Chapter Approved 2025-26

TITANIC CHARACTER

Books

BookKindEditionVersionLast update
  Chapter Approved 2025-26: Mission Deck
  Chapter Approved 2025-26: Mission DeckExpansion101.0June 2025

FAQ

Chapter Approved Battles

A Chapter Approved battle is waged by following the sequence below.


1

Set Mission Parameters

Choose what sort of mission you want to play. Your decision determines which decks of cards you use for the mission.

Incursion: Players have mirrored deployment zones and the same aim.

Strike Force: Players have mirrored deployment zones and the same aim.

Asymmetric War: The Attacker and Defender have different deployment zones and aims. Designed for 2000+ points per army.
Then gather and shuffle the following decks, determined by the sort of mission you chose.

Incursion: Incursion Deployment cards; Primary Mission cards; Secondary Mission cards (Attacker and Defender decks); Challenger cards.

Strike Force: Strike Force Deployment cards; Primary Mission cards; Secondary Mission cards (Attacker and Defender decks); Challenger cards.

Asymmetric War: Asymmetric War Deployment cards; Asymmetric War Primary Mission cards; Secondary Mission cards (Attacker and Defender decks); Challenger cards.

In any of these missions, you can also use the Twist deck to add thematic conditions to the battle.

CHAPTER APPROVED TOURNAMENT COMPANION
Asymmetric War cards and the Twist cards not included in Chapter Approved Tournament. This document also assumes you will be playing Strike Force sized games; as such, the layouts are designed to be used with the Strike Force Deployment cards.

2

Muster Armies

Muster armies as described in the Core Rules.

INCURSION MISSIONS
In an Incursion mission, we suggest the following changes to the Muster Armies rules for a better experience for both players.
  • Your army can contain up to two units with each datasheet name - or up to four units with each datasheet name if it is a BATTLELINE or DEDICATED TRANSPORT unit.
  • Your army can contain up to one TITANIC CHARACTER.

3

Determine Mission

Draw one Deployment card, one Primary Mission card and, if you’re using them, one Twist card. Together these describe where you can deploy your armies, how to score Victory points (VP), and any additional conditions.

CHAPTER APPROVED TOURNAMENT COMPANION
Instead of shuffling and drawing from the Deployment and Primary Mission decks, players should use the pre-generated missions from the Chapter Approved Tournament Mission Pool. Set aside the Secondary Mission and Challenger cards decks as normal (players will receive these later).

4

Read Mission

Read the Primary Mission. The Primary Mission card details how and when you score Victory points (VP), and may also apply additional conditions to the battle. You can also score VP by achieving Secondary Missions and Challenger cards (described later).

CHAPTER APPROVED TOURNAMENT COMPANION
Twist cards will not be used.

5

Place Objective Markers

Set up objective markers on the battlefield, as shown on the Deployment card drawn.

CHAPTER APPROVED TOURNAMENT COMPANION
Players now set up objective markers on the battlefield. Each Deployment card’s deployment map will show players how many objective markers to set up and where each should be placed. In Chapter Approved Tournament Missions, models can end any type of move on top of an objective marker.

Designer’s Note: In the Warhammer 40,000 Core Rules, objective markers are physical artefacts that models cannot end a move on, representing vital data caches, xenos relics, Chaos portals or anything else that suits your narrative. While this adds to the cinematic nature of the battlefield and offers exciting hobby opportunities, it can sometimes result in model-positioning circumstances that not everyone will enjoy equally. As such, these guidelines recommend treating objective markers as flat, circular markers 40mm in diameter that offer no impediment to the movement or placement of models.
6

Create The Battlefield

Create the battlefield and set up terrain features (see the Core Rules). Missions are played on rectangular battlefields 44" by 60" in size. Terrain features should not be set up within any impassable sections (such as the walls of a ruin) within 1" of any objective markers.

