Boarding Actions is a new expansion for Warhammer 40,000, offering players of all kinds an exciting and unique way to experience the battles of the 41st Millennium. These simple rules additions will allow you to take your forces deep into the dark interiors and hidden spaces of the war-torn galaxy for both matched play and narrative play. Featuring pre-set terrain and compact armies, you can dive straight into brutal close-quarters combat quickly, with fast and furious matches often allowing you to play out several battles over the course of a single gaming session.


While many Warhammer 40,000 battles feature large armies clashing on the field of battle, Boarding Action missions allow you to play out those crucial assaults that can turn the tide of the greater conflict. Boarding Action armies will also look different to what you might be used to. Your forces will not have access to the Warlord Traits, Relics and Stratagems featured in your Codex, but can instead utilise a new range of bespoke options specifically tailored to this deadly form of combat. Over the coming books in the series this will be expanded upon with Faction-specific content and rules. As such, even veteran Warhammer 40,000 players will find an array of new options and challenges to truly sink their teeth into.

The missions featured in this book are also designed to be balanced and offer a fair challenge to both sides. Victory will come to those who best adapt to their environment and achieve their objectives, and can sometimes even be seized despite the loss of an entire boarding force!

BOARDING ACTIONS TERRAIN
Besides the page that you are currently looking at, in order to take your forces out to fight amongst the stars, you will need to pick up a copy of the Warhammer 40,000: Boarding Actions Terrain Set.

This set provides everything that you see here, with a myriad of different wall pieces, hatchways and architectural elements included. In addition, it also contains two fully detailed game boards depicting the crumbling decking and pipework of the ships you are fighting aboard - everything you need to begin battling your way across the void craft of the 41st Millennium.

Books

BookKindEditionVersionLast update
  Arks of Omen: Abaddon
  Arks of Omen: AbaddonExpansion9January 2023

Boarding Action Battlefields

Boarding Action battles involve a series of new components that differ from those you may have used in other games of Warhammer 40,000. Additional details on how to use these can be found below.


Boarding Action Boards

When fighting a Boarding Action battle, your battlefield will be made up of two Boarding Action game boards, laid side by side to create the battlefield area. Each mission will contain a mission map that not only shows you the important details required to play that mission, but also shows the layout of the two game boards and how they should be set up. In some missions this will be so that they are touching, but in others, it may require the two game boards to be separated.

Each game board is made up of a series of squares, called Zones, like the one shown below.


These squares will often be used to denote certain areas of the battlefield, most commonly Entry Zones, which are used when setting up your units on the battlefield.

Boarding Action Terrain

Most of the terrain in Boarding Action games consists of Walls (which includes any attached Pillars) and in amongst these will be Hatchways, which can be opened. An example of such a piece of scenery is shown below.


Hatchways can be in one of two states - closed and open. When a Hatchway is closed, it will prevent movement and visibility. When a Hatchway is open, models will be able to move freely through it and see through.



Set Up

You will no doubt have noticed by now that Boarding Action battles use unique terrain to lay out the claustrophobic corridors of the spacecraft where your fights will take place. This terrain is highly modular and can be clipped together in a large number of different configurations. If you are playing one of the Boarding Action missions presented on this page, the mission map will also show you where to set up the terrain features, along with the positions of each Hatchway.

Each piece of terrain on the mission map will be coded, allowing you to quickly identify which piece it corresponds to, and where that piece should be positioned on the game boards. You can find a key denoting the code for each piece here. We also recommend painting or writing the codes for each wall piece onto the underside of that piece - this will allow you to identify them quickly when setting up your game.

When placing these terrain pieces on the game board, the Wall sections line up with the lines between the Zones on the board and any Pillars line up with the smaller squares in the corner of each Zone, as shown below.

Boarding Action Rules

In this section you will find a number of additional rules or amendments to the Core Rules for Warhammer 40,000 that are used when fighting Boarding Action battles.


Boarding Actions is an expansion to Warhammer 40,000. As such, unless otherwise specified on the following pages, all of the Warhammer 40,000 Core Rules, as well as those found in Codexes and other supplementary publications, apply to battles fought using this expansion.

The rules and missions presented in this book can be used to play battles with your Crusade force in the normal way - your units still have all of their Battle Honours, Battle Scars and other upgrades as they would in any other game. However, some of the Agendas found within various publications are not appropriate for Boarding Action games, either because they reference rules mechanics that do not exist in these battles, such as deployment zones, or because narratively they do not fit with the environment. We recommend players have a discussion before the game to mutually agree which Agendas from their factions are appropriate for the game they are about to play.

Battle-forged CP Bonus and Stratagems

In Boarding Action battles, at the start of each player’s Command phase, before doing anything else, both players gain 1 Command point (CP).

Players can use their Command points to use Boarding Action Stratagems (that is, any Stratagem with the Boarding Action label). Players cannot use any other Stratagems.

Measurement

When measuring the distance between models in Boarding Action games, measure between the closest points of the bases of the models you’re measuring to and from. You cannot measure through Walls or closed Hatchways - instead you must measure the closest path around these. If you cannot trace a path between two models, those models are considered to be an infinite distance apart. All other distances are measured in a straight line as normal. Note that the Pillar pieces on the ends of the Walls are still considered a part of the Wall.


Model A and Model B are 5" apart, as the Wall cannot be measured through (indicated by the dashed red line).


Model A and Model B are 5" apart, as the Hatchway on the left is closed and so cannot be measured through (indicated by the dashed line), however, the Hatchway on the right is open and so can be measured through.

Engagement Range

When measuring to see if one model is within Engagement Range of another, if the shortest line between those two models passes through an open Hatchway, then those models are within Engagement Range if they are within 2" of one another, as shown below.


  • Both Models B and C are within Engagement Range of Model A, as the shortest distance between them passes through an open Hatchway and they are within 2" of one another.
  • However, Model D is not within 2" of Model A and so these two are not within Engagement Range.

Visibility

In Boarding Actions, a model is visible to an observing model if you can trace a straight line from any part of its base to any part of the observing model’s base, without that line passing through any of the following:
Note that the Hatch of an opened Hatchway does not block any of these visibility lines. If you can draw a straight line to every part of a model’s base from any part of an observing model’s base, as described above, then that model is said to be fully visible to the observing model.

