlord model is removed from that battlefield. It is then said to have escaped.

BATTLE LENGTH
The battle automatically ends at the end of battle round 5.

VICTORY CONDITIONS
The Attacker wins if the Defender’s Warlord is destroyed by an attack made by one of their models or a psychic power manifested by one of their PSYKERS.

The Assassin wins if the Defender’s Warlord is destroyed by an attack made by one of their models or a psychic power manifested by one of their PSYKERS.

The Defender wins if their Warlord has escaped at the end of the battle.

If the Defender’s Warlord is destroyed by anything other than an attack made by one of the Attacker’s or Assassin’s models or a psychic power manifested by one of the Attacker’s or Assassin’s PSYKERS, the Assassin and Attacker draw and the Defender loses.

If the Defender’s Warlord has not been destroyed and has not escaped at the end of the battle, the game is a draw.


STRATAGEMS
In this mission, players can use Command Points (CPs) to use the following bonus Stratagems:

1CP

ASSASSIN SHOT

Assassin Stratagem

Some warriors wait a lifetime for that one perfect shot, where it seems as if the whole flow of battle has placed the target in your sights.

Use this Stratagem in your Shooting phase when you select a model to attack with a ranged weapon. That model can only attack with one ranged weapon they are armed with in this phase, and can only make one attack with that weapon, but can ignore all other enemy units for the purposes of targeting CHARACTERS.
1CP

LOCATION TRIANGULATED

Assassin Stratagem

Now that the location of the target has been ascertained, the full power of your strike force can be brought to bear.

Use this Stratagem at the end of your Charge phase if a unit from your army is within 1" of the Defender’s Warlord. Select one unit from your army that has not yet been set up on the battlefield. Set that unit up on the battlefield anywhere that is within 6" of the Assassin’s battlefield edge and more than 1" from any enemy models.
2CP

GET TO THE TARGET

Attacker Stratagem

Your warriors must get to the target at any cost. Whether by athletic means or pure power, nothing will stand in their way.

Use this Stratagem in your Charge phase when you declare the Defender’s Warlord as the target of a charge by a unit from your army. Until the end of that phase, the charging unit can move over enemy units as if they can FLY.
2CP

RAPID ASSAULT

Attacker Stratagem

Your forces are making all speed for the objective, its elimination all that matters at this point in the battle.

Use this Stratagem at the start of your Shooting phase. Select one unit from your army that Advanced this turn. Until the end of that phase, you can shoot with that unit as if it had not Advanced.
3CP

OUT OF SIGHT

Defender Stratagem

Sometimes, when fleeing for your life, you just need to get into cover and re-evaluate your options.

Use this Stratagem at the end of your Movement phase if your Warlord is wholly within a terrain feature. Until your next Movement phase, your Warlord cannot make attacks with ranged weapons, but cannot be selected as the target of an attack made with a ranged weapon by an enemy model.
1CP

PROTECT YOUR COMMANDER!

Defender Stratagem

Sometimes an inspirational word is all that is required to convince your subordinates to sacrifice their lives to save yours.

Use this Stratagem at the start of your opponent’s Shooting or Fight phase. Until the end of that phase, each time your Warlord would lose any wounds as a result of an attack made against that Warlord’s unit, you can select a unit from your army that is within 3" of your Warlord and roll one D6. On a 4+ that model does not lose those wounds and the selected unit suffers 1 mortal wound for each of those wounds. Only one attempt can be made to intercept each attack.

Pariah

In this and the following sections you will find Crucible of War missions and Theatres of War. These can be used on their own or in combination to allow you to recreate the battles around the Pariah Nexus.

INTRODUCTION
In this section you will find three new Crucible of War missions, allowing you to fight battles similar to those found at key points in the narrative within this Psychic Awakening supplement.

The first mission sees one player’s army trapped in the centre of the battlefield as the enemy force closes in around them. They must make a fighting retreat and try to clear sufficient space for their units to evacuate the battlefield safely. If enough of their force manages to escape they can claim victory, but it will not be easy.

The second mission sees an assault force breaking down an enemy strongpoint layer by layer. First they must destroy the outer defences, then bring down the communications relays, before finally sabotaging the power generators and destroying the facility in its entirety. The enemy has several waves of reinforcements inbound, and the crucial objectives will not be easily held against their fury!

The third mission sees one player’s Warlord secreted on the battlefield, downloading crucial information. The defenders must track down this interloper and catch them before they can escape with the vital intelligence.

Each of these missions also includes a selection of new Stratagems each player can use if they are playing that mission using a Battle-forged army.

Below you will also find a series of Theatres of War based on locations and battles from throughout the Psychic Awakening series.

If you wish to use any of these rules alongside the Crucible of War missions below, we would recommend the Necron Tomb World Theatre of War on as one that will help to represent the events of the battles around the Pariah Nexus.

Theatres of War

On you will find a host of new Theatres of War for your games of Warhammer 40,000. They add an exciting layer to your battles, where the very environments in which you fight impact upon the skirmishes between your and your opponent’s forces. These rules are designed to represent one of the many places that featured in the narratives of the Psychic Awakening book series, but they can be used in any game of Warhammer 40,000, set anywhere in the galaxy. Similarly, they can be used in conjunction with other additional rules such as battlezones and Cities of Death. Just agree with your opponent beforehand on which of these rules you will use.

In these Theatres of War you will find many common rules, some of which are outlined to the right. The way to determine which rules are in effect will be specified within each Theatre of War, but many will utilise tables that can be rolled on to generate one of a number of different outcomes, all of which create a wide variety of different environments in which to fight.

BATTLEFIELD EFFECTS
These are persistent rules that affect both players for the duration of any battles set in that Theatre of War.

TWISTS
Twists are varied rules to ensure that no battle within that Theatre of War is ever the same. These twists represent specific areas within that Theatre of War, or random, unexpected events that can pop up in its unique environments.

TERRAIN RULES
These rules represent the effects of the Theatre of War’s terrain on your battle. Many of these rules refer to a specific type of terrain, but feel free to adapt them to suit the terrain you have.

MYSTERIOUS OBJECTIVES
Mysterious Objectives portray the powerful objectives that can be found in these locations. These rules can apply to all of the objective markers on the battlefield, or only some of them. If the battle being played does not use objective markers, or has a different number of objective markers to that specified in the rules, then the Mysterious Objectives rules will not take effect for that battle.

STRATAGEMS
If your army is Battle-forged, you can use the appropriate Theatre of War Stratagems. These represent the tactics and fighting styles of forces waging war in the relevant environment.

Theatre of War: The Webway

Using these rules you can transform your battlefield into a warp-ravaged spar of the webway, as depicted in Psychic Awakening: Phoenix Rising.

When fighting a battle in the webway, the following rules apply:

Ephemeral Interference
Strange energies and ghostly winds buffet those fighting here, stealing away the furious energies of their weapons.
When resolving an attack made with a ranged weapon against a target not within 12", reduce the Armour Penetration characteristic of that weapon by 1, to a minimum of 0, for that attack (e.g. AP -1 becomes AP 0).

Ghostblades
Whether by accident or design, the unpredictable energies of the webway bind themselves to the blades of those fighting here. Coiling mists stream behind weapons until blades, fists and axes flicker as insubstantially as the vapours around them. They prove solid enough with each blow they land, however...
When resolving an attack made with a melee weapon, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll).

BATTLEFIELD TWISTS
Before the battle, one player rolls one D3 and consults the battlefield twists table below, or both players can agree on the most suitable option. The result is an additional rule for the battle. This roll cannot be re-rolled.

D3BATTLEFIELD TWIST
1The Labyrinth Dimension: Becoming lost amidst the twists and turns of the webway is all too likely. Its passages and portals intertwine through one another to form an organic, fractal maze with a will of its own.
In the first and second battle rounds, units that are set up on the battlefield as reinforcements are not set up as normal. Instead, you must roll one D6 for each unit before setting it up on the battlefield. On a 4+, set that unit up as normal; otherwise, that unit is not set up that battle round.
2Shattered Spar: This portion of the webway is sorely damaged, reality flickering within its bounds and the anarchy of the empyrean spilling through.
Players cannot gain, or be refunded, Command Points.
3Zephyrstride Matrix: Eldritch technologies hasten the footfalls of those who battle here, speeding them into combat.
When an Advance or charge roll is made for a unit, add 1 to the result.

MYSTERIOUS OBJECTIVE MARKERS
If you are using any objective markers, before determining deployment zones, one player should roll one D3 and consult the mysterious objective markers table below, or both players can agree on the most suitable option. The result is an additional rule applied to all objective markers for the battle. This roll cannot be re-rolled.

D3MYSTERIOUS OBJECTIVE MARKER
1Runic Seal: Such Aeldari runes hold back the surging energies of the warp, warding the area around them.
Models have a 5+ invulnerable save whilst within 3" of an objective marker.
2Psionic Nodal Conduit: Acting in a similar fashion to the infinity circuits of the Craftworlds, micro-crystalline relays allow psychic energies to pass from one node to the next.
When resolving a Psychic power manifested by a model from your army within 6" of any objective markers, you can select one objective marker on the battlefield. If you do so, when determining visibility and measuring distances for that psychic power, determine both from the selected objective marker rather than from the model.
3Empyric Syphon: Though not intended for such use, this crystalline structure can be used to channel warp energies.
In the Psychic phase, PSYKER models can attempt to manifest one additional psychic power whilst within 6" of any objective markers.

TERRAIN TRAITS
Before the battle, one player should roll one D3 and consult the terrain traits table below, or both players can agree on the most suitable option. The result is an additional rule applied to the specified terrain features for the battle, other than BUILDING units. This roll cannot be re-rolled.

D3TERRAIN TRAITS
1Ethereal Constructs: Illusory and spectral, the ghosts of realspace battlefields shimmer in and out of view in this region, conjured by a weakening in the weave of the webway itself.
At the start of the battle round, each player nominates three different terrain features on the battlefield. Roll one D6 to randomly select one of those terrain features. Until the end of that battle round, models cannot gain the benefit of cover from the selected terrain feature.
2Psycho-crystalline Transduction Circuit: Here, otherworldly structures meld with the walls of the webway, glimmering with psionic amplification circuitry.
When a Psychic test is taken for a model within 6" of a Ruins terrain feature, add 1 to the total.
3Maze of Future Lamentations: Weird, shrine-like structures wrought in crystal and living bone flicker here, the mists that wind about them depicting warnings of tragic events still to come in the lives of those who witness them.
Units entirely within a Ruins terrain feature at the start of the Fight phase can fight first in that phase, even if they did not make a charge move that turn. If both players have units that have a similar ability or made a charge move that turn, then alternate choosing units to fight with, starting with the player whose turn is taking place.