CHAPTER APPROVED TOURNAMENT COMPANION
Players now create the battlefield and set up terrain features. Missions are played on rectangular battlefields whose dimensions are approximately 44" by 60". When setting up terrain features, use the guidelines detailed in the Terrain Layouts section of this pack. Players must use the rules for terrain features detailed in the Core Rules. While other approaches to terrain layout may work within the collections of experienced organisers, we recommend these terrain guidelines when otherwise in doubt.

7

Determine Attacker and Defender

Look at the Deployment card drawn and agree which edges of your battlefield are the Attacker’s and Defender’s battlefield edges. Roll off: the winner decides who will be the Attacker and who will be the Defender (or decide together if both players agree).

8

Select Secondary Missions

Secondary Mission cards detail additional ways to score VP, and must be used either as Fixed or Tactical Missions. Players now secretly note down whether they will use Fixed or Tactical Missions; if using Fixed Missions, they must also note down which two Fixed Missions they will use (see below). Players then reveal these decisions and proceed accordingly.

Designer’s Note: If you’re not sure, use Tactical Missions.

FIXED MISSIONS
Fixed Missions are goals that remain throughout the battle, and can be achieved multiple times.

Fixed Missions are those marked with the symbol shown on the left. After revealing the two Fixed Missions you will use, set aside the remainder of your Secondary Mission deck (it will not be needed during the battle). Your selected Fixed Mission cards cannot be discarded for any reason other than the Adapt or Die Mission Rule card.

TACTICAL MISSIONS
Tactical Missions are replenished at the start of your Command phase, and are discarded once achieved.

After revealing that you will use Tactical Missions, shuffle your Secondary Mission deck.

If you are using Tactical Missions:
  • At the start of your first Command phase, draw two cards from your Secondary Mission deck; those two Secondary Mission cards are active for you until you achieve them. At the start of each of your subsequent Command phases, if you have fewer than two active Secondary Mission cards, draw from your Secondary Mission deck until you have two active Secondary Mission cards.
  • At the end of your Command phase, you can spend CP to use the New Orders Stratagem below.

NEW ORDERS
1CP
Core Stratagem – Strategic Ploy Stratagem
High command has received new intelligence.
WHEN: End of your Command phase.

TARGET: One of your active Secondary Mission cards.

EFFECT: Discard it and draw one new Secondary Mission card.

At the end of each player’s turn, each player using Tactical Missions does the following, starting with the player whose turn it is:
  • First, if you scored 1 or more VP from a Secondary Mission card, discard that Secondary Mission card – it is achieved.
  • Then, you can discard one or more of your active Secondary Mission cards. If you do, and it is your turn, you gain 1CP.
  • If your Secondary Mission deck runs out, you cannot generate any additional Secondary Missions during the battle.

9

Declare Battle Formations

Players secretly note down which of their Leader units will start the battle attached to which Bodyguard units, which of their units will start the battle embarked within which TRANSPORTS, and which of their units will start the battle in Reserves (including Strategic Reserves). Players then reveal these decisions.

RESERVES RESTRICTIONS
  • No more than half of the units in your army can start the battle in Reserves, and the points total of those units cannot be more than half of the points total of your army (units embarked within a TRANSPORT that is set up in Reserves also count towards these limits).
  • Reserves units cannot arrive on the battlefield during the first battle round (excluding units placed into Strategic Reserves during the battle).
  • Any Reserves units that have not arrived on the battlefield by the end of the third battle round count as having been destroyed, as do any units embarked within them (excluding units placed into Strategic Reserves during the battle).
10

Deploy Armies

Players take it in turns to set up their remaining units one at a time, starting with the Defender. A player’s models must be set up wholly within their deployment zone. If a player sets up a TITANIC unit when it is their turn to set up a unit, they skip their next turn to set up a unit. If one player finishes deploying all of their units, their opponent then deploys the remainder of their units.

