Dread Incursions

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  500 Worlds: Dread Incursions
  500 Worlds: Dread IncursionsExpansion10January 2026

Introduction

On this page you will find a number of campaigns designed to offer a series of games for two players to play through, telling a single, ongoing narrative across them. Each campaign will be fought between the Aggressor and the Protector, with players deciding between them who the Aggressor and who the Protector will be. This decision is made at the start of the campaign and the players keep these roles for the duration of the campaign.

The campaigns in this section evoke some of the swiftest and bloodiest battles to occur amidst the Reclamation of Greater Ultramar. You can use them to recreate some of the tense conflicts described in 500 Worlds: Titus. In these campaigns, one player takes the role of the Aggressor and the other is the Protector; this describes their stance in the campaign as a whole, and can reflect a host of variation for any faction. Maybe one player has a force drawn from a Shield Chapter and they are the Aggressor in their campaign of conquest to retake the Five Hundred Worlds, or maybe they are the Protector seeking to maintain the Imperium’s grip upon a world or ship. Perhaps an acquisitive prospect from the Leagues of Votann aims to seize exotic energy from a dormant Necron tomb, only to find a warband of Orks have breached it first and are determined to protect their recently scavenged loot. Or what about a Genestealer Cult aggressively taking over a ship to spread their curse across Ultramar, or a cabal of Thousand Sons protecting their ritual site to subvert the region?

Each campaign has a map associated with it, which will direct you to a starting point for that campaign, as well as which missions should be played depending on the outcome of that battle (e.g. If the Attacker or Defender won, if the Aggressor or Protector won, if one player achieved a major victory).

Using the campaign map key opposite (as well as shown on the relevant campaigns), you should begin at the starting mission and then follow the directions noted on each campaign map, based on the outcome of the most recent battle, to discover where your next encounter will take place, and to where your forces will eventually clash in one final mission.

If, at the end of any battle, one player has 30VP or more than their opponent, that player has achieved a major victory and will be the Advantage player in the next battle, the benefit of which, if any, will be explained in the relevant mission.

When playing a campaign, if a battle results in a draw, players roll off to determine a winner for the purposes of deciding which path to follow. When rolling off in this way, the victory achieved will always be a minor victory. If the result of the final mission in a campaign is a draw, players do not roll off, instead the efforts of your forces have been evenly matched, and although losses have been incurred by both forces, neither was able to score a decisive victory.

Campaigns


Eldritch Depths

Necron tomb complexes and voidships are ancient, perilous environments. Yet for those willing to brave the dangers, they contain many time-lost technological wonders that are worth fighting to possess or to protect.

Eldritch Depths requires the Boarding Actions Tomb World Terrain Set.

STARTING MISSION: DECRYPTION

Having crept deep into the hostile labyrinth, the invaders discover that - to progress further - they must decode the strange transmissions whispering through their networks.

The Aggressor is the Attacker and the Protector is the Defender.

TAKE THE ARTEFACT

The invaders have reached the very heart of the tomb, where they plan to rob the treasures of slumbering Necrons. The defenders will not allow this transgression to go unpunished.

The Aggressor is the Attacker and the Protector is the Defender.

Advantage Player: At the start of the first battle round, you can open up to two Hatchways.

ESCAPE THE COLLAPSE

Ongoing conflict within the crumbling environs of the tomb, coupled with ancient traps triggering in its defence, cause entire sections of the complex to start collapsing.

The Aggressor is the Attacker and the Protector is the Defender.

Advantage Player: At the start of the first battle round, you can select up to two Debris terrain features and set each up anywhere on the battlefield that is not on a Translocator Dais and not within 2" of any Hatchways or models.

DEFENCE GRID AWAKENING

The invaders’ attempts to break into the Necrons’ communications have drawn the vengeful attentions of the tomb’s Master Program.

Advantage Player: Once per battle, when resolving the Defensive Measures rule, you can select one Translocator Dais for the tomb ship defences to channel their energies through and you can select the defence measure that does so.