STRATAGEMS
If your army is Battle-forged, you have access to the Stratagems shown below whilst using this Theatre of War.

2CP

INHERITORS OF THE WEBWAY

Webway Stratagem

The Aeldari are at home amidst these ethereal confines.

Use this Stratagem at the start of the first battle round. Select up to three AELDARI units from your army. Those units can make a move as if it were your Movement phase, but cannot Advance and must end that move more than 9" away from any enemy models. You can only use this Stratagem once per battle.
2CP

ARTERIAL LINKWAY

Webway Stratagem

By braving the webway’s maze-like passages it is possible to outmanoeuvre your foes in impossible ways.

Use this Stratagem at the start of your Movement phase. Select one unit from your army wholly within 6" of any battlefield edge. Remove that unit from the battlefield. At the end of your next Movement phase, set that unit up anywhere on the battlefield wholly within 6" of any battlefield edge and more than 6" away from any enemy models.

Theatre of War: War-torn Shrine World

Many of the worlds around Talledus – the setting for Psychic Awakening: Faith and Fury – boasted fortified cathedrum complexes that saw fierce and destructive fighting. Using these rules you can transform your tabletop battlefield into a uniquely Imperial blend of Ecclesiarchal Ruins and sanctified Fortifications.

Designer’s Note: If playing using this Theatre of War, we recommend that the battlefield features plenty of Wall of Martyrs defence lines, emplacements and bunkers as terrain features, as well as Ruins to represent shattered shrines. These should be set up so that both players have an equal chance to capture and use them, rather than them being set up as part of a player’s army.

When fighting a battle upon a war-torn shrine world, the following rules apply:

Constant Bombardment
Forming the focal point for furious urban warfare, the blasted ruins of this once-proud shrine complex are pummelled by endless waves of falling munitions.
At the start of each player’s Shooting phase, that player can select up to three enemy units (CHARACTERS cannot be selected unless they are a VEHICLE or MONSTER) and roll one D6 for each unit. On a 1-4, nothing happens. On a 5, that unit suffers 1 mortal wound. On a 6, that unit suffers D3 mortal wounds.

BATTLEFIELD TWISTS
Before the battle, one player rolls one D6 and consults the battlefield twists table below, or both players can agree on the most suitable option. The result is an additional rule for the battle. This roll cannot be re-rolled.

D6BATTLEFIELD TWIST
1Prepared Positions: The faithful prepared their defences well here, but some have since been seized by their foes. Now both sides benefit from protective measures that serve to drag the conflict on into a grinding stalemate.
Units wholly within the controlling player’s deployment zone (other than TITANIC or AIRCRAFT units) receive the benefit of cover, even while they are not entirely on or within a terrain feature. A unit loses this benefit the first time it makes a move of any kind (e.g. normal move, charge move, pile in etc.).
2Auto-martyrdom: This entire region has been seeded with mines by zealous troopers who believe that the Emperor guides the footfalls of the faithful, claiming only those whose time he deems to have come.
Roll one D6 each time a unit Advances or makes a charge move; on a 1, that unit suffers 1 mortal wound.
3Fortified Catacombs: The halls of the sainted dead proliferate beneath the battlefield, and can be accessed through tunnels and blasted stairways. Troops can slink through these sepulchres to ambush the foe.
During deployment, each player can select one INFANTRY or SWARM unit from their army. They can set up this unit in a forgotten tunnel instead of setting it up on the battlefield. If they do, at the end of one of that player’s Movement phases, they can set up the selected unit anywhere on the battlefield that is more than 9" away from any enemy models.
4Darkened Skies: The fires of countless pyres and perpetual war have ensured that this world’s skies are filled with smoke, vast clouds of which drift across the battlefield, periodically obscuring combatants from view.
At the start of the battle round, the player going first rolls one D6; on a 5+, until the end of the battle, you cannot select an INFANTRY or SWARM unit as the target of a ranged attack unless it is within 18" of the firing unit.
5Aura of the Humble Saints: Psychic mutation runs rampant through this region, likely the cause of the bloody conflict now tearing it apart. For all the damage it has provoked, the swelling tide of background psychic energy enhances the abilities of psykers across the battlefield.
When a Psychic test is taken for a PSYKER that is within 3" of an objective marker, add 1 to the total.
6The Emperor Protects with Ferrocrete and Iron: Despite its derelict appearance, this area is filled with sturdy ruins that provide excellent protection.
When resolving an attack with a ranged weapon against a unit that is receiving the benefit of cover to their saving throw from Ruins, if the weapon being used for that attack has an Armour Penetration characteristic of -1, treat this as 0 instead.

MYSTERIOUS OBJECTIVE MARKERS
The first time each objective marker is controlled by any player at the end of a battle round, that player rolls one D6; on a 6, that objective marker is a mysterious objective. That player then rolls a D3 and consults the mysterious objective markers table below to discover what ability that objective has. The result is an additional rule applied to that objective marker for the battle. These rolls cannot be re-rolled.

D3MYSTERIOUS OBJECTIVE MARKER
1Altar of War: Whether defending its sanctity or despoiling it, warriors fight all the more viciously around this blessed location.
If your army controls this objective marker at the start of your Shooting phase, you can select one unit from your army that is within 3" of this objective marker. Add 1 to wound rolls for attacks made with Heavy weapons by models in that unit if the firing model Remained Stationary in your preceding Movement phase.
2Defensible Locale: Be it choral data-shrines or artfully laid out sight-line blocking cloisters, Imperial cathedrums are often more defensible than they first appear.
If you control this objective marker at the start of your Shooting phase, you can select one unit from your army that is within 3" of it. Re-roll hit rolls of 1 for attacks made with ranged weapons by models in that unit until the end of that phase.
3Holy Relic: An aura of divinity radiates from this ancient relic, driving those nearby into ecstasies of fervour or hatred.
At the start of the Morale phase, the player whose army controls this objective marker can select one unit from their army that is within 3" of this objective marker. Add 2 to the Leadership characteristic of models in that unit until the end of that phase.

STRATAGEMS
If your army is Battle-forged, you have access to the Stratagems shown below whilst using this Theatre of War.

1CP

SUPERIOR CONSTRUCTION

War-torn Shrine World Stratagem

As one would expect of a mighty Ecclesiarchal cathedrum – even a ruined one – the fortifications found amidst this structure are built to the highest quality.

Use this Stratagem when you set up a BUILDING model on the battlefield. Add 4 to that model’s Wounds characteristic.
2CP

MALFUNCTIONING AUTO-DEFENSORS

War-torn Shrine World Stratagem

Some areas of the cathedrum still contain damaged weapon servitors or defensive auto-turrets, originally installed to corral pilgrims or guard relics. These sporadically wake before powering down again.

Use this Stratagem at the start of any battle round. Select one terrain feature on the battlefield. Until the end of that battle round, at the end of the Movement phase, roll one D6 for each unit that is within 3" of that terrain feature. On a 6, that unit suffers D3 mortal wounds.

Theatre of War: Devoured World

When the Gracinth Pontus System was declared lost to Hive Fleet Leviathan, several last ditch efforts were made to retrieve vital relics, intelligence and personnel from under the nose of the Tyranid invaders. The rules found here allow you to fight battles amongst these deadly environs, and can easily be used to represent fighting upon a world in the last stages of Tyranid ingestion, as shown in Psychic Awakening: Blood of Baal.

When fighting a battle on a devoured world, the following rules apply:

Psychic Blackout
The concentrated effect of the Shadow in the Warp smothers and chokes off the abilities of even the most potent battle-psykers. It is all they can do not to lose their minds.
When making a Psychic test, roll one additional D6 and discard the highest roll. If both dice results are the same, select one of them to discard. TYRANID models are not affected by this ability.

Digestive Spores
The air is rendered thick and soupy by clouds of deadly spores that settle in the slightest nick or cut and rapidly begin breaking down the living matter of their victim for ingestion.
At the end of the battle round, roll one D6 for each model from your army that is on the battlefield and has any lost wounds. On a 1 or 2, that model suffers 1 mortal wound.

STRATAGEMS
If your army is Battle-forged, you have access to the Stratagems shown below whilst using this Theatre of War.

2CP

SYNAPSE NODES

Devoured World Stratagem

Seeded across the planet, these unassuming pods provide an anchor for the synaptic control of lesser tyranid bioforms.

Use this Stratagem at the start of the first battle round. Until the end of the battle, TYRANID units that are within 3" of any objective markers are treated as being within 24" of a <HIVE FLEET> SYNAPSE unit for the purposes of the Instinctive Behaviour ability.
1CP

FRACTURED ENVIRONMENT

Devoured World Stratagem

The introduction of Tyranid spores and toxins produces varying effects depending on local atmospheric elements.

If you are using Battlefield Twists for this battle, you can use this Stratagem after deployment, but before the first battle round. You can either replace the current Battlefield Twist with one of your choice, or randomly generate one additional Battlefield Twist to be in effect this battle. This Stratagem can only be used once per battle by each player.

BATTLEFIELD TWISTS
Before the battle, one player rolls one D6 and consults the battlefield twists table below, or both players can agree on the most suitable option. The result is an additional rule for the battle. This roll cannot be re-rolled.