Asymmetric War Missions: In an Asymmetric War mission, starting with the Attacker, each player sets up all of their units wholly within their deployment zone. Once a player has finished setting up units, if that player has any units that have not been set up (for example, because there isn’t room), those units start the battle in Reserves. Players must still observe the Reserves restrictions above. If a unit cannot be set up in this step or start the battle in Reserves, it is destroyed.

11

Redeploy Units

Some rules allow players to redeploy certain units after both armies are deployed. Unless otherwise stated, such rules are resolved in this step. Players alternate resolving any such rules, starting with the Attacker.

12

Determine First Turn

Roll off: the winner takes the first turn.

13

Resolve Pre-battle Rules

Players alternate resolving any pre-battle rules units from their army may have, starting with the player who will take the first turn.

14

Begin the Battle

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

Challenger Cards

A player becomes the Challenger if, at the start of the battle round, they have fewer VP than their opponent, and the difference between their VP totals is 6 or more. That player remains the Challenger until the end of the battle round.

While you are the Challenger, draw one Challenger card at the start of your Command phase. Each Challenger card presents one Stratagem and one Mission. You can complete the Mission, or you can use the card as a Stratagem – you cannot do both. Note that both players use the same deck of Challenger cards.

Rules cannot change the cost of the Stratagem on a Challenger card, and rules that generate Command points cannot be triggered by the Stratagem on a Challenger card.

At the end of your turn, if you have not used that Stratagem or completed that Mission, discard the card. If you use that Stratagem or complete that Mission, discard the card.

15

End the Battle

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

16

Determine Victor

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

The maximum VP each player can score is 100VP. Each player scores 10VP if their army is painted to a Battle Ready standard. The maximum VP that can be scored from each source of VP is detailed on below. In all cases, any excess VP awarded above these maximums are lost.

VP SOURCEMAXIMUM VP
Primary Mission50VP90VP**
Secondary Missions40VP*
Challenger cards12VP
Battle Ready Army10VP10VP
* If using Fixed Missions, 20VP maximum per Fixed Mission card.
** You cannot score more than 90VP for your Primary Mission, Secondary Missions and Challenger cards combined.

Designer’s Notes

VP FOR DESTROYING MODELS OR UNITS
Some cards award VP for destroying enemy models or units. If you gain VP as described on such cards, you retain those VP even if those destroyed models or units are subsequently returned to the battlefield, and if those models or units are subsequently destroyed again, you can gain VP again as a result if a relevant card is active.

VP UP TO A LIMIT
Some cards award VP up to a stated limit, which may not be a round multiple, e.g. ‘2VP (up to 5VP)’. In such cases, you can keep scoring up to the stated limit, then any excess VP awarded are lost.

DISCARDING CARDS
Some cards begin with a section named ‘When Drawn’, which details immediate next steps including when such cards either can or must be discarded. Note that if such a card is a Secondary Mission card, this section only applies if you are using Tactical Missions.

HOW MANY UNITS CAN PERFORM THE SAME ACTION?
If an Action’s Units section places a limit on the number of units that can perform it, this means that only that number of units from your army can be performing that Action at any one time.

Deployment Card Key

ATTACKER’S DEPLOYMENT ZONE
The Attacker must set up their army within this area.

DEFENDER’S DEPLOYMENT ZONE
The Defender must set up their army within this area.

NO MAN’S LAND
The region of the battlefield that is not within either player’s deployment zone.

OBJECTIVE MARKERS
The quantity and locations of objective markers are shown with this icon.

CENTRE OF BATTLEFIELD

Attacker’s Battlefield Edge
Defender’s Battlefield Edge

Actions

Your forces can attempt daring battlefield tasks to turn the conflict in your favour.

Some cards feature Actions that certain units can perform. Each Action states which units can perform it, when it is started and completed, and what the effects of completing it are. A unit cannot start to perform an Action if one or more of the following apply to that unit:
  • It is an AIRCRAFT unit.
  • It is Battle-shocked.
  • It has an Objective Control characteristic of 0.
  • It is within Engagement Range of one or more enemy units (unless it is a TITANIC CHARACTER unit).
  • It Advanced or Fell Back this turn.
  • It is not eligible to shoot this phase (including units that have already been selected to shoot this phase).