ERRANT TRANSLOCATORS

Seeking to escape the tomb’s defences, the invaders inadvertently enter a region badly in need of repair. The defenders move to exploit the resultant confusion amidst faltering translocation beams and sparking energy fields.

Advantage Player: At the start of the Deploy Armies step, you can select one unit from your army and set it up anywhere on the battlefield wholly within 3" of one Translocator Dais.

LOCATE ESCAPE ROUTE

Having plundered what they can, the invader seeks to escape, while the defender hastens to encircle them and prevent them escaping with their ill-gotten gains.

The Aggressor is the Attacker and the Protector is the Defender.

Advantage Player: Once per battle, at the end of their opponent’s turn, they can select one unit from their army that is not within Engagement Range of one or more enemy units. If they do, remove that unit from the battlefield and place it into Strategic Reserves.

Aggressor Victory: If the players played the Take the Artefact mission and the Aggressor won that mission, the Aggressor scores a major victory for the campaign. Otherwise, the Aggressor scores a minor victory for the campaign.

Protector Victory: If the players played the Defence Grid Awakening mission and the Protector won that mission, the Protector scores a major victory for the campaign. Otherwise, the Protector scores a minor victory for the campaign.

Boarding Strikes

There are few more effective ways of decisively scuttling or even capturing an enemy voidship than by boarding it.

Boarding Strikes requires the Boarding Actions Terrain Set.

STARTING MISSION: SEEK AND DESTROY

The first priority for boarding parties landing on the outer hull of a hostile ship is often to assault nearby gunnery positions, both to force a breach into the interior and also to stop those weapons firing, thus taking them out of the wider void war.

The Aggressor is the Attacker and the Protector is the Defender.

SABOTAGE

Having torn a breach through the gunnery decks, the invaders now seek to torch the ships considerable fuel stores or cripple its enginarium.

The Aggressor is the Attacker and the Protector is the Defender.

Advantage Player: At the start of the first battle round, you can select one unit from your army; that unit can make a Normal move of up to 6".

LET NONE LIVE

With ammunition low and casualties spiralling, one force must escape the ship before their enemies make it their tomb.

The victor of the previous battle is the Attacker and their opponent is the Defender.

Advantage Player: At the start of the Deploy Armies step, you can select one of the Delaying Force Entry Zones. That Entry Zone is no longer an Entry Zone, but in the Deploy Armies step, you can set up two units in one of your Delaying Force Entry Zones.

Victor: If the victor also won the Seek and Destroy mission they score a major victory for the campaign, otherwise their opponent scores a minor victory.

DIVIDE AND SLAUGHTER

The defenders drive the invaders back into a live combat training area, seeking to use its hazards to end the threat.

Advantage Player: You can choose to be the Attacker or Defender.

Aggressor Victory: The Aggressor scores a major victory for the campaign.

Protector Victory: The Protector scores a minor victory for the campaign.

REINFORCEMENTS INBOUND

Having repulsed the invaders’ initial strike, the defenders are able to herd those boarding parties who did make it inside the ship into a corner, then move fresh forces in to crush them.

The Aggressor is the Attacker and the Protector is the Defender.

Advantage Player: When the Inbound units arrive, before setting up any units, you can change the Arrival Zone of one of your Inbound units to one you did not select in the Deploy Armies step.

LOCKED DOWN

Having broken out of the defenders’ trap and gathered their remaining forces, the invaders launch a strike towards the ship’s bridge, hoping to reach this vital objective before security lock downs trap them again and seal their doom.

Advantage Player: Once per battle, you can re-roll the result when determining which set of Hatchways are unlocked.

Aggressor Victory: The Aggressor scores a minor victory for the campaign.

Protector Victory: The Protector scores a major victory for the campaign.

Ship to Ship Conflict

Amidst a whirling space battle, two vessels clash at close quarters. One, a sinister tomb ship, is struck by multiple enemy boarding parties. Yet the alien vessel strikes back, translocating its own invaders directly onto the enemy ship. The battle now becomes a struggle for both commanders to scuttle the enemy craft while successfully defending their own.