If one or more models in a unit are visible, then the unit is said to be visible to the observing model. If every model in a unit is fully visible to an observing model, then that unit is said to be fully visible to the observing model.

Visibility around Walls


  • Model A cannot see Model B as it is not possible to draw a line from Model A’s base to Model B’s base without it passing through a Wall.
  • Model A can see Model C as a line can be drawn, but part of Model C is still hidden from Model A by the Wall. As such, it will receive the benefits of cover against ranged attacks made by Model A.
  • Model A can completely see Model D, and so Model D would not receive the benefits of cover.

Visibility through models in the same unit


  • Models B, C and D are all from the same unit.
  • When Model D’s unit is selected to shoot, Model D cannot make any ranged attacks against Model A, as it is not possible to draw a line between their bases without it passing through Models B or C.
  • However, when Model A is selected to shoot, because Models B and C are part of the same unit as Model D, Model D is considered visible for the purposes of allocating attacks to it.
  • Model D is fully visible to Model A, and so Model D would not receive the benefits of cover.

Visibility through Hatchways


  • Model B cannot see Model A as it is not possible to draw a line from Model B’s base to Model A’s base without it passing through either a Wall or a closed Hatchway.
  • Model B can see Model C as such a line can be drawn through an open Hatchway.

Visibility through models in different units


  • Models B and C are from one unit. Models D and E are from another, different unit.
  • When Model A is selected to shoot, it cannot make any ranged attacks against Model D’s unit, as it is not possible to draw a line between their bases without it passing through Models B or C, which are not part of Model D’s unit.

Allocating Attacks

When playing Boarding Actions, the Allocate Attack step of the attack sequence is replaced with the following:

If an attack successfully wounds the target unit, the player commanding the target unit allocates that attack to one model in the target unit, as follows:

If a model in the target unit has already lost one or more wounds, or has already had attacks allocated to it during this phase, the attack must be allocated to that model. Note that it does not matter if that model is within range or Engagement Range of, or visible to, the attacking models. Otherwise:
  • If that attack is a ranged attack, then that attack must be allocated to a model that is visible to any model in the shooting unit. If there is no such model, the attack sequence ends.
  • If that attack is a melee attack, that attack can be allocated to any model in the target unit. Note that this does not have to be a model that is within Engagement Range of the attacking models.

Benefits of Cover

Each time a ranged attack is allocated to a model, that model will receive the benefits of cover against that attack unless it is fully visible to any models in the attacker’s unit. While a model is receiving the benefits of cover against an attack, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

In addition to any rules that say the target of an attack does not receive the benefits of cover against that attack, this benefit will not apply to any attack that is affected by a rule that says the target does not receive the benefits of Light Cover or Dense Cover.

Weapons that can be fired even if the target is not visible

Many weapons, such as mortars, can target and resolve attacks at units that are not visible to the firing model. In Boarding Actions, you can never make use of such rules - the target must always be visible to the firing model.

Movement and Open Hatchways

Models can move through open Hatchways without hindrance, even if their base is wider than that of the Hatchway, but a model cannot end a move with its base in the middle of an open Hatchway. The Hatch of an open Hatchway is ignored for movement purposes.

Objective Markers

In Boarding Actions, objective markers should have a diameter of 40mm. A model is within range of an objective marker if it is within 1" of that objective marker.

At the start of the battle, each objective marker on the battlefield is contested, and so is not controlled by either player. Unless otherwise noted, a player will control an objective marker at the end of any phase if they have more models within range of it than their opponent does.

Witchfire Psychic Powers

Each time a Witchfire psychic power is manifested, only units that are visible to the PSYKER manifesting that power can suffer any mortal wounds. If a psychic power would inflict mortal wounds on the closest enemy model or unit, and that enemy is not visible to the PSYKER, then that power affects the closest visible enemy model or unit (as appropriate) instead.

Charging

In Boarding Actions, a unit can only select a unit as a target of a charge if it is visible to the charging unit.

Heroic Interventions

In Boarding Actions, a unit that is eligible to perform a Heroic Intervention can only do so if the closest enemy unit is visible to it.

Pile-in and Consolidation Moves

In Boarding Actions, each time a unit piles in or consolidates, the first model moved must end its move within Engagement Range of at least one enemy model, and each time a model makes a consolidation move, it must end that move within Engagement Range of a model that was visible to its unit when it started that move. If this is impossible, no models in the unit can make a pile-in or consolidation move this phase.

Actions

In Boarding Actions, units can use the following actions.

Secure Site

One or more units from your army with the Objective Secured ability can start to perform this action at the end of the Move Units step of your Movement phase, if they are within range of an objective marker that has no enemy models within range of it. Each unit performing this action must be within range of a different objective marker. The action is completed at the start of your next Command phase, provided the unit performing it is still within range of that objective marker. If completed, that objective marker remains under your control until the end of the battle, unless your opponent controls it at the end of any subsequent phase, even if there are no models from your army within range of it.

Set Overwatch

One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase. The action is completed at the end of your turn. If completed, until the end of your opponent’s next turn, that unit is said to have Set Overwatch. Each time an enemy unit is set up on the battlefield or ends a Normal Move, an Advance move, a Fall Back move, a charge move, or opens a Hatchway, units from your army that have Set Overwatch can fire Overwatch at that enemy unit.

Overwatch is resolved like a normal shooting attack except that models can only target the enemy unit that has just finished moving, and an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers. A unit cannot fire Overwatch while enemy units are within Engagement Range of it unless it is firing Overwatch at an enemy unit that has just finished making a charge move within Engagement Range of it. In this case it can do so even if other friendly units are within Engagement Range of the same enemy unit, and it can do so with any ranged weapon it is equipped with (excluding weapons with the Blast ability).

After a unit has fired Overwatch, it must complete the Set Overwatch action again before it can fire Overwatch again.

Hold Steady

Some rules will allow a unit to Hold Steady. If a model makes an Overwatch attack while its unit is under the effects of such a rule, an unmodified hit roll of 5+ for that attack will score a hit.

Set to Defend

One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase. The action is completed at the end of your turn. If completed, until the end of your opponents next turn, that unit is said to have Set to Defend. While a unit is Set to Defend, each time a model in that unit makes a melee attack, add 1 to that attack’s hit roll.