If a unit starts to perform an Action, until that Action is completed or until the end of the turn (whichever is later), that unit is not eligible to shoot or declare a charge (if it is a TITANIC CHARACTER unit, that unit cannot start to perform another Action and is not eligible to declare a charge instead).

If a unit performing an Action makes a move (excluding Pile-in and Consolidation moves) or leaves the battlefield, that Action cannot be completed.

In an Incursion mission:
  • Advancing does not make a BATTLELINE unit ineligible to start an Action.
  • Starting an Action does not make a BATTLELINE unit ineligible to shoot.

Battle Ready

Playing games of Warhammer is a shared experience that we all want to look and feel great. To reflect this, Chapter Approved games reward you for having a fully painted ‘Battle Ready’ army. Here we explain what that means, and where to find achievable online tutorials and painting guides to get your army ready for action!


When you play a Chapter Approved game, there are 10 victory points available if every model in your army is painted to a Battle Ready standard. Battle Ready means your models are fully painted with a detailed or textured base.

This is considered to be the minimum standard of miniature painting for a Chapter Approved mission, as well as a guaranteed method of scoring some victory points before the dice even start rolling.

The Citadel Colour range includes all the paints and hobby supplies you’ll need to paint your miniatures quickly and efficiently, In fact, Contrast paints were created especially to help you get your armies Battle Ready in no time — just one coat of Contrast paint lays down both a base colour and a bit of shade — while Technical paints give you a textured base with one application. It’s never been easier to get your army ready for a tournament.

Chapter Approved Tournament Companion

Introduction

Welcome to the Champter Approved Tournament Companion! The following guidelines are designed to support organisers of Warhammer 40,000 events in delivering a fine-tuned tournament experience using the Chapter Approved Mission Deck. That product offers great scope for all kinds of matched play, and its many variables create a dizzying array of potential missions – thousands, in fact! Some of these are particularly well suited to the most hotly contested scenarios, and this pack provides suggestions for the best event configurations. We have also taken the opportunity to optimise certain Core Rules concepts for tournament play.

This document provides a ready-made framework for levelling the playing field and getting games underway quickly, whether you are planning your first matched play event or have years of experience organising the largest and most acclaimed tournaments. Its recommendations will be followed in full at most Games Workshop matched play events, and are considered the official way to play Warhammer 40,000 in a tournament setting, but can be adapted to suit your own circumstances – the terrain layout advice is aimed primarily at newer organisers, for example, and those with large established terrain collections should feel free to interpret it accordingly.

The recommendations are presented as follows:
  • Chapter Approved Tournament Mission Sequence: Adjustments to the steps players would normally follow to generate a mission and prepare the battlefield.
  • Chapter Approved Mission Deck Errata & FAQ: Updates to certain cards and answers to frequently asked questions.
  • Chapter Approved Tournament Mission Pool: 20 recommended tournament rounds to draw from, with pre-set Primary Missions and deployment modes that put all players on an equal footing and minimise pre-game admin.
  • Terrain Layouts: A suite of carefully designed terrain setups to be used in conjunction with the Chapter Approved Tournament Mission Pool.
  • Pairings and Rankings: Advice for fairly pairing players and determining rankings.

Designer’s Note: This document does not use the full contents of your Chapter Approved Mission Deck; it has been written to provide the best experience for strangers to play a pick-up game or face off in an event. For this reason we have not included the Asymmetric War cards and the Twist cards, which are both left for pick-up-and-play games where you can plan and prepare. In addition, this document assumes you will be playing Strike Force sized games; as such, the layouts are designed to be used with the Strike Force Deployment cards. We recommend that tournament organisers who wish to run an Incursion event should adjust these layouts as appropriate.