Ship to Ship Conflict uses both terrain sets to tell parallel, but intersecting stories, with the events on one affecting the other; this can be played by two players, alternating between the two sets (i.e. playing the first Boarding Strikes mission, followed by the first Eldritch Depths mission, then returning to play the second Boarding Strikes mission, and so on), or can be played by two sets of two players. When doing so, players should be paired up into an Aggressor pair and a Protector pair, with one member of each pair taking on the battles from Boarding Strikes and Eldritch Depths respectively.

In this campaign, which player has the advantage is determined differently. When playing a Boarding Strikes mission, which player has the advantage depends on the results of the previous Eldritch Depths mission, and vice versa.

BOARDING STRIKES MISSIONS STARTING MISSION: LET NONE LIVE

Even as boarding parties muster, ready to strike at the tomb ship, translocating foes appear in their midst. Chaos ensues as the boarders try to reach their craft and escape the slaughter.

The Protector is the Attacker and the Aggressor is the Defender.

SABOTAGE

Rampaging through the enemy vessel, the invaders reach crucial enginarium chambers and fuel storage tanks. A brutal battle amidst leaping flames ensues as they seek to land the killing blow against their target.

The Aggressor is the Attacker and the Protector is the Defender.

Advantage Player: At the start of the first battle round, select one unit from your army. Each time that unit would take mortal wounds from the Leaping Flame rule, reduce the number of mortal wounds taken by 1.

SEEK AND DESTROY

With the tomb ship being mauled by one crashing point-blank broadside after another, its boarding parties are redirected to eliminate the enemy guns before they can wreak more havoc.

The Aggressor is the Attacker and the Protector is the Defender.

Advantage Player: At the start of the battle round, roll one D6: on a 4+, you gain 1CP.

ELDRITCH DEPTHS MISSIONS STARTING BATTLE: DEFENCE GRID AWAKENING

The first boarding party to push into the tomb ship find themselves immediately targeted by eldritch energy weapons and esoteric power fields.

The Protector is the Attacker and the Aggressor is the Defender.

TAKE THE ARTEFACT

With the tomb ships localised defences evaded or overcome, the invaders now aim to seize an ancient technological relic that their intelligence suggests is the key to the entire tomb ships operation.

The Aggressor is the Attacker and the Protector is the Defender.

Advantage Player: At the start of the first battle round, select one unit from your army. Each time a model in that unit makes an attack, re-roll a Hit roll of 1.

DECRYPTION

With the invaders now fully committed aboard the tomb ship, its defenders move to sever all enemy communications so as to fatally disrupt the boarding parties’ cohesion and then crush them piecemeal.

The Protector is the Attacker and the Aggressor is the Defender.

Advantage Player: At the start of the first battle round, you can open up to two Hatchways.

FINAL MISSION
Neither player has advantage in the final mission.

Aggressor Won the Last Two Missions: The final mission is Locate Escape Route.

Each Side Won One Each of the Last Two Missions: The final mission is Locked Down.

Protector Won the Last Two Missions: The final mission is Reinforcements Inbound.

LOCATE ESCAPE ROUTE

With their own vessel fully secured, one commander now seeks to hunt down and eliminate the last of the enemy vessel’s defenders before they can make good their escape.

Aggressor Victory: The Aggressor scores a major victory for the campaign.

Protector victory: The Aggressor scores a minor victory for the campaign.

LOCKED DOWN

The final battle of this gruelling conflict takes place amidst a heavily secured network of chambers, with victory tantalising close for both commanders.

Aggressor Victory: The Aggressor scores a minor victory for the campaign.

Protector Victory: The Protector scores a minor victory for the campaign.

REINFORCEMENTS INBOUND

The enemy ship is as good as taken, allowing the victorious commander to turn their attention to the last enemy boarders on their own ship and lure them into a final trap.

Aggressor Victory: The Protector scores a minor victory for the campaign.