Operate Hatchway

One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase if they are within 1" of a Hatchway. This action can be performed by any unit that is not within Engagement Range of any enemy models, even if that unit is being affected by a rule that would normally prevent it from performing actions. The action is completed at the end of your Movement phase if no enemy models are within 1" of that Hatchway. If there are any enemy models within 1" of that Hatchway, your opponent can attempt to prevent the action from being completed. If they do so, roll off with your opponent; each player adds the Strength characteristic of one of their models that is within 1" of that Hatchway to their respective scores. If you win, the action is completed; otherwise, the action fails. If completed, that Hatchway opens (if it was closed) or closes (if it was open).

If a Hatchway opens and units on opposite sides of that Hatchway now find themselves within Engagement Range of each other, then those units will be eligible to fight during the subsequent Fight phase, but neither of those units count as having made a charge move this turn.


Before opening the Hatchway, Model A and Model B are not within Engagement Range of one another.


After Model A opens the Hatchway, it is within Engagement Range of Model B as the shortest distance between them passes through an open Hatchway and they are within 2" of one another. In the following Fight phase, both units will be eligible to fight, but Model A’s unit will not count as having charged that turn.

Boarding Action Stratagems

In Boarding Actions, you cannot use any Stratagems other than those with the Boarding Action label.

COMMAND RE-ROLL1CP
Boarding Action – Battle Tactic Stratagem

Battle aboard a void ship is anarchic and confusing. Auspicators and map-slates must be watched constantly. Enemy contacts ghost in and out of sight as steam billows in clouds, lumen flicker and gunfire roars on every side. Amidst such conditions, the steady hand of a veteran commander is more important than ever, and can spell the difference between triumph and disaster.

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.
COUNTER-OFFENSIVE2CP
Boarding Action – Strategic Ploy Stratagem

During a boarding action, warriors must be ready for foes to spring upon them from any angle without the slightest warning. For those who stay sufficiently alert, however, the tangled confines and plentiful hazards of shipboard conflict may slow their enemies' charge enough to allow a chance to drive them back.

Use this Stratagem after an enemy unit has fought in this turn. Select one of your eligible units and fight with it next.
INSANE BRAVERY2CP
Boarding Action – Epic Deed Stratagem

To commit to battle within the claustrophobic corridors and gothic chambers of a void ship necessitates near-suicidal courage, or else sufficient fear of the consequences of refusal. To stand their ground against impossible odds during such a fight requires warriors to exhibit a kind of single-minded madness.

Use this Stratagem before you take a Morale test for a unit from your army. That test is automatically passed. You can only use this Stratagem once.

Boarding Action Enhancements

In Boarding Actions, you cannot use any Warlord Traits or Relics. Instead, when you select a Boarding Patrol, your WARLORD can be given a single Boarding Action Enhancement from those listed below. Named characters cannot be given a Boarding Action Enhancement.

Superior Boarding Tactics

This leader is a veteran of ship-to-ship battles, directing their forces with ease to secure their objectives and destroy their foes.

Before the battle, in the Generate Starting Command Points step, you start with 2 additional Command points.

Close-quarters Killer

Exulting in the thrill of close-quarters combat, boarding actions are the natural environment for this commander, whose martial prowess shines when face to face with their foe.

Each time the bearer makes a melee attack, you can re-roll the wound roll.

Defensive Linchpin (Aura)

This leader is expert at setting up deadly overlapping fire patterns amidst labyrinthine corridors, the forces under their command holding their position and driving back their enemies with punishing volleys of fire.

While a friendly unit is within 6" of the bearer, each time a model in that unit fires Overwatch, its unit can Hold Steady.

Expert Breacher

This officer has perfected the art of moving their forces swiftly from chamber to chamber and catching the foe off their guard.

The bearer can start to perform the Operate Hatchway action when they are selected to make a Normal Move. If they do so, that action is completed immediately and they cannot perform that action again this turn. Note that if there are enemy units within 1" of that Hatchway, that enemy unit can attempt to prevent the action from completing as normal (regardless of the outcome, the bearer still cannot perform the Operate Hatchway action again this turn).

Personal Teleporter

This leader is able to attack their foe from unexpected angles.

When the bearer arrives from Strategic Reserves, you can set it up either wholly within one of your Entry Zones, or anywhere on the battlefield that is more than 9" away from any enemy models.

Trademark Weapon

This leader wields an iconic weapon whose sheer killing might is guaranteed to fell enemies in short order.

When you select this Enhancement, select one weapon that the bearer is equipped with and make a note of this on your army roster. Increase the Strength and Damage characteristics of that weapon by 1. That weapon is considered to be a Relic for all rules purposes.

Mustering a Boarding Patrol

In order to play a Boarding Action game, you will need to muster a Boarding Patrol. To do so, follow the sequence below. A Boarding Patrol is considered to be a Battle-forged army for all rules purposes.


1. Start Your Army Roster

The details of your Boarding Patrol must be recorded on an army roster; this can be written on a piece of paper or recorded digitally. You can download blank army roster sheets from warhammer-community.com. Start by writing down your name, and the name of your army. A Boarding Patrol army always contains a single Boarding Patrol Detachment (see below) and you will then have 500 points to spend on units to add to it, as described below.


2. Select Faction

Select one Faction keyword that is not IMPERIUM, CHAOS, AELDARI or TYRANIDS. You cannot include a unit in your Boarding Patrol unless it has this Faction keyword. Your choice of Faction may introduce additional rules, restrictions or exceptions that apply when mustering a Boarding Patrol.

3. Select Sub-faction Rules

Select all sub-faction rules for your Boarding Patrol (if any) and write down your choices on your army roster. This includes selecting sub-faction keywords (i.e. those presented in angular brackets) and any rules that are determined by your choice of sub-faction (e.g. Detachment abilities, like Chapter Tactics, Obsessions, Regimental Doctrines, etc.).