D6BATTLEFIELD TWIST
1Drifting Spore Mines: As the planet’s atmosphere is slowly consumed, errant spore mines drift on dying winds across the battlefield.
At the end of the battle round, after rolling for the Digestive Spores rule, randomly select one objective marker and determine which unit has the most models within 3" of it (if the mission being played does not use objective markers, simply determine which unit has the most models within 3" of the centre of the battlefield). If more than one unit has the same number of models within 3" of the selected objective marker, randomly select one of these units. Roll one D6; on a 4+, that unit suffers D3 mortal wounds.
2Low on Ammunition: Orbital, aerial and overland supply routes alike have been severed, leaving warriors with nought but the ammunition supplies they carry with them. Even the weapons of the Tyranid aggressors are growing increasingly ineffectual, with the biomass of the world becoming ever more depleted. In such conditions, every shot must be made to count.
When resolving an attack with a ranged weapon, halve the maximum Range characteristic.
3Choking Spores: The atmosphere of this world is dense with clogging spores. Aircraft that linger too long find their engines choking and dying, sending them crashing to the ground.
At the start of the battle round, roll one D6 for each AIRCRAFT unit on the battlefield. On a 1, that unit suffers D3 mortal wounds.
4Rain of Death: As the world enters its terminal stage of being devoured, its tortured weather systems draw up vapours from the Tyranids’ digestion pools and fling them back down in squalls of acidic bile. Organic and artificial matter alike breaks down beneath this devouring storm, sizzling steam rising from screaming victims as they writhe and melt away.
At the start of the battle round, the player going first rolls one D6; On a 5+, acidic rains begin to fall. Each AIRCRAFT unit and each other unit that is not wholly within a terrain feature suffers 1 mortal wound. At the start of each subsequent battle round, each AIRCRAFT unit and each other unit that is not wholly within a terrain feature suffers 1 mortal wound, and the player going first rolls one D6. On a 5+, the rain becomes a downpour; at the start of each subsequent battle round, each AIRCRAFT unit and each other unit that is not wholly within a terrain feature suffers D3 mortal wounds.
5Fighting Extinction: Driven before the devouring swarms, flushed from their disintegrating lairs by the biosphere’s collapse, furious alpha-predators rampage wildly across the battlefield as they rage against their fate.
At the end of the battle round, the player who took the second turn selects one unit (friendly or enemy) that is on or within 3" of any terrain features and rolls one D6. On a roll of a 6, that unit suffers 1 mortal wound, or D3 mortal wounds if that unit contains 6 or more models. On a roll of 1-5, nothing happens and their opponent then repeats this process. Players alternate selecting units in this way until a 6 is rolled, or all eligible units have been selected. Each unit can be selected no more than once per battle round.
6The Devourer Cometh: To battle through the last days of a dying world is an experience no sentient being could endure without trauma. How long can warriors hold their nerve as the skies darken with bio-spores, the landscape breaks down into roiling, bubbling ruin and the colossal jaws of the Great Devourer close about them?
From the start of the third battle round onwards, when taking a Morale test for a unit, subtract 1 from that unit’s Leadership characteristic. From the start of the fifth battle round, when taking a Morale test for a unit, subtract 2 from that unit’s Leadership characteristic instead.

Theatre of War: Daemon World

Few battlefields in the 41st Millennium are as unnatural and terrifying as the surface of a Daemon world. Twisted out of true by warp-spawned sorcery and the whims of daemonic beings, worlds such as Sortiarius from Psychic Awakening: Ritual of the Damned can be evoked using these rules.

When fighting a battle on a Daemon world, the following rules apply:

Sanity-blasting Landscape
Daemon worlds are hellish landscapes that defy mortal comprehension. The sanity of even seasoned warriors can be pushed to breaking point.
In this battle, subtract 1 from the Leadership characteristic of every model (excluding CHAOS and GREY KNIGHTS models) and add 1 to the Leadership characteristic of all DAEMON models on the battlefield. In addition, in this battle the Insane Bravery Stratagem costs 3CP.

Warped Perceptions
Here the natural laws of realspace have little purchase. Mortals would be wise not to take even the most fundamental facts of their reality for granted.
At the start of the battle round, each player rolls one D6. If the results are the same, then until the end of that battle round, each unmodified D6 result of a 1 counts as a 6 instead, and each unmodified D6 result of a 6 counts as a 1 instead.

The Malefic Realm
Only the mad or foolish would willingly venture into the domain of the Daemons, for the denizens of the warp will swarm to mortal souls that invade their realm like moths to a flame.
In this battle, the Daemonic Incursion and Denizens of the Warp Stratagems (see Codex: Chaos Daemons) cost 1 fewer Command Points. In addition, any CHAOS CHARACTER model that attempts a Daemonic Ritual (see Codex: Chaos Daemons or Codex: Chaos Space Marines) must roll one extra D6 when making the subsequent summoning roll.

BATTLEFIELD TWISTS
Before the battle, one player rolls one D6 and consults the battlefield twists table below, or both players can agree on the most suitable option. The result is an additional rule for the battle. This roll cannot be re-rolled, unless otherwise specified.

D6BATTLEFIELD TWIST
1Warp Surge: The power of the warp flows strongly, lending great power to daemonic entities.
All DAEMON models have a 4+ invulnerable save against attacks made with ranged weapons.
2Field of War: Mountains of skulls rise to the tortured skies, bubbling rivers of molten gore flowing between them. Through it all rolls the endless bellow of a wrathful war god, filling all who hear it with maddened might.
Add 1 to the Strength characteristic of all models.
3Winds of Magic: The raw stuff of the warp howls across the battlefield in mutating gales. Those with the power and the nerve to do so can tap into this roiling source of empyric power, though not without great risk.
When a Psychic test is taken, add 2 to the result. In addition, unless the PSYKER attempting to manifest the power is a DAEMON or GREY KNIGHTS model, a Psychic test that includes any doubles will result in Perils of the Warp, not just a double 1 or 6.
4Fly Swarms: The very ground festers and rots, splitting open like a bloated corpse to disgorge roaring blizzards of fatbodied Daemon flies.
When resolving an attack made with a ranged weapon against a target unit that is more than 18" away from your model, subtract 1 from the hit roll.
5Scent of Obsession: Where the haunting musk wafts from, none can say.
When an Advance or charge roll is made for a unit, add 1 to the result.
6World in Conflict: This battlefield is being contested by the Dark Gods, and the ground itself morphs and twists as their relative powers and influences wax and wane.
Roll twice more on this table (if you roll a double, or if either of the dice are a 6, roll both dice again until this is not the case). Apply both results.

TERRAIN TRAITS
Before the battle, one player should roll one D3 and consult the terrain traits table below, or both players can agree on the most suitable option. The result is an additional rule applied to all terrain features for the battle, other than Hills and BUILDING units. This roll cannot be re-rolled.

D3TERRAIN TRAIT
1Cursed Ground: This place is steeped in the warp. It is a cursed place that is anathema to all science and reason.
When resolving an invulnerable saving throw for a model that is within 3" of this terrain feature, that saving throw is only successful on an unmodified roll of a 6. DAEMON models are unaffected by this trait.
2Aura of Mutation: A strange barrier surrounds this location, a shimmering field that can transform bullets into multi-coloured insects or turn las-bolts into drops of blood. However, this aura can also twist the flesh of those who shelter within it into something altogether more monstrous.
Models have a 4+ invulnerable save while they are within 3" of this terrain feature. Roll 2D6 at the end of your Movement phase for each unit from your army that is within 3" of this terrain feature. If the result is a double, that unit suffers a number of mortal wounds equal to the value on one of those dice (e.g. if you roll a double 4, that unit suffers 4 mortal wounds).
3Flux of Time: Time does not always flow linearly in the warp, speeding up or slowing down as befits the whim of the Chaos Gods.
At the start of the Fight phase, each player rolls one D6 for each unit from their army that is eligible to fight and is wholly within 3" of this terrain feature. On a 1-2, that unit cannot fight this phase until after all other eligible units have done so. On a 3-4, nothing happens. On a 5-6, that unit can fight first this phase.

MYSTERIOUS OBJECTIVE MARKERS
If you are using any objective markers, after determining deployment zones but before the first model is set up, one player should roll one D6 and consult the mysterious objective markers table below, or both players can agree on the most suitable option. The result is an additional rule applied to all objective markers for the battle. This roll cannot be re-rolled.

D6MYSTERIOUS OBJECTIVE MARKERS
1Possessed Objective: Daemons can be bound into places of power or dark significance, and they will take any opportunity to vent their anger at being so imprisoned.
At the start of the battle round, the players roll one D6 for each unit from their army that is within 3" of any objective markers. On a 1, that unit suffers D3 mortal wounds.
2Skull Altar: The skull of a dark champion lies here, its eye sockets constantly pouring forth blood. Any who gaze upon it are filled with a red-hot rage and the desire to kill, kill and kill again.
Add 1 to the Attacks characteristic of models while they are within 3" of any objective markers.
3Arcane Glyphs: An ever changing sigil is carved here, a symbol that flares bright in the presence of sorcery.
A PSYKER that is within 3" of any objective markers in the controlling player’s Psychic phase can attempt to manifest one additional power that phase. Roll one D6 each time an enemy unit suffers a mortal wound in the Psychic phase whilst it is within 3" of any objective markers; on a 5+ that mortal wound is ignored.
4Aura of Entropy: An ill-omened quiet clots the air in this place like a long-inhabited sickroom; those who linger find their bodies withering with exhaustion and their wargear corroding into rusted, ineffectual ruin.
Reduce the Save characteristic of all models by 1 while they are within 3" of any objective markers (e.g. a Save characteristic of 5+ becomes 6+).
5Secrets from the Warp: Beguiling gems can be found here, and any who look within their facets hear a whispering voice in their mind, promising them knowledge beyond their dreams.
At the start of your Psychic phase, you can select one CHARACTER model from your army that is within 3" of any objective markers and roll 2D6; if the result is greater than that model’s Leadership characteristic, that model’s unit suffers 1 mortal wound – otherwise, you gain 1 Command Point.
6World in Flux: The realm of Daemons is ever in flux – mutable and fickle.
At the start of the battle round, the player who had the first turn rolls one D6 on this table; the result rolled takes effect until the end of that battle round (treat any further rolls of 6 as 1 instead).

Theatre of War: Hive World

Battling through the tangled confines and man-made mountains of a hive city presents combatants with countless challenges. Zemirus, depicted in Psychic Awakening: Greater Good, is but one example of such an artificial battlefield. Using these rules you can play out battles in your own tabletop hive cities, guiding your warriors through the manifold dangers and seizing advantage of the strategic boons that such an environment offers.

Designer’s Note: The rules for this Theatre of War can also be combined with those found in other city-fighting related supplements to create even more diverse battlefields (for example, the Cities of Death rules and Urban Battlezones in Urban Conquest).

When fighting a battle on a hive world, the following rules apply:

Height Advantage
In urban warfare, every soldier in a tall building is a sniper, raking fire onto those below. Combating foes with such a height advantage is a dangerous proposition indeed.
A model gains a height advantage whilst it is occupying the upper levels of a Ruin or an Industrial Structure and it shoots at a unit that is either at street level or within a lower level of a Ruin or an Industrial Structure. To gain a height advantage, every model in the target unit must be on levels that are 3" or more below that of the firing model.

When resolving an attack made with a ranged weapon by a model, if that model has height advantage, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1, AP -1 becomes AP -2, and so on).

Daring Leap
Battles are won or lost in the space of moments, with little enough time for laboriously moving soldiery up and down, floor after floor, of neighbouring hab-stacks or industrial shrines. Truly daring warriors will instead seize the moment, hurling themselves across the dizzying drop and spitting in the face of certain death.
In the Movement phase, when making a normal move with an INFANTRY, BEAST or MONSTER model that is on a terrain piece and not on the ground floor, you can measure directly to another point of equal or lower height when determining the distance moved, but when doing so you must halve that model’s Move characteristic until the end of that phase. After doing so, roll one D6 for that model; on a 1, that model is destroyed.

BATTLEFIELD TWISTS
Before the battle, one player rolls one D3 and consults the battlefield twists table below, or both players can agree on the most suitable option. The result is an additional rule for the battle. This roll cannot be re-rolled.