Protector Victory: The Protector scores a major victory for the campaign.

Lights in the Darkness

Whether deep in the bowels of a malevolent space hulk, forging through the depths of a slumbering tomb complex, or warring amidst the corridors and chambers of a mighty star fort, two armed hosts seek to outmanoeuvre one another and seize a decisive victory.

Lights in the Darkness uses one or both of the compatible terrain sets. This campaign will randomly determine the missions as the players go along, with each player earning Tactical Points that they can spend on additional effects that will impact their games.

When playing this campaign, the missions will not use the advantage rule and, unless stated in the mission rules, the Aggressor will be the Attacker.

Campaign Victory Points

At the start of the campaign, each player starts with 0 Campaign Victory Points (CVP). Once one player has 6 or more CVP and more than their opponent, the campaign ends and the campaign victor is decided. At the end of each battle, each player will earn the number of CVP shown in the table below, depending on the battle result they achieved:

BATTLE RESULTCVP
Major Victory3
Other Victory2
Draw1
Loss0

Starting the Campaign

At the start of the campaign, the players will decide which terrain sets they wish to use and create a mission pool containing all of the missions compatible with those terrain sets.

Each time a mission is played, or vetoed (see Corralling the Foe tactical ploy), it is removed from the mission pool. Whenever the mission pool becomes empty, all of the compatible missions are re-added to it (as when starting the campaign).

Determine Mission

In the Determine Mission step, the players randomly select two missions from the mission pool (if there is only one mission left in the pool, that mission is selected automatically). The Aggressor then selects one of those missions to play. Each time a mission is played, after determining the victor, it is then removed from the mission pool.

Tactical Points

At the end of each battle, for each VP earned by that player in that battle, they gain 1 Tactical Point (TP). These can be spent by that player to use Tactical Ploys in later battles.
  • Each player will have a different set of Tactical Ploys they can use and each will specify when it can be used.
  • Each Tactical Ploy will specify how many TP it will cost to use it.
  • Each Tactical Ploy cannot be used more than once per battle.

Aggressor’s Tactical Ploys

The Aggressor can spend their Tactical Points on the following Tactical Ploys:

UNEXPECTED STRIKE
35TP

A last minute change of targets causes confusion that may be exploited amidst these unfamiliar environs.

Use at the end of the Determine Mission step. Randomly select one mission from the mission pool that was not selected earlier in the step. You can choose to play that mission instead of the previously selected one.
DESPERATE GAMBLE
15TP

To commit so many forces to this attack may seal victory, or risk seeing them vanish without trace amidst the gloom.

Use at the start of the Deploy Armies step. The winner of the battle, if there is one, earns one additional campaign VP. You cannot use this Tactical Ploy more than once.
ARTERIAL CORRIDOR
20TP

The aggressor employs a primary transit route to rapidly move up more forces.

Use at the start of the Deploy Armies step. Select one of your Entry Zones. Until the end of the step, you can deploy one additional unit from your army within that Entry Zone.
DEEP MAPPING
40TP

Auspex sweeps, careful scouting and so forth reveal unexpected routes into enemy territory, whether by cramped conduits, hidden hatches or strange technosorcery.

Use at the start of the Deploy Armies step. Select one unit from your army. Until the end of the battle, models in that unit have the Deep Strike ability and each time that unit is set up on the battlefield using the Deep Strike ability, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units.
DANGEROUS SECRETS
15TP

Forbidden technologies and strange entities in this maze can offer insight to those daring or reckless enough to seek it.

Use at the start of the first battle round. You gain 1CP.

Protector’s Tactical Ploys

The Protector can spend their Tactical Points on the following Tactical Ploys:

TEMPORARY STRONGHOLD
25TP

The defenders have thoroughly mapped this region of the ship, and dug in well.

Use at the end of the Determine Mission step. You gain the Underdog Bonus for that mission, regardless of the points total of each players’ Boarding Patrol and, if they did, your opponent does not.
CORRALLING THE FOE
50TP

A few bulkheads sealed at just the right moment forces the enemy onto a different heading.