Chapter Approved Tournament Mission Pool

The 20 Chapter Approved Tournament Missions in this section are designed to act as a pool from which organisers can build their events, selecting from it in random order. Further commentary on these is given below.


Primary Missions
The Chapter Approved Mission Deck includes 10 Primary Missions, for the best balanced experience we have used a mix of 7 of these Primary Missions for organisers to build their events. We recommend selecting options that span a variety of different Primary Missions, to provide different challenges for the players to adapt to.

For those running longer-format events, or whose attendees are particularly expectant of a perfectly balanced mission every time, we have included the more straightforward Primary Missions in a greater number of configurations.

Recommended Terrain Layouts
When using the recommended terrain layouts in this pack, please note the layouts best suited for each deployment mode, as shown in the table below. We recommend structuring your mission order to facilitate any changes to terrain layouts you will need to make during your event, if, as the organiser, you choose to set up the tables for the players.

CHAPTER APPROVED TOURNAMENT MISSION POOL
PRIMARY MISSIONDEPLOY­MENTTERRAIN LAYOUTS
ATake and HoldTipping PointLayout 1, Layout 2, Layout 4, Layout 6, Layout 7, Layout 8
BSupply DropTipping PointLayout 1, Layout 2, Layout 4, Layout 6, Layout 7, Layout 8
CLinchpinTipping PointLayout 1, Layout 2, Layout 4, Layout 6, Layout 7, Layout 8
DScorched EarthTipping PointLayout 1, Layout 2, Layout 4, Layout 6, Layout 7, Layout 8
ETake and HoldHammer and AnvilLayout 1, Layout 7, Layout 8
FHidden SuppliesHammer and AnvilLayout 1, Layout 7, Layout 8
GPurge the FoeHammer and AnvilLayout 1, Layout 7, Layout 8
HSupply DropHammer and AnvilLayout 1, Layout 7, Layout 8
IHidden SuppliesSearch and DestroyLayout 1, Layout 2, Layout 3, Layout 4, Layout 6
JLinchpinSearch and DestroyLayout 1, Layout 2, Layout 3, Layout 4, Layout 6
KScorched EarthSearch and DestroyLayout 1, Layout 2, Layout 3, Layout 4, Layout 6
LTake and HoldSearch and DestroyLayout 1, Layout 2, Layout 3, Layout 4, Layout 6
MPurge the FoeCrucible of BattleLayout 1, Layout 2, Layout 3, Layout 4, Layout 6
NHidden SuppliesCrucible of BattleLayout 1, Layout 2, Layout 3, Layout 4, Layout 6
OTerraformCrucible of BattleLayout 1, Layout 2, Layout 3, Layout 4, Layout 6
PScorched EarthCrucible of BattleLayout 1, Layout 2, Layout 3, Layout 4, Layout 6
QSupply DropSweeping EngagementLayout 3, Layout 5
RTerraformSweeping EngagementLayout 3, Layout 5
SLinchpinDawn of WarLayout 5
TPurge the FoeDawn of WarLayout 5

Terrain Layouts

The following battlefield recommendations are intended primarily for newer organisers and those looking for a steer in building up a terrain collection for regular tournament play. These layouts will be seen at most Games Workshop matched play events, and reflect the type of terrain density that creates risk-and-reward decisions that a wide variety of army types can engage with. They are by no means the only way to set up a battlefield for balanced play, but represent a reliable starting point when in doubt.


These are the terrain layouts we use for balance and internal testing within the Warhammer Design Studio. We feel they reflect how a battlefield should look for balanced play in the current edition of Warhammer 40,000.