D3BATTLEFIELD TWIST
1Indiscriminate Ordnance: It is nigh impossible to accurately target long-ranged bombardments amidst the towering structures and stacked levels of a hive city. Sadly for combatants on the ground, this fact carries little weight with many generals.
After setting up terrain, divide the battlefield into six equal sections numbered 1-6. At the start of the battle round, roll one D6 to determine which section is hit by inaccurate shelling. Each player rolls one D6 for each unit from their army within that section. Subtract 1 from the result if the unit being rolled for is a CHARACTER. On a 5+, the unit being rolled for suffers D3 mortal wounds.
2Hostile Airspace: Amidst the tangle of flak batteries, auto-turrets and predatory snipers, aerial manoeuvre is severely limited.
Units that can FLY cannot make use of abilities that let them deploy in a location other than on the battlefield.
3Death at Every Turn: Cautiously do armies advance amidst the most tangled hivescape environs, only heavier armoured units daring to risk the inevitable hail of crossfire into which they must press.
Units that do not have the VEHICLE keyword cannot Advance in the first battle round.

MYSTERIOUS OBJECTIVE MARKERS
If you are using any objective markers, before determining deployment zones, one player should roll one D3 and consult the mysterious objective markers table below, or both players can agree on the most suitable option. The result is an additional rule applied to all objective markers for the battle. This roll cannot be re-rolled.

D3MYSTERIOUS OBJECTIVE MARKER
1Hive-spirit Communion Uplink: Those who can tap into the machine spirits of a hive city’s security monitoring network gain countless eyes with which to seek out and pinpoint their foes.
Whilst a model is within 3" of any objective markers, add 6" to the Range characteristic ranged weapons that model is equipped with.
2Sites of Sanctuary: Which side fortified this position, none living now remember. Regardless, the defences and prepared firing positions here will benefit your warriors now.
INFANTRY, BEAST and SWARM models within 3" of any objective markers receive the benefit of cover to their saving throw. In addition, when resolving an attack made by such a model, that model does not suffer the penalty for moving and firing Heavy weapons.
3Mobile Asset: Whether it be biddable data-servitors, grav-sleds loaded with precious artefacts or a stash of ammunition and fuel, hivescape battlefields often play host to strategic objectives that can be seized and relocated at will.
If the mission you are playing uses objective markers that can move, or can be moved, re-roll this result. In your Movement phase, when an INFANTRY unit within 3" of an objective marker that has no enemy models within 3" of it moves, after that unit has finished its move, if it did not Advance, you can move that objective marker so that it is in unit coherency with that unit. This cannot cause an objective marker to be removed from the battlefield, nor can it cause two objective markers to come within 6" of one another.

STRATAGEMS
If your army is Battle-forged, you have access to the Stratagems shown below whilst using this Theatre of War.

1CP

CAUGHT IN THE OPEN

Hive World Stratagem

In hive war, to eschew cover is to embrace death.

Use this Stratagem in your Shooting phase when a unit from your army is chosen to shoot with. Select one enemy unit that is wholly visible to the chosen unit and is not receiving the benefit of cover. Until the end of that phase, when resolving an attack made by a model in the chosen unit against the selected unit, if the target is within half range, you can re-roll the hit roll.
2CP

UNDERMINE

Hive World Stratagem

Sappers compromise the field from a lower level of the hive.

Use this Stratagem after determining deployment zones, but before the first unit is deployed. Select one terrain feature. Until the end of the battle, units do not gain the benefit of cover whilst they are within that terrain feature. In addition, unless it can FLY, when a unit makes any kind of move and any models in that unit would move within that terrain feature, subtract 2" from the maximum distance that all models in that unit can move.

Theatre of War: Forge World

Armies fighting on an operational forge world have the industrial might of their surroundings at their disposal, supplementing their war effort with supplies, repairs and data. Nonetheless, fighting in the thumping, grinding, automated heart of industrial macro machinery brings perils of its own. The rules found here allow you to set your battles in the Thalian Shoal, as featured in Psychic Awakening: Engine War, but can easily be used to represent rules for any forge world in your games of Warhammer 40,000.

Designer’s Note: The rules for this Theatre of War can also be combined with those found in other city-fighting related supplements to create even more diverse battlefields (for example, the Cities of Death rules and Urban Battlezones in Urban Conquest).

When fighting a battle on the forge worlds of the Thalian Shoal, the following rules apply:

Industrial Haze
Concentrated industry has wreathed the battlefield in a haze of heat and smog, a perilous mix that reduces visibility and turns the atmosphere into a collection of noxious chemicals.
The maximum range of all ranged weapons is reduced to 30". Subtract 1 from Advance and charge rolls.

BATTLEFIELD TWISTS
Before the battle, one player rolls one D6 and consults the battlefield twists table below, or both players can agree on the most suitable option. The result is an additional rule for the battle. This roll cannot be re-rolled.

D6BATTLEFIELD TWIST
1Data Uplink: The air here sings with rich noospheric data streams that can be tapped and employed for strategic gain.
Increase the range of aura abilities by 3". If your army is Battle-forged, roll one D6 each time you spend a Command Point on a Stratagem; on a 6, that Command Point is refunded.
2Rad Wastes: Leaking radiation from colossal reactor shrines has poisoned this region and rendered it inimical to life.
Unless it has the VEHICLE, MONSTER or TITANIC keyword, or has the ADEPTUS MECHANICUS or CHAOS DAEMON Faction keyword, whilst a model is not within a terrain feature, subtract 1 from its Toughness characteristic.
3Promethium Repository: Refined promethium flows through pipes and conduits here, providing a rich, if volatile, strategic asset.
Add 3" to the Move characteristic of VEHICLE models (if the model’s Move characteristic has two values, add this to the maximum Move characteristic). When rolling to see if a VEHICLE model explodes, crashes and burns or is subject to another, similar ability, add 1 to that roll.
4Auto-simulacra: Repair servitors thrum through the air, their programming compelling them to repair damaged machinery.
At the start of each player’s turn, that player rolls one D6 for each VEHICLE model in their army: on a 1, nothing happens; on a 2-3, that model regains 1 lost wound; on a 4-6, that model regains D3 lost wounds.
5Manufactorum Supplies: Ammunition crates are stacked to the skies here, providing a valuable resource for hardpressed soldiery.
When a unit is chosen to shoot with, you can re-roll a single hit roll or wound roll.
6Thermic Industry: Vast forge shrines and furnaces fill the air with sweltering heat that swiftly exhausts combatants.
When resolving an attack made with a melee weapon, subtract 1 from the hit roll.

TERRAIN TRAITS
Designer’s Note: If playing using this Theatre of War, we recommend that the battlefield features plenty of industrial structure terrain features (Sector Mechanicus terrain features such as alchomite stacks, galvanic magnavents etc.). After setting up the battlefield, you should agree with your opponent which terrain features will be treated as Thalian forge world terrain features.

Before the battle, one player should roll one D3 and consult the terrain traits table below, or both players can agree on the most suitable option. The result is an additional rule applied to all Thalian forge world terrain features other than BUILDING units. This roll cannot be re-rolled.

D3TERRAIN TRAIT
1Smog Stacks: Smoke-blackened pipes belch clouds of obscuring fumes into the air.
Whilst a unit is within 1" of a Thalian forge world terrain feature, the maximum Range characteristic of all ranged weapons equipped on models in that unit is reduced to 12".
2Shield Generators: Strange energies shimmer from arcane machines, providing warriors with esoteric protection.
When resolving an attack made with a ranged weapon against a unit that is wholly within a Thalian forge world terrain feature, models in that unit gain a 5+ invulnerable save.
3Vociferous Machines: So furiously and noisily do the machines in this area toil that they disrupt and distract combatants.
Whilst a unit is within 1" of a Thalian forge world terrain feature, it cannot fire Overwatch and cannot be affected by the aura abilities of friendly models.

MYSTERIOUS OBJECTIVE MARKERS
If you are using any objective markers, after determining deployment zones but before the first model is set up, one player should roll one D6 for each objective marker; on a 4+, roll one D6 and apply the following result to that objective marker for the rest of the battle (these rolls cannot be re-rolled):

D6MYSTERIOUS OBJECTIVE MARKERS
1Volatile Tech: Strange energies flare and crackle perilously about this location.
At the end of the battle round, roll one D6. On a 1, all units within 3" of this objective marker suffer D3 mortal wounds.
2Skyfire Nexus: Powerful anti-aircraft ballistic cogitators aid your warriors in shooting down airborne foes.
Add 1 to hit rolls for attacks made with ranged weapons against targets that can FLY whilst the attacking model’s unit is within 3" of this objective marker.
3Targeting Relay: The multi-spectral ballistic augurs found here aid and enhance your warriors’ fire.
Re-roll hit rolls of 1 for attacks made with ranged weapons whilst the attacking model’s unit is within 3" of this objective marker.
4Grav-wave Generator: Pulse generators throw out beating waves of gravitic energy that slow the approaching foe.
When making a charge roll for a unit, subtract 2 from that roll if any of the targets of its charge are within 3" of this objective marker.
5Scatterfield: Powerful holo-field generators throw up illusory fields to confound enemy targeting.
When resolving an attack made with a ranged weapon against a unit within 3" of this objective marker, subtract 1 from the hit roll.
6Power Conduit: A quick and dirty engine hack allows your warriors to tap into the lethal motive force that wells up here.
When resolving an attack made with a ranged weapon that has a random Damage characteristic (e.g. D3), when determining damage for that attack, add 1 to the roll if the attacking model’s unit is within 3" of this objective marker (e.g. D3+1).

Theatre of War: Perilous Jungle

The Obsidian Jaguars’ home world of Ceibhal depicted in Psychic Awakening: Saga of the Beast is typical of many such overgrown and deadly environs scattered across the Imperium. In such places the enemy are far from your only concern, for deadly flora and fauna prowl through the green-tinged gloom, seeking prey to devour. Using these rules you can transform your tabletop battlefield into a perilous jungle akin to those found not only on Ceibhal, but countless other worlds in the Imperium and beyond.

Designer’s Note: If playing using this Theatre of War, we recommend that the battlefield features plenty of Awakened Wyldwoods and Death World Forest terrain features. After setting up the battlefield, you should agree with your opponent which terrain features will be treated as areas of jungle terrain.

When fighting a battle in a perilous jungle, the following rules apply:

Snarevines
These semi-sentient plants lie dormant upon the forest floor until they detect vibrations through the ground. When the source of those vibrations draws close the vines lash upwards, ensnaring limbs and weapons alike.
When a unit finishes an Advance or charge move within an area of jungle terrain, roll one D6 for that unit; on a 1, subtract 1 from hit rolls made for that unit until the end of the turn.