4. Select Units

For each box shown on that Detachment, you can select one unit with the required Battlefield Role and add it to that Detachment. You must include at least one unit in this Detachment. Each Elites unit in this Detachment must be different.
  • Select Unit: Unless the Boarding Action rules for your chosen Faction say otherwise, you cannot include any models in a Boarding Action army that have any of the following keywords: MONSTER, VEHICLE, JUMP PACK, CAVALRY, BIKER, FLY. A Boarding Patrol Detachment can only include one CHARACTER model.
  • Select Unit Size: Unless the Boarding Action rules for your chosen Faction say otherwise:
    • If a unit’s minimum size is less than 5, you can only include that unit in your Boarding Patrol if it is a minimum sized unit.
    • If a unit’s minimum size is 5, you can include that unit as a minimum sized unit, or if it can include additional models, then you can do so as long as the Starting Strength of that unit is 10.
    • You cannot include a unit with a Starting Strength of more than 10 models.
    • You cannot include any Understrength units in your Boarding Patrol.
  • Select Options and Deduct Points: If that unit has access to any other upgrades or options, you can use them now. Note down the number of models in the unit, any weapons and wargear they have, and the units points cost on your army roster. Subtract the unit’s total points from your total. If you do not have enough points left, you cannot add that unit to that Detachment.
  • Select Psychic Powers: If the Detachment contains one or more PSYKER units that you must select the powers for, do so now. Write down your selections on your army roster.
  • Select Other Rules: If one or more units in the Detachment have any rules that must, or can be, selected or generated before the battle, you must do so now (e.g. Litanies of Battle, Powers of the C’tan, Prayers to the Dark Gods, etc.).

Some rules involve elements that are determined randomly. If you choose to randomly determine these rules then write ‘random’ on your army roster for that unit’s rule. Then, after players have determined their mission, roll dice in front of your opponent to determine what those rules are.

5. Select Warlord and Enhancement

Select one model in your army to be your WARLORD. This must be a model with the CHARACTER keyword (if your army includes any). If your army includes no CHARACTER models, your WARLORD must be a unit champion model (if your army includes any). Your WARLORD gains the WARLORD keyword. If your WARLORD is a CHARACTER model (excluding named characters) they gain the Superior Boarding Tactics Enhancement. If you wish, you can replace this with a different Boarding Action Enhancement of your choice. You cannot select any other Warlord Traits or Relics for any models in your Boarding Patrol.

6. Determine Points Total

Your army roster must list the combined point value of every unit in your army.

BOARDING ACTION GAMES

A Boarding Action game is waged by following the sequence below.


1. Muster Boarding Patrol

Players must first muster their Boarding Patrol, as described in here. Each player must then provide a copy of their army roster for their opponent to read through. If, when players compare their points total, one player’s is at least 30 points less than their opponent’s, then the player with the smaller points total is the Underdog, and they may receive an Underdog Bonus as detailed in the mission they are playing.

2. Determine Mission

Players determine which mission will be used for the battle; they can choose from the Boarding Action missions on this page, or those found in any other publications. This will determine the deployment map that players use, as well as the specific mission briefing. Players can either simply agree which they will use with their opponent, or they can roll a D33 to randomly select a mission using the table below. To roll a D33, roll two D3s one after the other; the first dice result determines the ‘tens’ and the second determines the ‘units’. For example, if the first result is a 2 and the second is a 1, then the D33 result is a 21.


3. Read Mission Briefing

Each mission has a mission briefing that will detail the aims of the battle. Each mission will also list one or more additional mission rules that will apply for the duration of the battle, and a series of primary objectives that award victory points to players. Players should read and familiarise themselves with these before proceeding.

4. Create the Battlefield and Place Objective Markers

Players now create the battlefield and set up terrain features. Missions are played on Boarding Action battlefields and the position of all terrain features - Walls and Hatchways - and objective markers that must be placed on the battlefield will be shown on the deployment map of the mission players are playing. Each mission will also specify which Hatchways start the mission open and which start the mission closed.

5. Form Boarding Squads

Each unit in a player’s Boarding Patrol that has a Starting Strength of 10 must now be split into two units, each containing 5 models. When splitting a unit, players should make a note of which models form each of the two new units. From this point onwards, these split units count as independent units for all rules purposes.

6. Determine Attacker and Defender

Players roll off and the winner decides who will be the Attacker and who will be the Defender. The Attacker’s and Defender’s Entry Zones are labelled on the deployment map.

7. Generate Starting Command Points

Each player starts with 1 Command point.

8. Deploy Armies

Players alternate setting up their units one at a time, starting with the Defender. For each of a player’s Entry Zones (as shown in the mission map), that player sets up one unit within that Entry Zone.

If a unit has a pre-battle rule that allows it to be set up anywhere on the battlefield, that unit is instead set up wholly within 6" of its Entry Zone. That Entry Zone is then considered to have had a unit set up within it, and cannot have another unit set up within it before the start of the battle. If one player finishes deploying all their units, their opponent then deploys the remainder of their units, until either both players have set up one unit per Entry Zone, or all units have been deployed.

If both players have units with abilities that allow them to be set up after both armies have deployed, players must roll off after all other units have been set up and alternate setting up these units, starting with the winner.

9. Determine Reserves

Any units in a player’s army that do not start the battle on the battlefield, will start the battle in Strategic Reserves. This does not cost any Command points to do so.

In the Reinforcements step of a player’s Movement phase (starting from the first battle round onwards), that player can select one of their Strategic Reserves units for each of their Entry Zones that has no models within it and set those units up within those Entry Zones.

If one or more of a players Strategic Reserves units has a rule that would allow it to be set up in a location other than the battlefield (e.g. Teleport Strike) then in each of that player’s turns (starting from the second battle round onwards), one of those units can be set up on the battlefield as described by their rule that turn, instead of being set up within an Entry Zone. Any Strategic Reserves units that have not arrived on the battlefield by the end of the fourth battle round count as having been destroyed (this does not apply to units that are placed into Strategic Reserves, after the first battle round has started).

Entry Zones

In Boarding Actions, each player will have one or more deployment zones called Entry Zones. Each time a unit from your Boarding Patrol is set up, it must be set up wholly within one of your Entry Zones. If a unit will not fit wholly within an Entry Zone, all of its models must be set up as close to the centre of that Entry Zone as possible.

You cannot set up a unit within an Entry Zone if any other unit is in that Entry Zone. However, when setting up a unit at the start of the battle, you can set up your WARLORD alongside that unit as if it was a part of it, using the same Entry Zone. Rules that prevent a unit from being set up within a specific distance of another model or unit cannot prevent a unit from being set up within an Entry Zone.

10. Determine First Turn

Players roll off and the winner takes the first turn.

11. Resolve Pre-battle Abilities

Each player can resolve a single pre-battle ability that units in their army may have, irrespective of how many units in their army may have them, starting with the player who will take the first turn.