Use in the Determine Mission step, just after selecting missions from the mission pool. You select one of those missions to veto. That mission is removed from the mission pool and, until the end of the step, that mission cannot be selected to play. You cannot use this Tactical Ploy again until the mission pool is empty.
FROM THE GLOOM
35TP

Only once the foe have fully committed do the ambushers burst from the shadows.

Use at the end of the Determine Attacker and Defender step. You can swap which player is the Attacker and which is the Defender.
VOID OATH
15TP

Alone and beset amidst the dark of the void, oaths of fealty and determination are a source of strength unto death for these defenders.

At the start of the first battle round, select one unit from your army. Each time a model in your unit is destroyed by a melee attack, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
HEED THE ALARMS
20TP

Alarm systems sounding through this region bring the defenders running to respond.

Use at the start of the first battle round. You gain 1CP.

Determine Campaign Victor

At the end of the campaign, the victor is determined as follows:

  • If one player has at least 3 CVP more than their opponent: the player with the higher CVP total scores a major victory for the campaign.
  • Otherwise: the player with the higher CVP total scores a minor victory for the campaign.

Boarding Actions Missions

Boarding Actions missions are waged by following the sequence below.


1

Muster Boarding Patrol

Players must first muster their Boarding Patrol, as described in the Boarding Actions rules. 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 opponents, 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

The players determine which mission to play from the Boarding Actions missions presented on this page. This will determine the deployment map that the players use, as well as the specific mission briefing. You can either simply agree which you will use with your opponent, or you can roll a D6 and consult the relevant table (for the terrain set you are using) to randomly select a mission.



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 Gaine mission objectives are scored at the end of the battle.

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 Actions battlefields and the position of all terrain features and objective markers that must be placed on the battlefield will be shown on the deployment map of the mission players are playing.

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. The points cost of each split unit is considered to be half that of the original unit (rounding up).

6

Determine Attacker and Defender

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

7

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 one player finishes deploying all their units, their opponent continues deploying the remainder of their units, until either all players have set up one unit per Entry Zone, or all units have been deployed.

8

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 players 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 player’s Strategic Reserves units has the Deep Strike ability, 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 third 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).

9

Determine First Turn

Players roll off and the winner takes the first turn.

10

Begin the Battle

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

11

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 continues to play out their turns until the battle ends.

12

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 ignored). 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.

Tomb World Tactical Manoeuvres

Specialised tactics are required to secure victory when doing battle in such complex and dangerous environments as the maddening interiors of Necron tomb ships, the depths of dynastic complexes or even the interiors of other species’ vessels that have been transdimensionally reconstructed by the Crypteks.

Units from your army can perform the following Tactical Manoeuvres, in addition to those presented elsewhere. These refer to various Tomb World Components, the rules for which you can find at the bottom of this page.

Transdimensional Disruption

By technological or brute force means, a translocator dais may be temporarily put out of action.

Boarding Actions Tomb World Terrain Set only. Select one Translocator Dais within 1" of this unit. This unit takes a Leadership test and, if that test is passed, select one of the disruption methods below:
  • Corrupted Matrix: Until the start of your next Shooting phase, each time a unit translocates from this Translocator Dais, roll one D6: on a 1-3, the destination Translocator Dais is selected randomly; on a 4+, that unit translocates normally.
  • Damaged Phase Aligners: Until the start of your next Shooting phase, each time a unit translocates, roll one D6 for each model in that unit, for each 1, one model in that unit is destroyed. If that unit is a CHARACTER unit with a Starting Strength of 1, it suffers 3 mortal wounds instead.
This Tactical Manoeuvre cannot be performed more than once per turn.


Polarity Adjustment

Whether with foreknowledge or trial and error, the energistic polarity of this gateway can be reversed.

Boarding Actions Tomb World Terrain Set only. Select one Quantum Field Hatchway within 1" of this unit. Until the end of the battle, that Hatchway loses the Field Fluctuation ability. Instead, each time a model makes a ranged attack that passes through that Hatchway while it is closed, reduce the Armour Penetration characteristic of that attack by 1.