Deadly Predators
Even the clamour of battle is not enough to stop these apex predators from attacking warriors on the outskirts of the battlefield. Such beasts care nothing for the affiliations or intentions of those they hunt; they simply seek to sink fangs and claws into their next meal, and will attack with ferocious fury in order to do so.
At the start of the battle round, determine which unit on the battlefield is closest to a battlefield edge and roll one D6; on a 4+, that unit suffers D6 mortal wounds.

In addition, if both players agree, the following rules apply:

Infestation Units: Before the battle, the players must jointly gather at least four infestation units. These can be any units that have a Power Rating of 10 or less, but we recommend that players select units that do not share Faction keywords with any units from their own armies. In matched play games, infestation units can be any of the following units: BEAST units, SWARM units, DREADED AMBULL units, GENESTEALER units, LICTORS, SPORE MINES or POXWALKERS. In open play and narrative play games, infestation units can be any unit, and players are encouraged to choose forces that best suit their own story, irrespective of their Power Rating. Perhaps a pack of Helbrutes is rampaging through the jungle, destroying all in their path, or an Officio Assassinorum Execution Force lurks in the trees ready to strike? Your choice is limited only by your miniatures collection.

Infestation units are treated as enemy units by both players. In the Fight phase, infestation units fight after all other units unless they have charged in their turn (see below). When resolving attacks or making saving throws etc. for infestation units, we recommend your opponent rolls the dice. The Command Re-roll Stratagem cannot be used to re-roll dice rolls made for infestation units.

Lurking in the Shadows: Before either side deploys, you must first infest the battlefield. To do so, you will need six objective markers: if there are fewer than six objective markers on the battlefield, the players must alternate setting up extra objective markers in areas of jungle terrain until there are six (these extra objective markers have no effect on any victory conditions). The players then randomly select three different objective markers, setting up a randomly selected infestation unit on each (all models in an infestation unit must be set up within 6" of their objective marker).

The Infestation Turn: At the end of the battle round, the infestation units have a ‘turn’. In their Movement phase, each infestation unit will move as far as possible towards the closest objective marker (unless they are already within 3" of one), but they will not Fall Back or Advance. If they are a PSYKER, they will attempt to manifest Smite in their Psychic phase (they will never attempt to Deny the Witch). In their Shooting phase, each model will shoot at the closest visible unit. If they are within 12" of any unit in their Charge phase they will attempt to charge the closest unit. In their Fight phase, each model will target the closest unit with all of its attacks. In all cases, infestation units will never target other infestation units, and if two units are equally close, randomly select which unit they will charge or target with their attacks. If any sequencing issues arise, the players roll off and the winner decides the order in which the rules in question are resolved.

BATTLEFIELD TWISTS
Before the battle, one player rolls one D3 and consults the battlefield twists table below, or both players can agree on the most suitable option. The result is an additional rule for the battle. This roll cannot be re-rolled.

D3BATTLEFIELD TWIST
1Dense Flora: The foliage here is so thick that it is impossible to determine friend from foe, until they are almost close enough to touch – or to stab...
Units cannot be selected as the target of an attack made with a ranged weapon if they are more than 18" away from the firing model.
2Claustrophobic Environment: These hellish jungles are so dense that directing troops becomes a nightmare as orders are misinterpreted, entire units disappear from comms and even the air itself seems to stifle tactical thinking.
The maximum range of all aura abilities that affect friendly models is reduced to 1".
3Uncertain Footing: This area of jungle is a sodden mire, filled with bogs and areas of swampy ground. Heavily armoured warriors who take a wrong step disappear without a trace as the ground itself swallows them up.
At the end of your opponent’s Movement phase you can select one INFANTRY model from your opponent’s army that is not a CHARACTER and is within an area of jungle terrain and roll one D6, subtracting 1 from the result; if the result is greater than that model’s Save characteristic, that model is destroyed.

MYSTERIOUS OBJECTIVE MARKERS
If you are using any objective markers, at the start of the first battle round but before the first turn begins, the player who is taking the first turn should roll one D3 and consult the mysterious objective markers table below, or both players can agree on the most suitable option. The result is an additional rule applied to all objective markers for the battle. This roll cannot be re-rolled.

D3MYSTERIOUS OBJECTIVE MARKER
1Carnivorous Plants: The semi-sentient flora of this world are drawn towards the pulsing heat generated by blazing weaponry, powerful machines or collections of living bodies. They strike with sudden violence.
At the end of the battle round, roll one D6 for each unit that is within 3" of any objective markers; on a 1, that unit suffers 1 mortal wound.
2Ancient Stones: Command have indicated that your forces need to locate and control monoliths of an unknown material, deep in the jungle. However, these objectives emanate peculiar and contradictory energy fields, making them difficult to track and pinpoint until your forces are on top of them.
If the mission you are playing uses objective markers that can move, or can be moved, re-roll this result. At the start of the battle round, starting with the player who has the second turn, alternate selecting objective markers; for each objective marker, each player rolls a D6. The player who scores highest can move that objective marker up to 3" (they can be moved over models and terrain, but cannot leave the battlefield – if they would, reduce the distance they are moved by the minimum amount necessary). If the results are tied, that marker is not moved this battle round. The players should then repeat this process for each of the other objective markers until all objective markers have been selected.
3Hunting Supplies: Indigenous populations who dwell amidst the perils of infested and carnivorous jungles must rely upon both cunning and violence to endure. Many seed supply caches of hunters’ arms through their territories, booby trapping them to ward off curious beasts and rival tribes.
Whilst a unit is within 3" of any objective markers, add 1 to the Leadership characteristic of models in that unit. If a unit finishes any type of move within 3" of an objective marker, roll one D6; on a 1 that unit suffers D3 mortal wounds.

Theatre of War: Derelict World

Worlds scoured by war or disaster are not always seized by a new galactic power. Many are simply lost to the void, their structures rusting and their airwaves filled with slowly dying datagheists as the years crawl past. Bairsten Prime, depicted in Psychic Awakening: War of the Spider, is one example of such a world, and you can use the following rules to recreate it or to fashion your own derelict world battlefields.

Designer’s Note: If playing using this Theatre of War, we recommend that the battlefield features plenty of Sector Mechanicus terrain features (alchomite stacks, galvanic magnavents etc.) and ruins. After setting up the battlefield, you should agree with your opponent which terrain features will be treated as industrial terrain.

When fighting a battle on the derelict world, the following rules apply:

Vox-net Interference
Whatever catastrophe claimed this world and its people, it also fouled the ionosphere for centuries to come.
Players cannot use the Command Re-roll Stratagem.

Engine Thirst
Little fuel remains for the engines of war upon this mournful and desiccated world.
Subtract 3" from the Move characteristic of models in VEHICLE and BIKER units, to a minimum of 0".

COMBATANT CONDITIONS
Before the battle, one player should roll one D3 and consult the combatant conditions table below, or both players can agree on the most suitable option. The result is an additional rule for the battle. This roll cannot be re-rolled.

D3COMBATANT CONDITION
1War Weary: War upon derelict worlds involves great hardship. Soon even the hardiest of warriors will be physically exhausted.
Subtract 1 from the Strength characteristic of INFANTRY, BIKER, CAVALRY, BEASTS and SWARM models.
2Hollowed Out: The emptiness of a derelict world soon leeches into the souls of those who fight amidst its rusting ruins.
When taking a Morale test, roll one additional D6 and discard the lowest dice result. If both dice results are the same, select one of them to discard.
3To Walk Amidst the Ruin: Entropy has roughened this world’s cracked surface until even open ground is treacherous to traverse.
When making a charge roll for an INFANTRY, BIKER or CAVALRY unit, roll one additional D6 and discard the highest dice result. If both dice results are the same, select one of them to discard.

BATTLEFIELD TWISTS
Before the battle, one player rolls one D3 and consults the battlefield twists table below, or both players can agree on the most suitable option. The result is an additional rule for the battle. This roll cannot be re-rolled.

D3BATTLEFIELD TWIST
1Ghost Vox: Ghostly whispers and hollow wails for aid crackle amidst the static of broken vox channels.
When a player uses a Stratagem, but before the effects of that Stratagem are resolved, that player rolls one D6. On a 1, that Stratagem is not resolved, cannot be attempted again that phase, and the CPs spent are lost.
2Starved Guns: There is little ammunition to be scavenged upon a derelict world.
In your Shooting phase, after shooting with a unit, roll one D6. On a 1, models in that unit cannot make attacks with ranged weapons in both your and your opponent’s next turns.
3The Dead Provide: Providence smiles upon those who stumble across the cached supplies of the long departed.
At the start of the battle round, roll one D6. If, at that point, the corresponding objective marker is controlled by a player, that player gains 1 Command Point.

ENVIRONMENTAL CONDITIONS
Before the battle, one player should roll one D3 and consult the environmental conditions table below, or both players can agree on the most suitable option. The result is an additional rule for the battle. This roll cannot be re-rolled.

D3ENVIRONMENTAL CONDITION
1Fulminating Fury: Dry lightning lashes down from troubled skies, flagellating the cursed bedrock below.
At the start of each player’s turn, they roll one D6 for each unit from their army that is on the uppermost floor of a Ruins terrain feature with multiple levels or is on the top level of an Industrial Structure terrain feature. On a roll of 1, that unit suffers D3 mortal wounds.
2Screaming Winds: Merciless gales tear at the dying land and churn the stagnant air to roiling fury.
In the Movement, Charge and Fight phases, models that can FLY and do not have the AIRCRAFT keyword cannot move over other models, and any vertical distance they move is counted towards the total they can move.
3Tectonic Instability: Ancient mining operations have left this world hollowed out and crumbling underfoot.
At the start of the battle round, the player who took the first turn rolls one D3; this roll cannot be re-rolled. On a 1, until the end of that battle round, halve the Move characteristic of models that cannot FLY.

STRATAGEMS
If your army is Battle-forged, you have access to the Stratagems shown below whilst using this Theatre of War.

2CP

DESERTION

Derelict World Stratagem

Morale erodes swiftly upon this mournful world.

Use this Stratagem at the start of the Morale phase. Select one enemy unit. At the end of that phase, for each model that fled that unit in that phase, one additional model flees.
1CP

CRUMBLING GRANDEUR

Derelict World Stratagem

All here is ruin. Even seemingly sturdy cover is not safe.

Use this Stratagem in your Shooting phase when an enemy model within 6" of a Ruins terrain feature is destroyed. Roll one D6; on a 2+, that model’s unit suffers D3 mortal wounds.

Theatre of War: Necron Tomb World

To do battle upon an awakened tomb world such as Tredica Ardaxis in Psychic Awakening: Pariah is perilous indeed. These rules allow you to transform your battlefield into just such a deadly locale.