12. Begin the Battle

The first battle round begins. Players continue to resolve battle rounds until the battle ends.

13. Ending the Battle

The battle ends after five battle rounds have been completed. If one player has no models remaining in their army at the start of their turn, the other player may continue to play out their turns until the battle ends.

14. Determine Victor

At the end of the battle, the player with the most victory points is the winner. If players are tied, the battle is a draw.

Each player can score a maximum of 90 victory points from mission objectives (any excess victory points awarded are discounted). If every model in a player’s army was painted to a Battle Ready standard, that player is awarded a bonus 10 victory points. This gives players a maximum total score out of 100 victory points.

Mission Objectives

During the battle, players can earn victory points by achieving mission objectives. There are two types of mission objectives: End Game and Progressive. Progressive mission objectives are scored during the battle (exactly when is detailed on the objective itself), and can be achieved, and hence award victory points, several times. End Game mission objectives are scored at the end of the battle.

Components

Long Walls

Long Wall



Long Wall with Pillars



Long Wall with Hatchway



Long Wall with Hatchway and Pillars



Short Walls

Short Wall



Short Wall with Hatchway


Short Wall with Hatchway and Pillars

Type 1
Type 2


Pillar

Left Pillar
Right Pillar

Wall End


Hatchway Positions

The locations of the Hatchways on the mission map are specified by the symbols below. This will help you identify the orientation of Walls with Hatchways.


Boarding Action Mission

Access Junction Primus
 11

MISSION BRIEFING
As they battle through the blazing decks o f the contested vessel, two opposing forces approach one another from either end of an arterial access corridor. Whoever can press forward and drive their enemies back will have the opportunity to secure this crucial transit route. From here, they can access vital systems and adjoining decks throughout the ship, and likely seize the entire vessel. The knowledge that both sides are battling for so vital a strategic prize only makes the fight all the more savage.

MISSION RULES
Underdog Bonus: If one player is the Underdog, that player starts the battle with 1 additional Command point.

OBJECTIVES

CAPTURE THE JUNCTION
Progressive Objective

This pivotal intersection must be seized and then held until relief forces arrive to secure it against all comers. Even should you be forced to pile the bodies of your own slain to form barricades against the foe, the junction cannot be allowed to fall into enemy hands lest the entire ship follow.

At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
PURGE THE SHIP
End Game Objective

So crucial is this confluence of access corridors that both sides are willing to hurl overwhelming forces in to seize it. Should one side succeed in butchering the enemy’s forces while preserving their own, they will then be in a position to capitalise on their conquest and sweep the vessel clear of foes.

At the end of the battle, each player totals the points value of their opponent’s units that have been destroyed (note that if a unit was split when forming Boarding Squads and only one of those subsequently split units was destroyed, then only the points cost of the models that were in the one that was destroyed are added to the total) and scores 15 victory points for each of the following conditions they satisfy (for a maximum of 45 victory points):
  • If the total is 125 points or more.
  • If the total is 250 points or more.
  • If the total is 375 points or more.

Boarding Action Mission

Deck Sweepers
 12

MISSION BRIEFING
Many are the derelict vessels adrift in the void. Some are discovered lost upon deserted space lanes and preyed upon for salvage. Others tumble through the midst of raging void battles, having but recently been depopulated and crippled by incoming fire. Whatever their nature, such void ships often become battlegrounds as rival forces sweep them deck by deck, seeking to purge their enemies and claim the bounty of technology and resources the derelict contains.

MISSION RULES
Underdog Bonus: Before the battle, in the Deploy Armies step, if a player receives an Underdog Bonus, they can use the Underdog Entry Zone in addition to the other Entry Zones marked on the mission map when setting up their units. Once the first battle round has started, the Underdog Entry Zone cannot be used when that player sets up any Strategic Reserve units from their army in an Entry Zone.

OBJECTIVES

TAKE AND HOLD
Progressive Objective

It is not enough to engage the enemy as you encounter them aboard the derelict. Your purge of their forces must be structured and thorough, seizing each strategic waypoint in turn and ensuring no foe slips through the gaps lest they endanger your salvage and recovery operations, or outflank your forces.

At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 10 victory points):
  • They control one or more objective markers.
  • They control more objective markers than their opponent controls.
This objective cannot be scored in the first battle round. In the fifth battle round, the player who has the second turn does not score any victory points at the end of their Command phase; instead, at the end of their turn, they score 5 victory points for each of the above conditions they satisfy.
SWEEP THE DECKS
End Game Objective

Deep void salvage operations are hazardous affairs, recovery adepts braving zero-gravity infernos, supernatural terrors and sudden depressurisation as they work. Purge any hostile forces from this area, to allow your salvagers to proceed without the additional danger of incoming enemy fire.

At the end of the battle, each player scores 15 victory points for each objective marker they control.

Boarding Action Mission

The Pipeline
 13

MISSION BRIEFING
Few technologies are more complex or finely balanced than a void ship. Life support; motive systems; lights; gravity; shields; weapons; communications; these and countless other systems must work in harmony for the vessel to function properly. Many boarding actions become focused around the control and regulation - or indeed severing - of the pipes and conduits through which such vital systems or the power or fuel for them flows. This is one such battle for the very lifeblood of a ship.

MISSION RULES
Underdog Bonus: If one player is the Underdog, that player starts the battle with 1 additional Command point.

OBJECTIVES

REGULATE THE FLOW
Progressive Objective

By securing both the primary control shrine and secondary regulator station for a specific conduit, fuel pipe or the like, your forces can either ensure that the flow stays uninterrupted or choke it off entirely. Such control is vital to victory in this battle, whether you seek to keep your vessel operational or cripple the craft and leave it wide open to attack.

At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 25 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
  • They control both objective markers labelled A.
  • They control both objective markers labelled B.
This objective cannot be scored in the first battle round. In the fifth battle round, the player who has the second turn does not score any victory points at the end of their Command phase; instead, at the end of their turn, they score 5 victory points for each of the above conditions they satisfy.

Boarding Action Mission

Power Struggle
 21

MISSION BRIEFING
By capturing successive power nodes, linked generatorum shrines, plasma relay conduits or the like, it is possible for a cunning commander to gain mastery of a vessel’s motive force. They can either reawaken those systems they require functional that the enemy may have sabotaged, or plunge their foes into airless and freezing darkness. Dynamic leaders often command such pinpoint strikes themselves, overseeing what may well prove the killing blow in the entire deck-to-deck war.