Wrathful Entrance

By blasting this compromised wall or smashing it in, a shock assault is launched to catch the foe unawares.

Boarding Actions Tomb World Terrain Set only. Select one Makeshift Breach Hatchway within 1" of this unit. At the start of your next Fight phase, this unit can attempt to operate that Hatchway. If it is operated successfully and this unit is now within Engagement Range of one or more enemy units wholly on the other side of that Hatchway, until the end of the turn, models in this unit have the Fights First ability.

Designer’s Note: All rules that apply to operating Makeshift Breach Hatchways still apply to operating them when using this Tactical Manoeuvre.


Boarding Actions Tomb World Terrain Set Mission

Take the Artefact

Boarding forces have breached a Necron tomb ship and reached its stasis crypts. Somewhere within this labyrinthine section of the alien vessel lies an artefact of immense power. The boarders must sweep the crypt’s sarcophagi and seize the device in question before they are driven off or the deathless inhabitants awaken in wrath!

MISSION RULES
Ancient Secrets: At the start of the Deploy Armies step, the Defender selects four of their Entry Zones to use, the ones they do not select will not be used this battle. The Defender then secretly selects one of the Sarcophagus objective markers to contain the artefact. Both Sarcophagus objective markers start the battle unopened.

Rapid Strike: The Attacker has the first turn.

Staggered Reinforcement: In the first two battle rounds, every Translocator Dais is inactive. At the start of the third battle round, every Translocator Dais becomes active.

Search and Secure: At the end of the Attacker’s Command phase and at the end of the battle, for each unopened Sarcophagus objective marker, if the Attacker controls that Sarcophagus objective marker and has one or more units within range of it that have an Objective Control characteristic of 1 or more, they can select one of those units to open it. If they do:
  • The Defender reveals if that Sarcophagus objective marker contains the artefact. If it does, that unit is now carrying the artefact.
  • That Sarcophagus objective marker is no longer unopened.
  • The Defender rolls one D6: on a 3-4, that unit suffers 1 mortal wound; on a 5+, that unit suffers D3 mortal wounds.
Whenever a unit carrying the artefact would be destroyed, before the last model in that unit is removed from the battlefield, the Attacker places an objective marker on the battlefield within 1" of that model. At the end of the Attackers Command phase and at the end of the battle, if the Attacker controls that objective marker, they can select one unit within range of it to carry the artefact. If they do, remove that objective marker from the battlefield.

Underdog Bonus: Each time a unit opens a Sarcophagus objective marker, if the Defender is the Underdog, add 1 to the roll to see if any mortal wounds are suffered. If the Attacker is the Underdog, subtract 1 from the roll to see if any mortal wounds are suffered instead.

MISSION OBJECTIVES

TAKE THE ARTEFACT
Progressive Objective

Spread out and sweep this vessel’s decks. Locate the artefact.

Each time a unit from the Attacker’s army opens a Sarcophagus:
  • If that Sarcophagus objective marker contains the artefact, they score 40VP.
  • Otherwise, they score 20VP.
SEIZE THE ARTEFACT
End Game Objective

The artefact remains your primary objective. Secure it at all costs.

At the end of the battle, if a unit from the Attacker’s army is carrying the artefact, they score 30VP.
DESTROYER’S DUE
End Game Objective

Hunt down and annihilate the intruders. Remove the stain of life from this vessel.

At the end of the battle, total the points values of the Attacker’s units that are destroyed. The Defender scores the corresponding number of VP shown in the table below.

POINTS TOTAL OF DESTROYED UNITSDEFENDER VP
0-1240
125-24930
250-37460
375+90

SarcophagusTranslocator Dias

Boarding Actions Tomb World Terrain Set Mission

Escape the Collapse

Many ancient Necron structures and even some of their vessels are crumbling beneath the relentless onslaught of time. Doing battle within such degraded labyrinths is tremendously dangerous, and invaders often find themselves beating a hasty retreat as the fury of battle brings ancient structures crashing down.