When fighting a battle on a Necron tomb world, the following rules apply:

Fade Into the Dark
The shadowy and disorienting interiors of tomb worlds are easy for warriors to get lost amidst, vanishing into the blackness never to return.
When a Morale test is failed, one additional model flees.

Null-field Matrix
Tomb worlds are protected from psychic and daemonic manifestation by these merciless anti-empyric fields.
When a Psychic test is taken for a model, Perils of the Warp is suffered on any dice roll that is a double, instead of just a double 1 or a double 6. In addition, if a model suffers Perils of the Warp, do not roll any dice for the number of mortal wounds suffered; they suffer 3 mortal wounds instead.

BATTLEFIELD TWISTS
Before the battle, one player rolls one D3 and consults the battlefield twists table below, or both players can agree on the most suitable option. The result is an additional rule for the battle. This roll cannot be re-rolled.

D3BATTLEFIELD TWIST
1Canoptek Wardens: Scuttling from the darkness come vicious Canoptek guard-constructs that set about unwary interlopers with mechanical savagery.
When a unit ends an Advance or charge move within 3" of any objective markers, roll one D6. On a 3+, the tomb world’s defences activate and every unit within 3" of that objective marker suffers 1 mortal wound.
2Atomic Reconstitution Field: Nano-scarab repair beams pan this area, their emitters ill-equipped to distinguish friend from foe.
At the start of your turn, each VEHICLE model in your army can regain up to 1 lost wound.
3Stilled Zone: Contra-empyric noctilith steles jut from walls and floor, deadening the energies of the warp.
When manifesting a psychic power, halve any distances mentioned in that psychic power.

MYSTERIOUS OBJECTIVE MARKERS
If you are fighting a battle that uses any objective markers, before deployment, one of the players should roll one D3 and consult the mysterious objective markers table below to see what additional rules apply to the objective markers on the battlefield. This roll cannot be re-rolled. This roll cannot be re-rolled.

D3MYSTERIOUS OBJECTIVE MARKER
1Laid Bare: Parasitic power-siphons steal away even the most esoteric protective energies.
When resolving an attack made against a unit within 3" of any objective markers, an invulnerable saving throw cannot be made.
2Eldritch Energy Grid: Searing bolts of energy leap from one node to the next as some vast and ineffable machine awakens.
At the start of the battle round, roll one D6; on a 2+, the power network activates. If the power network activates, determine which objective markers are switched on by rolling two D6s. If two different objective markers are switched on, draw an imaginary straight line, 1mm wide, between them; each unit that this line passes across suffers D3 mortal wounds. If a double was rolled and only one objective marker is switched on, every unit within 6" of that objective marker suffers D3 mortal wounds instead.
3Improbability Field: These strange energy emanations scramble technological and empyric transit alike.
Enemy units that are set up on the battlefield as reinforcements cannot be set up within 9" of any objective markers.

TERRAIN TRAITS
Before the battle, one player should roll one D3 and consult the terrain traits table below, or both players can agree on the most suitable option. The result is an additional rule applied to the specified terrain features for the battle, other than BUILDING units. This roll cannot be re-rolled.

D3TERRAIN TRAIT
1Noctilith Edifice: Formed from negatively energised blackstone, this site repels the energies of the warp even as it slowly, mercilessly leeches away the souls of those who fight in its shadow.
When a model would lose a wound as a result of a mortal wound in the Psychic phase while within 6" of a Ruins terrain feature, roll one D6; on a 4+ that wound is not lost.
2Scarab Replication Microfactory: This location plays host to energy wells that manufacture and spew forth chittering swarms of Canoptek Scarabs.
When the last remaining model in a VEHICLE unit is destroyed while within 6" of a Ruins terrain feature, roll one D6 before removing it from play. On a 2+, every other unit within 3" of that model suffers D3 mortal wounds.
3Counter-ballistic Interceptors: The defensive xenotech built into this region predictively plots hostile ballistic trajectories and discharge before employing localised rad-bursts to foul targeting systems and explode ordnance in mid-air.
At the start of your Shooting phase, until the end of that phase, subtract 6" from the Range characteristic of ranged weapons models are equipped with if their unit is within a Ruins terrain feature.

STRATAGEMS
If your army is Battle-forged, you have access to the Stratagems shown below whilst using this Theatre of War.

2CP

REANIMATION NODES

Tomb World Stratagem

The Master Program itself watches over this location with a portion of its machine intelligence, and is quick to bolster Necron self-repair systems where necessary.

Use this Stratagem at the start of the turn. Until the end of the turn, when making a Reanimation Protocols roll for a NECRONS model from your army whilst its unit is within 3" of any objective markers, re-roll a roll of 1.
1CP

TELEPORTATION GATES

Tomb World Stratagem

Shimmering green portals hang in the air, leading deeper into the labyrinthine tomb complex.

Use this Stratagem at the end of your Movement phase. Select one INFANTRY unit from your army wholly within 6" of any objective markers. Remove that unit from the battlefield and set it up anywhere on the battlefield wholly within 6" of an objective marker and more than 1" away from any enemy models.
Crucible of War

Breakout

The glorious push into enemy territory has been met with fierce opposition. In their eagerness, advancing forces have been surrounded. With the enemy circling, the only thing to do now is dig in and fight hard to weather the storm of attacks, while seeking an opportunity to break out before being annihilated.

THE ARMIES
Each player must first muster an army from their collection. A player can include any models in their army, but this mission is most suited to armies that contain numerous units of INFANTRY and few, if any, AIRCRAFT or TITANIC units. If a player’s army is Battleforged they will also be able to use the appropriate Stratagems included with this mission (see below). Once the armies have been chosen, the players must then decide who will be the Attacker and who will be the Defender.

THE BATTLEFIELD
Create the battlefield using the deployment map below and set up terrain. There should be more terrain features in the Defender’s deployment zone than there are in the other half of the battlefield.

DEPLOYMENT
The Defender sets up their army wholly within the Defender’s deployment zone. The Attacker’s army is not set up on the battlefield, but if they have any units that can be set up in other locations (teleportariums, in the sky, in the webway, etc.) they can declare which of their units will be set up in those locations.

FIRST TURN
The Attacker has the first turn.

CLOSING IN FOR THE KILL
At the end of their Movement phase, the Attacker can set up on the battlefield any of the units from their army that have not yet been set up on the battlefield. For each unit set up on the battlefield in this way, it must be set up wholly within 6" of any battlefield edge and more than 9" away from any enemy models.

FINDING AN OPENING
At the end of each battle round, one unit from the Defender’s army that is within 1" of one or more battlefield edges and that is not within 9" of an enemy unit can escape the trap. If they do so, remove that unit from the battlefield. That unit is then said to have escaped.

BATTLE LENGTH
The battle ends at the end of battle round 5.

VICTORY CONDITIONS
At the end of the battle, count up the total number of the Defender’s units that have escaped. If three or more units from the Defender’s army have escaped, the Defender is the winner. Otherwise, the Attacker is the winner.


STRATAGEMS
In this mission, players can use Command Points (CPs) to use the following bonus Stratagems:

2CP

NO RESPITE

Attacker Stratagem

With the enemy trapped, overwhelming firepower will surely see them wiped out in short order.

Use this Stratagem at the start of your Shooting phase. Select one enemy unit. Until the end of that phase, when resolving an attack made with a ranged weapon against that unit, re-roll a hit roll of 1.
2CP

ENCIRCLE AND DESTROY

Attacker Stratagem

The enemy force is reeling, assailed from all sides. Close in for the kill before they can recover.

Use this Stratagem at the start of the Fight phase. Select one enemy unit that two or more units from your army finished a charge move within 1" of that turn. Until the end of that phase, when resolving an attack made with a melee weapon against that enemy unit, re-roll a wound roll of 1.
2CP

NONE SHALL ESCAPE

Attacker Stratagem

Even as the enemy attempts to slip away, shots from concealed snipers ring out.

Use this Stratagem at the start of your Shooting phase. Select one enemy unit that is within 9" of any battlefield edge. Roll one D6 for each model in that unit; for each 6, that unit suffers 1 mortal wound.
4CP

GLORIOUS LAST STAND

Defender Stratagem

The remaining defenders grit their teeth and battle on, surrounded on all sides yet fighting to their last to create an opening for their allies.

Use this Stratagem at the start of the third battle round. Until the end of the battle, when a model from your army would lose a wound, roll one D6; on a 6, that wound is not lost.
1CP

COORDINATED ASSAULT

Defender Stratagem

The defenders see an opportunity to force an opening, marshalling their remaining forces to breach a single point with strength of numbers.

Use this Stratagem at the start of the Fight phase. Select one enemy unit that two or more units from your army finished a charge move within 1" of that turn. Until the end of that phase, when resolving an attack made with a melee weapon against that enemy unit, re-roll a hit roll of 1.
1CP

INSPIRING VALOUR

Defender Stratagem

When all seems lost, the commander’s rallying cry can stir the hearts of those on the verge of being overwhelmed.

Use this Stratagem at the start of the Morale phase. Until the end of that phase, when a Morale test is taken for a unit from your army within 12" of your Warlord, do not roll the dice; it is automatically passed.
Crucible of War

Layer By Layer

A force is lurking behind layered defences, securing an installation supplying their armies in this region. The attackers must breach the periphery defences, then smash the communications uplinks before finally detonating the installation’s power cores as waves of defensive reinforcements deploy to push them back.

THE ARMIES
Before mustering armies, the players must decide who will be the Attacker and who will be the Defender. Each player must first muster an army from their collection. The Defender’s army should be approximately one and a half times the size of the Attacker’s. When mustering their army, the Defender divides their army up into three groups, each containing at least one unit and no more than half the units from their army.

A player can include any models in their army, but this mission is most suited to armies that contain numerous units of INFANTRY and few, if any, TITANIC units. Neither army can include any AIRCRAFT units. If a player’s army is Battleforged they will also be able to use the appropriate Stratagems included with this mission (see below).

THE BATTLEFIELD
Create the battlefield using the deployment map below and set up terrain. Terrain should be a mixture of denser sections and more open areas.

DEPLOYMENT
The Attacker deploys their army wholly within their deployment zone.

The Defender then selects one group from their army and deploys it wholly within their Turn 1 Deployment Zone. They cannot make use of any rules that allow models in that group to be set up in any other location.

FIRST TURN
The Attacker has the first turn.

REINFORCEMENTS HAVE ARRIVED
At the end of the Defender’s Movement phase in their second turn, they select one of the groups from their army that has not yet been set up on the battlefield and set it up wholly within their Turn 2 Deployment Zone. They cannot make use of any rules that allow models in that group to be set up in any other location.