MISSION RULES
Underdog Bonus: If one player is the Underdog, that player starts the battle with 1 additional Command point.

OBJECTIVES

POWER NETWORK
Progressive Objective

Gaining control of one node in the localised power network is a victory in itself, but the more sequential systems that can be captured, the more widespread becomes the flow of power you command. You must seize as much of the network as you are able to and then hold it against the foe in order to guarantee victory.

At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 20 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
  • They control two or more objective markers that are directly linked by the Power Lines (see below).
This objective cannot be scored in the first battle round. In the fifth battle round, the player who has the second turn does not score any victory points at the end of their Command phase; instead, at the end of their turn, they score 5 victory points for each of the above conditions they satisfy (for a maximum of 20 victory points).

Objective markers connected by these lines are linked (see deployment map below). If two objective markers are connected directly by these lines, without any other objective markers in between them, they are said to be directly linked by the Power Lines.


Power Lines
CUT OFF THE HEAD
End Game Objective

You have the opportunity not only to sever the enemy’s grasp upon the power flowing through the vessel, but to also sunder their command and control network by slaying their leader. This may be enough to prevent your foe capitalising on what might otherwise be a victory, or to utterly compound their defeat.

At the end of the battle, each player scores 10 victory points if the enemy’s WARLORD has been destroyed.

Boarding Action Mission

Death in the Dark
 22

MISSION BRIEFING
Amidst the savage mayhem of a shipboard battle, power fluctuations and sudden, violent malfunctions are common. Whether due to enemy fire hammering from outside, acts of sabotage by boarders and desperate defenders, or even supernatural or sorcerous energies being unleashed, entire decks are plunged suddenly into darkness. Pipes rupture, spewing scalding steam or blinding plasma, or else choking smoke fills entire corridors quicker than purifier shrines can draw it away. In such conditions, the fighting becomes more desperate than ever.

MISSION RULES
Lights Out: At the end of each player’s Movement phase, roll one D6 for each Lighting Area: on a 1-3, until the end of the turn, the lights in that area turn off.

When selecting a target for a ranged attack, if the attacking unit or the target are wholly within a Lighting Area that has the lights off:
  • If the target is more than 9" away, that attack cannot be made.
  • If the target is within 9", subtract 1 from that attack’s hit roll.

When selecting the targets of a charge, if the charging unit or the potential target are wholly within a Lighting Area that has the lights off:
  • If the potential target is more than 9" away, that unit cannot be a target of that charge.
  • If the potential target is within 9", subtract 1 from the charge roll (to a maximum of -1, regardless of how many units are in Lighting Areas with the lights off).

Underdog Bonus: If one player is the Underdog, that player starts the battle with 1 additional Command point.

OBJECTIVES

LOCK IT DOWN!
Progressive Objective

When a deck is plunged into darkness or suffers atmospheric or supernatural taint, leaving the situation unchecked can lead to panic or spiralling mayhem. The best solution is to seize decisive control of the entire zone before enacting whatever rituals or protocols are required to restore functionality and calm.

At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
This objective cannot be scored in the first battle round. In the fifth battle round, the player who has the second turn does not score any victory points at the end of their Command phase; instead, at the end of their turn, they score 5 victory points for each of the above conditions they satisfy (for a maximum of 15 victory points).
SEEK SANCTUARY
End Game Objective

Should it prove impossible to fully secure such a compromised area of the ship, it is wise to withdraw to a defensible zone and dig in. Either reinforcements will arrive to allow another forward push, or whatever dangerous fluctuations are occurring will - hopefully - die down.

At the end of the battle, each player scores 15 victory points for each of the following conditions they satisfy (for a maximum of 30 victory points):
  • They control both objective markers in Lighting Area 1.
  • They control both objective markers in Lighting Area 2.

Boarding Action Mission

Hull Breach
 23

MISSION BRIEFING
Hammered by enemy fire amidst a roiling void war; caught in the inexorable drag of a black hole; plummeting towards a fiery death in a planet’s atmosphere; caught in the unholy coronae of a warp storm - whatever horrible fate is tearing this void ship apart, it threatens to take your warriors with it. Unfortunately, there is vital data contained in cogitator banks deep within the ship. While the enemy still threaten to seize that intelligence for themselves, evacuation is not an option.

MISSION RULES
Deadly Decompression: From the second battle round onwards, at the start of the battle round, the Attacker rolls one D6: on a 3+, until the end of the battle round, one of the Compartments is vented to the void by the space battle going on outside. If a Compartment is vented, roll one D6 to determine which one. Close all of the open Hatchways in that Compartment and each unit within it suffers D3 mortal wounds. While a Compartment is vented:
  • When a unit within that Compartment is selected to make a Normal Move or Advance, until the end of the turn, subtract 1" from the Move characteristic of models in that unit.
  • Each time an attack is allocated to a model in that Compartment, improve the Armour Penetration characteristic of that attack by 1.

The Datacores: In this mission, units from both players’ armies can attempt the following action:

Download Data (Action): One unit from your army can start to perform this action at the end of your Movement phase if it is within range of an objective marker that you control that has not already had its data downloaded by your army (see below). The action is completed at the end of your next Command phase, provided the unit that was performing it is still within range of the same objective marker. If completed, your army is said to have downloaded the data from that objective marker.

Underdog Bonus: If one player is the Underdog, that player starts the battle with 1 additional Command point.

OBJECTIVES

DATA RETRIEVAL
Progressive Objective

Even should it cost the lives of every warrior you lead, the precious data held within the cogitator cores must be extracted and relayed back to your commanders. In such an age of ignorance, no prize can be more valuable than wisdom. At least, so they tell you...

Each time a unit from your army successfully completes the Download Data action (see above), score 15 victory points.
TEMPORARY STABILISATION
Progressive Objective

The ship might be disintegrating, but if you can secure key points through this deck it should be possible to lock down hatchways and reroute life support long enough to complete your mission. With luck, you might even hold an extraction route open so that some of your warriors can escape alive.