MISSION RULES
Degrading Matrices: At the start of the battle, every Translocator Dais becomes active. For the duration of the battle, the Damaged Phase Aligners rule is in effect and units cannot perform the Transdimensional Disruption Tactical Manoeuvre.

Rapid Strike: The Attacker has the first turn.

Collapsing Debris: From the second battle round onwards, at the end of the Attacker’s Command phase, for each battlefield half, the Defender rolls one D6: on a 3+, a piece of debris collapses within that battlefield half. When it does, the Defender selects one Debris terrain feature that is not on the battlefield and sets it up anywhere on the battlefield wholly within that Battlefield half, not on a Translocator Dais, not within 2" of any Hatchways and not overlapping any model or its base. Then, for each unit within 1" of that Debris terrain feature:
  • Until the end of the next turn, that unit is staggered. While a unit is staggered, subtract 1" from that unit’s Move characteristic and subtract 1 from Charge rolls made for that unit.
  • That unit must take a Battle-shock test.

Eldritch Interference: Each time the Attacker sets up a unit on the battlefield, that unit cannot be set up within any Escape Zones.

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

MISSION OBJECTIVES

GET OUT OF THERE
End Game Objective

Your priority is to retreat and regroup. Engage only those enemies that block your path.

At the end of the battle, total the points values of the Attacker’s units that are within one or more Escape Zones. The Attacker scores the corresponding number of VP shown in the table below.

POINTS TOTAL OF UNITS IN ESCAPE ZONESATTACKER VP
00
1-9920
100-19940
200-29950
300-39970
400+90
ERADICATION PROTOCOLS
End Game Objective

Every invader you see trapped in the collapse is one less to pillage other tombs and vaults in the future.

At the end of the battle, total the points values of the Attacker’s units that are destroyed. The Defender scores the corresponding number of VP shown in the table below.

POINTS TOTAL OF DESTROYED UNITSDEFENDER VP
0-1240
125-24930
250-37460
375+90

Boarding Actions Tomb World Terrain Set Mission

Decryption

As boarding parties fight their way into the Necron complex, their foes rush to hold key communications nodes. By controlling these nodes they seek to infiltrate the invaders’ communication networks and glean invaluable intelligence.

MISSION RULES
Code Generation: At the start of the battle, the Defender must secretly create the pentatonic code that the Attacker is trying to break at the end of the battle. To do so, they must create a code made up of four numbers. Each of these must be a number between 1 and 5 and the same number cannot appear more than once in the code. Once they have created it, the Defender must secretly note this code.

For example, the code 1234 would be a valid code as all numbers are between 1 and 5 and there are no duplicates. The code 1262 would not be valid as the number 2 appears twice and the number 6 is not between 1 and 5.

Rapid Strike: The Attacker has the first turn.

Cryptography: For each objective marker, at the end of the Attacker’s Command phase and at the end of the battle, if the Attacker controls that objective marker, the Defender reveals the relevant digit from the code that corresponds to that objective marker, (as indicated on the mission map). Once all four numbers from the code have been revealed to the Attacker, until the end of the battle, the Defender can code-shift (see below).

Code-shift: For each objective marker, at the end of the Defenders Command phase and at the end of the battle, if the Defender controls that objective marker they can code-shift. When doing so, they can change the relevant number from the code that corresponds to that objective marker. If they do, they select a new number, following the rules in Code Generation, and secretly update it. This number cannot be changed unless it is revealed to the Attacker.

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

MISSION OBJECTIVES

CRACK THE CODE
End Game Objective

Crack into the invaders’ communications and you will gain the advantage over them.