At the end of the Defender’s Movement phase in their third turn, they repeat the above, setting the models up wholly within their Turn 3 Deployment Zone instead.

BREACHING THE PERIPHERY
At the end of the Attacker’s turn, if they control any of the objective markers in the Defender’s Turn 1 Deployment Zone, all of the objective markers in the Defender’s Turn 1 Deployment Zone are destroyed – remove them from the battlefield.

SMASHING THE UPLINKS
At the end of the Attacker’s turn, if they control any of the objective markers in the Defender’s Turn 2 Deployment Zone and the objective markers in the Defender’s Turn 1 Deployment Zone were removed in a previous turn, all of the objective markers in the Defender’s Turn 2 Deployment Zone are destroyed – remove them from the battlefield.

DETONATING THE CORES
At the end of the Attacker’s turn, if they control any of the objective markers in the Defender’s Turn 3 Deployment Zone and the objective markers in the Defender’s Turn 2 Deployment Zone were removed in a previous turn, all of the objective markers in the Defender’s Turn 3 Deployment Zone are destroyed – remove them from the battlefield.

BATTLE LENGTH
The battle ends at the end of battle round 6, or when all of the objective markers have been removed from the battlefield.

VICTORY CONDITIONS
If all of the objective markers have been removed from the battlefield the Attacker is the winner. Otherwise, the Defender is the winner.


STRATAGEMS
In this mission, players can use Command Points (CPs) to use the following bonus Stratagems:

2CP

IMMEDIATE ELIMINATION

Attacker Stratagem

Even as new enemy combatants arrive, your forces are already driving them back with punishing firepower.

Use this Stratagem in your opponent’s Movement phase, when an enemy unit is set up on the battlefield using the Reinforcements Have Arrived rule. Select one INFANTRY unit from your army. That INFANTRY unit can shoot at that enemy unit as if it were your Shooting phase. When resolving each of these attacks, subtract 1 from the hit roll.
2CP

INEVITABLE BREACH

Attacker Stratagem

The defenders can only secure their periphery for so long in the face of such wanton destruction.

Use this Stratagem at the start of the fourth battle round, if the objective markers in the Defender’s Turn 1 Deployment Zone have not been destroyed. Those objective markers are destroyed and removed from the battlefield.
3CP

BEHIND ENEMY LINES

Attacker Stratagem

A kill team has infiltrated the installation, sowing havoc and destruction as they force the defenders to fight on two fronts.

Use this Stratagem during deployment. Select one INFANTRY unit from your army containing 10 or fewer models. Set that unit up on the battlefield wholly within the Defender’s Turn 3 Deployment Zone, instead of within the Attacker’s deployment zone.
2CP

AUTO-DESTRUCT PROTOCOLS

Defender Stratagem

The defending forces ensure the attackers pay in blood for every inch they secure, detonating pre-planted explosives as the defenders pull back to new cordons.

Use this Stratagem at the end of your opponent’s turn, when a set of objective markers is destroyed. Before removing the objective markers from the battlefield, roll one D6 for each enemy unit within 3" of one or more of those objective markers; on a 4+ that enemy unit suffers D3 mortal wounds.
3CP

ADDITIONAL REINFORCEMENTS

Defender Stratagem

Wave upon wave of defenders swamp the attackers, bleeding them at every step.

Use this Stratagem at the end of your Movement phase, during the second or third battle rounds. Select one destroyed unit from your army with a Power Rating of 10 or less. That unit can be set back up on the battlefield as a new unit, following the Reinforcements Have Arrived rule.
1CP

COUNTERSTRIKE DEFENCE

Defender Stratagem

Defending forces scramble to prevent the attackers from destroying their vital perimeters.

Use this Stratagem at the start of your opponent’s Charge phase. Select one unit from your army. Until the end of that phase, that unit can perform a Heroic Intervention as if it were a CHARACTER. In addition, until the end of that phase, that unit can perform a Heroic Intervention if there are any enemy units within 6" of them instead of 3", and when doing so can move up to 6" instead of 3". This Stratagem can only be used once per battle.
Crucible of War

Extraction

An allied agent has infiltrated enemy territory to retrieve vital information, but the foe has been alerted to their presence. The attackers must make all haste to retrieve their agent – who is in the process of extracting the last of the intel they require – and escort them safely back to friendly lines.

THE ARMIES
Each player must first muster an army from their collection. A player can include any models in their army, but this mission is most suited to armies that contain few, if any, VEHICLE or MONSTER units. If a player’s army is Battle-forged they will also be able to use the appropriate Stratagems included with this mission (see below). Once the armies have been chosen, the players must then decide who will be the Attacker and who will be the Defender.

THE BATTLEFIELD
Create the battlefield using the deployment map below and set up terrain. Place a single piece of terrain in each of the zones marked A, B and C. One of these zones is the location where the Agent is collecting their intel, and the terrain there should provide them with a modicum of shelter as they await extraction.

DEPLOYMENT
The Attacker’s Warlord (the Agent), and up to one unit from their army with the Elites or Troops Battlefield Role do not start the battle set up on the battlefield. Instead, the Attacker must select one of the zones labelled A, B or C and secretly note this down – this is the location where their Warlord is hidden and extracting vital intelligence. These units can be set up on the battlefield later, as described below. The Attacker then sets up their army wholly within their deployment zone. Once the Attacker has finished setting up, the Defender sets up their units, wholly within their deployment zone.

FIRST TURN
The Attacker has the first turn.

SEARCH SITE
At the end of the Defender’s Movement phases, the Defender can select one INFANTRY, BIKER or CAVALRY unit from their army and, if that unit is within one of the zones marked A, B or C, they can search it. If they do and the Attacker’s Warlord is hidden in that location then the Attacker’s Warlord, and any other unit that was set up there, must be set up on the battlefield, anywhere that is wholly within the zone that was searched and more than 1" away from any enemy models.

TIME TO GO
At the end of any of the Attacker’s Movement phases, the Attacker can set up their Warlord, and any other unit from their army that was hidden during deployment, anywhere that is wholly within the zone they were hiding in and more than 1" away from any enemy models.

BATTLE LENGTH
The battle automatically ends if the Attacker’s Warlord is destroyed. Otherwise, the battle ends at the end of battle round 6.

VICTORY CONDITIONS
Extract Intel: The Attacker scores 1 victory point at the end of the battle round if their Warlord is still hidden.

Agent Discovered: The Defender scores 1 victory point if the Attacker’s Warlord is discovered as the result of the Search Site rule (see above).

Target Silenced: At the end of the battle, the Defender scores 1 victory point if the Attacker’s Warlord has lost any wounds, or 3 victory points if the Attacker’s Warlord is destroyed.

Extract Agent: At the end of the battle, the Attacker scores 1 victory point if their Warlord is wholly within their own deployment zone, or 2 victory points if their Warlord is wholly within 6" of their battlefield edge. For the purposes of this mission objective, if the Attacker’s Warlord is embarked within a TRANSPORT, they count as being wholly within the part of the battlefield that the TRANSPORT is wholly within.


STRATAGEMS
In this mission, players can use Command Points (CPs) to use the following bonus Stratagems:

1CP

MIRAGE FIELD

Attacker Stratagem

The stealthy agent has rigged the area with a sophisticated camouflage network to cover their exit route.

Use this Stratagem at the end of any Movement phase, when you set up your Warlord on the battlefield. Until the end of the turn, when resolving an attack against your Warlord’s unit, subtract 1 from the hit roll.
0CP

NARROW ESCAPE

Attacker Stratagem

Infiltrating agents always ensure they have multiple emergency escape routes in case of discovery.

Use this Stratagem at the end of any Movement phase, if there is insufficient room to set up your Warlord on the battlefield as the result of the Search Site or Time to Go rules. Set up your Warlord on the battlefield anywhere that is within 6" of any part of that zone and is more than 1" away from any enemy models.
1CP

MEDICAE SUPPLIES

Attacker Stratagem

No agent undertakes dangerous assignments behind enemy lines without adequate supplies.

Use this Stratagem at the start of your turn. Your Warlord can regain up to D3 lost wounds.
2CP

NOWHERE TO HIDE

Defender Stratagem

Search and destroy teams have been equipped with specialised equipment to hunt down the enemy agent.

Use this Stratagem at the end of your Movement phase, if no unit from your army searched a site as the result of the Search Site rule that turn. One INFANTRY or BIKER unit that is wholly within 6" of one of the zones labelled A, B or C can attempt to search it exactly as if it were in that zone. A unit from your army cannot search a site again that turn.
2CP

SCRAMBLER FIELD

Defender Stratagem

The spy hunters erect a scrambler field to prevent enemy locator-augurs from locking on, either to spirit their agent away or send reinforcements to their aid.

Use this Stratagem at the start of the battle round. Until the end of that battle round, any enemy units that arrive from reinforcements can only be set up wholly within their own deployment zone, and the enemy’s Warlord cannot be removed from the battlefield as the result of an ability, psychic power or Stratagem (they can embark within a TRANSPORT model, but that model is similarly restricted from being removed from the battlefield).
2CP

CLOSE IN ON THE PREY

Defender Stratagem

The elimination of the enemy agent is of the highest priority. Once they are located, nearby patrols are diverted to home in on the quarry.

Use this Stratagem in any phase, when an INFANTRY or BIKER unit from your army is destroyed while the enemy’s Warlord is on the battlefield. At the end of your next Movement phase you can set up a new unit on the battlefield, identical to the destroyed one, anywhere wholly within 6" of your battlefield edge.
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.
Unit Coherency
A unit that has more than one model must be set up and finish any sort of move as a single group, with all models within 2" horizontally and 5" vertically of at least one other model from their unit. While a unit has six or more models, all models must instead be within 2" horizontally and 5" vertically of at least two other models from their unit. This is called unit coherency. If a unit cannot end any kind of move in unit coherency, that move cannot be made. Units are primarily moved in the Movement phase, but they can also be moved in the Charge phase and the Fight phase.

Some rules allow you to add models to a unit during the battle; such models must always be set up in unit coherency with the unit they are being added to. Sometimes there will be insufficient room to set up all the models from a unit, or it will not be possible to set up all the models so that they are in unit coherency. When this is the case, any models that cannot be set up are considered to have been destroyed.

  • Unit coherency: 2" horizontally + 5" vertically.
  • Each model must be in unit coherency with one other model from own unit.
  • While unit has 6+ models, each model must be in unit coherency with 2 other models from own unit.

The Aeldari and Building keywords are used in following Harlequins datasheets:

Fortifications
Flying
If a unit’s datasheet has the Fly keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • Fly models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • Fly models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.
Reserves
Reserves are forces which are not directly present at the start of an engagement but are available as reinforcements during battle.
If a mission uses Reserves, it will detail which units in your army start the game in Reserve – these units are not deployed with the rest of your army.