At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
This objective cannot be scored in the first battle round. In the fifth battle round, the player who has the second turn does not score any victory points at the end of their Command phase; instead, at the end of their turn, they score 5 victory points for each of the above conditions they satisfy (for a maximum of 15 victory points).

Boarding Action Mission

Control Centre
 31

MISSION BRIEFING
The bridge and the enginarium rank amongst the most vital locations on any void ship. They are far from the only strategic targets sought by boarding parties, however. Fierce battles may rage over relay shrines, ammunition magazines, cogitator centres, warp core access sanctums and many other sites. Direct assaults against dug-in defenders are perilous in such conflicts, but in the tangled multi-deck environs of a void ship there are usually alternative routes to victory for a suitably cunning commander.

MISSION RULES
Unlock Overrides: Units from your army can attempt the following action:

Unlock Overrides (Action): One unit from your army can start to perform this action at the start of your Command phase if it is within range of objective marker B and you control that objective marker. The action is completed at the start of your next Movement phase. If completed, open every Hatchway on the battlefield.

Underdog Bonus: If one player is the Underdog, that player starts the battle with 1 additional Command point.

OBJECTIVES

SECURE AT ALL COSTS
Progressive Objective

Whatever your objective, it is imperative that it be seized swiftly. However, if you are wise you will seek also to secure the key access ways and secondary relay stations that can be reached without risking a direct offensive. Whoever is able to seize control of the wider strategic battle on this deck will doubtless capture the critical objective in the end.

At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 20 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
  • They control objective marker A.
This objective cannot be scored in the first battle round. In the fifth battle round, the player who has the second turn does not score any victory points at the end of their Command phase; instead, at the end of their turn, they score 5 victory points for each of the above conditions they satisfy (for a maximum of 20 victory points).
CUT OFF THE HEAD
End Game Objective

It is common to find vital leadership personnel either overseeing a strategic target of such value, or leading the assault against it. Ensuring that the enemy commander does not survive this battle, no matter its wider strategic outcome, is a victory in its own right.

At the end of the battle, each player scores 10 victory points if their opponent’s WARLORD has been destroyed.

Boarding Action Mission

The Furnace
 32

MISSION BRIEFING
A vital target has been located within an area converted into a deadly blast furnace. Perhaps the enemy are attempting to cleanse what they deem to be a heretical artefact or witch slated for ritual execution. Maybe this area has been booby-trapped against boarders, or a vital dataslate may have simply been dropped by an officer already slain within the furnace’s grisly confines. Whatever the case, victory will go to those with the nerve to brave the flames, and the fortitude to endure them.

In this mission, the Zones marked in this manner on the deployment map comprise the Furnace, and any units within them are said to be within the Furnace.


MISSION RULES
Rites of Incineration: Units from your army can attempt the following action:

Turn on the Burners (Action): One unit from your army can start to perform this action at the end of your Movement phase if it is within a Furnace Control Zone (see below). The action is completed at the end of the turn. If completed, for each unit within the Furnace (see below), roll one D6 for each model in that unit: for each 4+, that unit suffers 1 mortal wound (to a maximum of 3 mortal wounds per unit).

Worth Dying For: Any unit can attempt the Secure Site action on an objective marker within the Furnace, regardless of whether it has the Objective Secured ability or not.

Desperate Measures: In your Command phase, if you control one or more objective markers within the Furnace, roll one D6: on a 5+, you gain 1 Command point.

Underdog Bonus: If one player is the Underdog, that player starts the battle with 1 additional Command point.

OBJECTIVES

PROMETHIUM EXCHANGERS
Progressive Objective

Crucial promethium exchanger shrines are found within this deck. Through them runs the fuel supply required to keep the furnace flames burning. Though it may well be too late to help warriors already battling amidst the hungry flames, securing the exchangers will allow you to either feed the fury of the furnace or starve it into submission by battle’s end.

At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 20 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
  • They control one or more objective markers in the Furnace.
This objective cannot be scored in the first battle round. In the fifth battle round, the player who has the second turn does not score any victory points at the end of their Command phase; instead, at the end of their turn, they score 5 victory points for each of the above conditions they satisfy (for a maximum of 20 victory points).
COSTLY PRIZE
End Game Objective

Only by your swift actions, and by those of your warriors, can whatever was consigned to the furnace be secured. Whether you choose to save it from the flames or see it all turned to ashes, of course, is up to you.

At the end of the battle, each player scores 10 victory points if they control one or more objective markers within the Furnace.

Boarding Action Mission

Rad Leak
 33

MISSION BRIEFING
Amidst the running gunfights and shrapnel-filled explosions of a boarding action, it is inevitable that vital - often hazardous - systems will be damaged. As the fighting spills into this vessel’s enginarium, it is one of the crucial plasma reactors that has been hit. Exotic and deadly spectra of radiation now swirl through the air like malicious spirits and seek to drain the life from the warring combatants. Securing victory has now become a cruel and deadly race against time.

MISSION RULES
Rad Exposure: As the battle progresses the radiation fallout from the reactor will spread further across the battlefield and its intensity will grow as it does so. The battlefield is divided up into four Sectors, A through D. Starting with Sector A in battle round 1, the radiation will begin to contaminate the battlefield.

There are three levels of radiation exposure - Mild, High and Extreme - each more severe than the last. At the start of the battle round, depending on which Sectors a unit finds itself within and which battle round it is, that unit will be exposed to different effects (as shown in the table below) until the end of that battle round. If a unit starts the battle round within multiple Sectors, then it suffers from whichever Sector has the most extreme level of radiation.

BATTLE ROUND RAD LEVELS
BATTLEFIELD SECTORRAD LEVEL EXPERIENCED
MILDHIGHEXTREME
A123+
B234+
C345
D45-

The effects of each of these levels are:
  • Mild Rad: Subtract 1 from the Leadership characteristic of models in this unit.
  • High Rad: Subtract 1" from the Move characteristic of models in this unit. This unit also suffers from the effect of Mild Rad.
  • Extreme Rad: Subtract 1 from the Toughness characteristic of models in this unit. This unit also suffers from the effect of High Rad and Mild Rad.

Underdog Bonus: If one player is the Underdog, that player starts the battle with 1 additional Command point.

OBJECTIVES

URGENT TAKEOVER
Progressive Objective

The increasingly inimical conditions on this deck do not change the fact that, without securing vital systems and assets within the enginarium, victory is at risk throughout the entire ship. It is therefore imperative that you drive the enemy back with the utmost urgency and seize all your objectives before conditions become unendurable for your warriors.