They are by no means the only way to set up a battlefield for balanced play, but represent a reliable starting point when in doubt. These layouts were designed with a few key principles in mind:

Recommended Measurements

For all of the battlefield recommendations we use a combination of three different sizes of area terrain outlines:

AREA TERRAIN SIZEQUANTITY
6" x 4" 4
10" x 5"2
12" x 6"6

Using the area terrain outlines detailed above, all of the battlefield recommendations have preset measurements provided. This allows for organisers to easily set up the tables, or allow the players themselves to set up their own tables at the beginning of each round.

Objective Markers

Objective markers can and sometimes will be either hidden within terrain or placed in the open.

Use of Ruins

The following layouts primarily use the Ruins terrain feature. This efficiently achieves a good amount of line-of-sight blockage and cover appropriate for balanced games, thanks to the natural abstraction of line of sight within the rules for Ruins. Remember that a variety of terrain heights not only adds to the immersive nature of the battlefield, but is also important for line of sight and rules such as Plunging Fire. For organisers and players with a more robust terrain collection (especially elements that block true line of sight), incorporating features such as Woods, Barricades and Hills into your chosen layouts is perfectly acceptable.

TERRAIN KEY – SUGGESTED TERRAIN HEIGHT

MORE THAN 4"
2" OR LESS
For model mobility purposes, we have shaded the area terrain outlines in the above colours to show our recommendations for how tall the terrain should be in each section.

Below are examples of Ruins terrain placements within area terrain sections, as well as icons that denote if connected area terrain outlines are a single area terrain section or separate area terrain sections when determining line of sight.

These height and Ruin placement guidelines help provide a balanced tournament experience; as organisers you are free to adjust this to suit your terrain collection.

RECOMMENDED RUINS TERRAIN PLACEMENT
SINGLE AREA TERRAIN SECTION
SEPARATE AREA TERRAIN SECTIONS








Objective Markers
Objective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter.

When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker.

At the start of the battle, each objective marker on the battlefield is said to be contested, and so is not controlled by either player. To control an objective marker, a player will first need to move models within range of it. A model is within range of an objective marker if it is within 3" horizontally and 5" vertically of that objective marker.

Every model has an Objective Control (OC) characteristic listed on its datasheet. To determine a player’s Level of Control over an objective marker, add together the OC characteristics of all the models from that player’s army that are within range of that objective marker. A player will control an objective marker at the end of any phase or turn if their Level of Control over it is greater than their opponent’s. If both players have the same Level of Control over an objective marker, that objective marker is contested.

  • A model is within range of an objective marker if within 3" horizontally and 5" vertically.
  • Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker.
  • An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested).
  • Models cannot end a move on top of an objective marker.
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, roll off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.
Destroyed
Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed.
LEADER

Mighty heroes fight at the forefront of battle.

Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.

During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it.

While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.

  • Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit.
  • Attached units can only contain one Leader.
  • Attacks cannot be allocated to CHARACTER models in Attached units.
Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

The Starting Strength of an Attached unit is equal to the combined Starting Strengths of all of its units (i.e. the number of models in the Leader unit added to the number of models in the Bodyguard unit). If either the Leader unit or the Bodyguard unit in an Attached unit is destroyed, the Starting Strength of the remaining unit is changed to be equal to its original Starting Strength.

Example: A Primaris Captain (Starting Strength 1) is attached to a unit of Intercessors (Starting Strength 5). This Attached unit has a Starting Strength of 6. If all the Intercessors are destroyed, the remaining Primaris Captain would revert to having a Starting Strength of 1.

For the purposes of rules that are triggered when a unit is destroyed, such rules are still triggered when one of the individual units that made up an Attached unit is destroyed (the Leader or the Bodyguard unit).

Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP).
Embark
If a unit makes a Normal, Advance or Fall Back move, 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 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 that TRANSPORT model. Unless otherwise stated, units cannot do anything or be affected in any way while they are embarked.

  • A unit can embark within a friendly TRANSPORT if all of its models end a Normal, Advance or Fall Back move within 3" of that TRANSPORT.
  • A unit cannot embark and disembark in the same phase.
2. Battle-shock
In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength. To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked.