The mission will usually state when the units placed in Reserve arrive on the battlefield – this is typically at the end of a particular Movement phase. If the mission does not specify when units arrive, roll for each unit at the end of your second Movement phase (and at the end of each of your Movement phases thereafter) – this is called a Reserve roll. On a 3+, the unit being rolled for arrives from Reserve. Note that if a unit placed into Reserve is embarked within a TRANSPORT, they will arrive when their transport does, not separately (if rolling, make a single roll for the transport and the units embarked in it).

The mission will explain how and where to set up units when they arrive from Reserve – typically within a short distance of a specified edge of the battlefield.
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.
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.
Sustained Assault
Occasionally, an army will possess overwhelming superiority in numbers, with wave upon wave of its troops hurling themselves forward.
If your mission uses Sustained Assault, any of the Attacker’s units that are destroyed can be brought back into play later in the battle, to represent their almost limitless supply of reinforcements. At the end of each of the Attacker’s Movement phases, roll a dice for each of their destroyed units, adding 2 to the result if that unit has the Troops Battlefield Role. On a 4+, immediately set up that unit within 6" of a battlefield edge – the mission will specify which.

The Attacker can also, at the end of any of their turns, remove any of their units from the battlefield that have a quarter or less of their starting number of models (or, in the case of single-model units, a quarter or less of its starting number of wounds). This unit then counts as having been destroyed for all purposes, and so can be brought back into play later as described above.
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.
Random Battle Length
War is rarely predictable, and the time available to achieve your objectives is never certain.
If your mission uses Random Battle Length, at the end of battle round 5, the player who had the first turn must roll a D6. On a roll of 3+, the game continues, otherwise the game is over. At the end of battle round 6, the player who had the second turn must roll a D6. This time the game continues on a roll of 4+, otherwise the game is over. The battle automatically ends at the end of battle round 7.
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.
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.
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.

The Fiends and Slaanesh keywords are used in following Chaos Daemons datasheets:

Elites

The Seekers keyword is used in following Chaos Daemons datasheets:

Fast Attack
Strength from Death

To the Ynnari, the life forces released by the newly dead are invigorating in the extreme, the souls of the fallen spurring a burst of activity.

When a unit is destroyed, units from your army with this ability draw strength from death until the end of the turn.

If a unit is drawing strength from death, that unit fights first in the Fight phase, even if it did not charge. If the enemy has units that have charged, or that have an ability that allows them to fight first in the Fight phase, then alternate choosing units to fight with, starting with the player whose turn is taking place.

When resolving an attack made with a melee weapon by a model that is drawing strength from death, and that made a charge move this turn or has another ability that allows it to fight first in the Fight phase, add 1 to the hit roll.
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.

The profiles using Aeldari and Psyker keywords can be found in following Factions:

Aeldari: Craftworlds, Harlequins, Ynnari.

The Aeldari and Psyker keywords are used in following datasheets:

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.
Preliminary Bombardment
In a major offensive, the attacker will often launch a heavy bombardment prior to the main attack.
If your mission uses Preliminary Bombardment, then at the start of the first battle round, but before the first turn begins, the Attacker should roll a dice for each enemy unit that is on the battlefield (do not roll for units that are embarked inside TRANSPORTS). On a roll of 6, that unit has been hit by a Preliminary Bombardment; that unit suffers D6 mortal wounds. INFANTRY units that are hit by a Preliminary Bombardment can choose to go to ground before the damage is determined – if they do, they only suffer D3 mortal wounds, but cannot take any actions during their first turn.

The Word Bearers and Chaos Cultists keywords are used in following Chaos Space Marines datasheets:

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.
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.
Concealed Deployment
In some battles, commanders have had time to conceal the positions of their forces from the enemy.
If a mission uses Concealed Deployment, the Defender will need a set-up marker for each unit in their army that they intend to start the battle deployed on the battlefield. You do not need any markers for units that will start the battle embarked on a TRANSPORT, only a marker for the transport itself. Each marker needs to be distinct (for example by having a different number) so it can correspond to a specific unit. The Defender must write down which unit each marker represents and keep this information secret from his opponent.

When the Defender deploys their army, they set up the markers instead of their models. Once the Defender has set up all their markers, the Attacker deploys all their forces. Once this has been done, the Defender then reveals which marker corresponds to which unit, setting up the appropriate models as they do so. The first model in each unit must be placed exactly where the unit’s setup marker was placed, and the entire unit must be set up wholly within the player’s own deployment zone.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Voice of Command
This unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
ORDER
Take Aim!Even amid the clangorous din of battle, the bellowed instructions of an officer recall the countless days each soldier spent conducting targeted fire drills.
Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase. 
First Rank,Fire! Second Rank, Fire!By sheer weight of fire, the mortal soldiers of the Astra Militarum can annihilate whole armies of enemies. A good officer is quick to take advantage of this.
All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase. 
Bring it Down!Guided by the experienced eye of their leader, a squad is able to pinpoint an enemy’s weakest point, and in doing so fell the most terrifying enemies of the Imperium.
Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase. 
Forwards, for the Emperor!With the correct motivation, Astra Militarum soldiers can march at full pace without eschewing their duty to fire upon their enemy.
The ordered unit can shoot this phase even if it Advanced in its Movement phase
Get Back in the Fight!To retreat is not always to concede defeat, and a tactical withdrawal can open up new opportunities for troops to showcase their firing skills.
The ordered unit can shoot this phase even if it Fell Back in its Movement phase
Move! Move! Move!When the needs of the battle dictate, soldiers can be ordered to march double-time, moving quickly to close range with the enemy or to secure an open flank.
Instead of shooting this phase the ordered unit immediately moves as if it were the Movement phase. It must Advance as part of this move, and cannot declare a charge during this turn. 
Fix Bayonets!With a bellicose cry, troops can be ordered to descend upon their foe with close-quarter weaponry, stabbing, slashing and bludgeoning until they have secured victory for the Emperor.
This order can only be issued to units that are within 1" of an enemy unit. The ordered unit immediately fights as if it were the Fight phase
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).

The Iron Warriors and Warpsmith keywords are used in following Chaos Space Marines datasheets:

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.
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
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.
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.
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.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
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.

The Tzaangor keyword is used in following Thousand Sons datasheets:

Troops

The Rubric Marines keyword is used in following Thousand Sons datasheets:

The Scarab Occult Terminators keyword is used in following Thousand Sons datasheets:

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.
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.
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.
Points Values
Every model and weapon has a points value, which is found in a number of Warhammer 40,000 publications. Points values are similar to Power Ratings, in that they give you a guide as to how powerful certain warriors and weapons are, but they offer a greater degree of granularity. A unit’s points value is calculated by adding together the points value of every individual model in that unit and the points value of every individual weapon equipped by a model in that unit. Certain items of wargear also have a points value, and must be included in a unit's points value if equipped by a model in that unit. While it takes a little longer to work out each unit's points value, doing so enables you to differentiate between two similar squads equipped with different weapon options, as the points values listed in our publications reflect the fact that some weapons are more powerful than others.

  • Points values: Detailed measure of a unit's efficacy.

The Officio Assassinorum keyword is used in following Officio Assassinorum datasheets:

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).
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.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an Infantry model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is Infantry and its unit has moved this turn.
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 <Hive Fleet> and Synapse keywords are used in following Tyranids datasheets:

Heavy Support
Instinctive Behaviour

Unless controlled or coordinated by the domineering will of the Hive Mind, many Tyranid organisms will revert to their baser instincts.

Unless a <HIVE FLEET> unit with this ability is within 24" of any friendly <HIVE FLEET> SYNAPSE unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit.
INSANE BRAVERY2CP
Core Stratagem
Use this Stratagem before you take a Morale test for a unit in your army. That test is automatically passed (do not roll any dice). You can only use this Stratagem once per battle.
2CP

DAEMONIC INCURSION

Chaos Daemons Stratagem

When the Knights of Titan deploy to battle, it is often to combat a full-blown daemonic invasion.

Use this Stratagem when one of your DAEMON units (other than a named character) is destroyed by a GREY KNIGHTS unit. The destroyed unit is returned to your army at full strength, and is set up on the battlefield at the end of your next Movement phase, anywhere on the battlefield that is more than 9" from any enemy models. This does not cost you any reinforcement points in a matched play game.
1CP/2CP

DENIZENS OF THE WARP

Chaos Daemons Stratagem

Ever lurking in the warp, Daemons will wait until the barriers between realms thin before tearing their way into realspace.

Use this Stratagem during deployment. If you spent 1 CP, set up one of your DAEMON units that has a Power Rating of 8 or less in the warp instead of placing it on the battlefield. If you spent 2 CPs, you can choose a DAEMON unit that has a Power Rating of 9 or more instead. At the end of any of your Movement phases that unit can tear its way into reality – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
Daemonic Ritual

Through dark pacts and blasphemous rituals, a champion of Chaos can weaken the fabric of reality to create a gateway to the warp. From this rent pour forth the Daemons of that realm, ready to rend and tear those who stand against the Ruinous Powers.

Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end of their Movement phase, attempt to summon a DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they were themselves summoned to the battlefield this turn).

If they do so, first choose one of the four Chaos Gods – KHORNE, TZEENTCH, NURGLE or SLAANESH. A CHARACTER who owes allegiance to one of the Dark Gods can only attempt to summon the units of their patron – for example, a KHORNE CHARACTER could only attempt to summon KHORNE DAEMONS.

Roll up to 3 dice – this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start (in the case of units that have a choice of allegiance, such as Furies, the unit when summoned will have this keyword). This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12" of the character and more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.

If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.

The Dreaded Ambull keyword is used in following Unaligned datasheets:

The Lictor keyword is used in following Tyranids datasheets:

The Spore Mines keyword is used in following Tyranids datasheets:

The Poxwalkers keyword is used in following Death Guard datasheets:

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.
Reanimation Protocols

The moment a Necron is laid low, its metal body enacts complex self-repair routines, reattaching severed limbs and fusing together shattered armour plating.

Roll a D6 for each slain model from this unit (unless the whole unit has been completely destroyed) at the beginning of your turn. Do not roll for models that have fled the unit. On a 5+, the model’s reanimation protocols activate and it is returned to this unit with its full complement of wounds, otherwise it remains inactive (although you can roll again at the start of each of your subsequent turns). When a model’s reanimation protocols activate, set it up in unit coherency with any model from this unit that has not returned to the unit as a result of reanimation protocols this turn, and more than 1" from enemy models. If you cannot do this because there is no room to place the model, do not set it up (you can make Reanimation Protocols rolls for this model again in subsequent turns).
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, 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.
© Vyacheslav Maltsev 2013-2020