At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
This objective cannot be scored in the first battle round. In the fifth battle round, the player who has the second turn does not score any victory points at the end of their Command phase; instead, at the end of their turn, they score 5 victory points for each of the above conditions they satisfy (for a maximum of 15 victory points).
SALVATION SHRINES
End Game Objective

The only way to prevent total rad-saturation of this enginarium lies in controlling its salvation shrines. These sacred machineries have the ability to reroute plasma flow through reserve generatora, to isolate the exposed cores and to render them quiescent while repairs are carried out and rad-scrubbers cycled. Of course, sabotaging these shrines would equally doom the enginarium altogether should that be your goal.

At the end of the battle, if one player controls both objective markers labelled Critical, they score 15 victory points.
CUT OFF THE HEAD
End Game Objective

Amidst the terror and mayhem of the rad leak, and the ferocious fight to secure the salvation shrines, the opportunity may present itself to strike a deadly blow at the enemy’s command structure.

At the end of the battle, each player scores 15 victory points if their opponent’s WARLORD has been destroyed.

Entry Zones
In Boarding Actions, each player will have one or more deployment zones called Entry Zones. Each time a unit from your Boarding Patrol is set up, it must be set up wholly within one of your Entry Zones. If a unit will not fit wholly within an Entry Zone, all of its models must be set up as close to the centre of that Entry Zone as possible.

You cannot set up a unit within an Entry Zone if any other unit is in that Entry Zone. However, when setting up a unit at the start of the battle, you can set up your WARLORD alongside that unit as if it was a part of it, using the same Entry Zone. Rules that prevent a unit from being set up within a specific distance of another model or unit cannot prevent a unit from being set up within an Entry Zone.
Battle Honours
Units gain one Battle Honour each time they gain a rank. Sometimes, a unit can gain an additional Battle Honour by other means (such as by winning certain missions). There are several types of Battle Honours that can be bestowed onto a unit: Battle Traits, Psychic Fortitudes, Weapon Enhancements and Crusade Relics. Each time a unit gains a Battle Honour, it can select from one of those categories. A unit can never have more than six Battle Honours. Make a note of each Battle Honour a unit has on its Crusade card.

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

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

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.
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.
Engagement Range
When measuring to see if one model is within Engagement Range of another, if the shortest line between those two models passes through an open Hatchway, then those models are within Engagement Range if they are within 2" of one another, as shown below.


  • Both Models B and C are within Engagement Range of Model A, as the shortest distance between them passes through an open Hatchway and they are within 2" of one another.
  • However, Model D is not within 2" of Model A and so these two are not within Engagement Range.
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. 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).
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.
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.
Dense Cover
If this terrain feature is at least 3" in height, then subtract 1 from the hit roll when resolving an attack with a ranged weapon unless you can draw straight lines, 1mm in thickness, to every part of at least one model’s base (or hull) in the target unit from a single point on the attacking model's base (or hull) without any of those lines passing over or through any part of any terrain feature with this trait. Models that are on or within an Area Terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is on or within. Models within 3" of an Obstacle terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is within 3" of. The height of a terrain feature is measured from the highest point on that terrain feature.

Models do not suffer this penalty to their hit rolls when making an attack with a ranged weapon that targets an AIRCRAFT unit, or a unit that includes any models with a Wounds (W) characteristic of 18 or more, even if this terrain feature is between it and the firing model (note that the reverse is not true).

  • Subtract 1 from hit rolls made for ranged weapons if at least 3” tall.
  • Does not apply to models that are only shooting through their own terrain feature.
  • No penalty when shooting at AIRCRAFT and units with W characteristic of 18+.
Manifesting Psychic Powers
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. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round.

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.
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.
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.
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.
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.
Objective Markers
In Boarding Actions, objective markers should have a diameter of 40mm. A model is within range of an objective marker if it is within 1" of that objective marker.

At the start of the battle, each objective marker on the battlefield is contested, and so is not controlled by either player. Unless otherwise noted, a player will control an objective marker at the end of any phase if they have more models within range of it than their opponent does.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

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

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

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
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.
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.
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
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.
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.
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.
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.
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.
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.
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.
Hold Steady
Some rules will allow a unit to Hold Steady. If a model makes an Overwatch attack while its unit is under the effects of such a rule, an unmodified hit roll of 5+ for that attack will score a hit.
Operate Hatchway
One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase if they are within 1" of a Hatchway. This action can be performed by any unit that is not within Engagement Range of any enemy models, even if that unit is being affected by a rule that would normally prevent it from performing actions. The action is completed at the end of your Movement phase if no enemy models are within 1" of that Hatchway. If there are any enemy models within 1" of that Hatchway, your opponent can attempt to prevent the action from being completed. If they do so, roll off with your opponent; each player adds the Strength characteristic of one of their models that is within 1" of that Hatchway to their respective scores. If you win, the action is completed; otherwise, the action fails. If completed, that Hatchway opens (if it was closed) or closes (if it was open).

If a Hatchway opens and units on opposite sides of that Hatchway now find themselves within Engagement Range of each other, then those units will be eligible to fight during the subsequent Fight phase, but neither of those units count as having made a charge move this turn.


Before opening the Hatchway, Model A and Model B are not within Engagement Range of one another.


After Model A opens the Hatchway, it is within Engagement Range of Model B as the shortest distance between them passes through an open Hatchway and they are within 2" of one another. In the following Fight phase, both units will be eligible to fight, but Model A’s unit will not count as having charged that turn.
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.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
D33
Some of the rules will ask you to roll a D33. To do so, roll two D3s one after the other: the first dice result determines your ‘tens’ and the second your ‘units’. For example, if you rolled two D3s and the first result was a 2 and the second was a 1, then the D33 result is a 21.
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.
Secure Site
One or more units from your army with the Objective Secured ability can start to perform this action at the end of the Move Units step of your Movement phase, if they are within range of an objective marker that has no enemy models within range of it. Each unit performing this action must be within range of a different objective marker. The action is completed at the start of your next Command phase, provided the unit performing it is still within range of that objective marker. If completed, that objective marker remains under your control until the end of the battle, unless your opponent controls it at the end of any subsequent phase, even if there are no models from your army within range of it.

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