While a unit is Battle-shocked:

Once you have taken Battle-shock tests for all of your units that require them, your Command phase ends and you progress to your Movement phase.

In this step, if for any reason a unit is forced to take a Battle-shock test for being below its Starting Strength, unless otherwise stated, that unit does not also have to take a Battle-shock test for being Below Half-strength. While a unit is Battle-shocked, all models in that unit are also Battle-shocked.

  • Take a Battle-shock test for each unit from your army on the battlefield that is Below Half-strength.
  • Roll 2D6: if the result is greater than or equal to the unit’s Leadership, the test is passed. Otherwise, the unit is Battle-shocked until the start of your next Command phase.
  • Battle-shocked units have an OC of 0 and their controlling player cannot use Stratagems to affect them.
  • Battle-shocked units must take Desperate Escape tests if they Fall Back.
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 – and their units – are within Engagement Range of each other.

Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models. If for any reason a model cannot meet this condition, that model is destroyed.

  • Engagement Range: Within 1" horizontally and 5" vertically.
  • Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models.
Advance Moves
When a unit Advances, make an Advance roll for that unit by rolling one D6. Add the result in inches to the Move characteristic of each model in that unit until the end of the phase. Each model in that unit can then make an Advance move by moving a distance in inches less than or equal to 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 Advanced.

  • Advance Move: Models move up to M+D6".
  • Cannot move within Engagement Range of any enemy models.
  • Units that Advance cannot shoot or charge this turn.
Fall Back Moves
When a unit Falls Back, each model in that unit can make a Fall Back move by moving a distance in inches less than or equal to its Move characteristic, and when doing so you can move it within Engagement Range of enemy models, provided it does not end that move within Engagement Range of any enemy models – if this is not possible, that unit cannot Fall Back.

A unit cannot shoot or declare a charge in the same turn that it Fell Back.

Desperate Escape Tests
Unlike when making other types of move, models can move over enemy models when making a Fall Back move as if those enemy models were not there, but you must take a Desperate Escape test for each model that will do so (excluding models that are TITANIC or can FLY) before any models in that unit are moved. In addition, if a unit is Battle-shocked when it is selected to Fall Back, you must take a Desperate Escape test for every model in that unit before any are moved.

Each time you take a Desperate Escape test for a model, roll one D6. For each roll of 1-2, one model from the unit that is Falling Back is destroyed (selected by you). The same model can only ever trigger one Desperate Escape test per phase.

  • Fall Back Move: Models move up to M".
  • Units that Fall Back cannot shoot or declare a charge in the same turn.
  • Models can move over enemy models when Falling Back, but you must take Desperate Escape tests for them before they do so (excluding models that are TITANIC or can FLY).
  • If a Battle-shocked unit is selected to Fall Back, take a Desperate Escape test for every model in that unit.
  • Desperate Escape Test: Roll one D6. On a 1-2, one model from that unit is destroyed.
Pile In
When a unit Piles In, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Pile-in move. For a Pile In to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, no models in the unit can make Pile-in moves this phase and you progress to making melee attacks with that unit. Otherwise, the unit can make Pile-in moves.

Each time a model makes a Pile-in move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Pile-in Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit (or no models can Pile In).
Consolidate
After a unit has finished making all of its melee attacks, it Consolidates. Each time a unit Consolidates, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Consolidation move. For a Consolidation to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, then each model in that unit can instead make a Consolidation move towards the closest objective marker, but only if, after doing so, that unit is within range of that objective marker and in Unit Coherency. If these conditions also cannot be met, no models in the unit can make Consolidation moves this phase and that unit’s fight ends.

If a unit can end its Consolidation within Engagement Range of one or more enemy units, then each time one of its models makes a Consolidation move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Consolidation Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit if possible.
  • If the above is not possible, each model can move towards the closest objective marker, but this must result in the unit being within range of it and in Unit Coherency.
  • If the above is also not possible, no models can Consolidate.

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