At the end of the battle, the Attacker must guess the entire code. The Defender then reveals the final code and the Attacker scores the number of VP shown in the table below based upon how many of the numbers they guessed correctly (note each must be in the correct position within the code):

CORRECT NUMBERSATTACKER VP
0-10
230
360
490

For example, the Attacker guesses the code 1234 and the Defender reveals the code to be 1243. The Attacker would score 30VP because they guessed two of the four numbers correctly - the 1 and the 2. Their other guesses - the 3 and the 4 - were in different positions within the code compared to the guess, and are incorrect guesses as a result.
TOTAL ANNIHILATION
End Game Objective

Destroy the foe. Show them no mercy.

At the end of the battle, total the points values of the Attackers units that are destroyed. The Defender scores the corresponding number of VP shown in the table below.

POINTS TOTAL OF DESTROYED UNITSDEFENDER VP
0-490
50-14920
150-24950
250-39970
400+90

Boarding Actions Tomb World Terrain Set Mission

Defence Grid Awakening

As the intruders press deeper into the complex and interact with its eldritch systems, translocation matrices flare into life, opening new - if extremely perilous - routes to outmanoeuvre the enemy or subject them to ancient android countermeasures.

MISSION RULES
Critical Objectives: Every Translocator Dais is an objective marker in addition to its other rules.

Defensive Measures: From the second battle round onwards, at the start of the battle round, the Attacker randomly selects two different Translocator Dais to have defence measures translocate through. Until the end of the battle round, each selected Translocator Dais is inactive and, for each of them, the Attacker rolls one D6 and consults the table below to determine which defence measure translocates through it.

D6DEFENCE MEASURES
1-3Solar Pulse Emitter

This arcane device releases a burst of blinding light.

For each unit within 6" of this Translocator Dais, until the end of the battle round, that unit is blinded. While a unit is blinded, each time a model in that unit makes an attack, subtract 1 from the Hit roll.
4-6Seismic Crucible

When activated, this item emits lethal waves of seismic energy.

  • Open each Makeshift Breach Hatchway within 6" of this Translocator Dais.
  • For each unit within 6" of this Translocator Dais, roll one D6: on a 3-4, that unit suffers 1 mortal wound; on a 5+, that unit suffers 2 mortal wounds.

Each other Translocator Dais then becomes active.

Underdog Bonus: If one player is the Underdog, once per battle, when a defence measure is determined, they can select one unit from their army. If they do, that unit is not blinded by that defence measure appearing and does not take any mortal wounds from it.

MISSION OBJECTIVES

CONTROL THE TRANSLOCATORS
Progressive Objective

With the complex in complete lockdown, control of the dimensional translocators is crucial to control of the entire Necron edifice.

In the second, third and fourth battle rounds, at the end of each player’s Command phase, the player whose turn it is scores the following:
  • 5VP for each objective marker they control.
  • 5VP if they control more objective markers than their opponent controls.

In the fifth battle round:
  • The player who has the first turn scores VP as described above.
  • The player who has the second turn scores VP as described above but does so at the end of their turn instead of at the end of their Command phase.

Boarding Actions Tomb World Terrain Set Mission

Locate Escape Route

The invading forces fight their way through the tomb complex even as internal bulkheads and energy fields descend to block their path. In order to traverse the remainder of the eldritch labyrinth and find an escape route, intruders are forced to make use of alien translocation technology.

MISSION RULES
Claim Territory: At the end of the Fight phase, for each objective marker, if that objective marker is controlled by a player and not already Secured by their army, they select one unit within range of that objective marker to Seize it.

Blind Translocation: This mission has no Deploy Armies step, instead all units start in Strategic Reserves and models lose the Deep Strike ability. Then, at the start of the first battle round every Translocator Dais becomes active and:
  • The Attacker selects one Translocator Dais.
  • The Defender then selects two of the remaining Translocator Dais.
  • Finally, the Attacker selects the remaining Translocator Dais.
At the start of each player’s first Movement phase, for each Translocator Dais they selected they can select up to two units from their army in Strategic Reserves and set those units up on the battlefield as if they had translocated using that Translocator Dais as their destination. Units set up this way can still be selected to move later in the phase.

Dimensional Assault: From the second battle round onwards, at the start of each player’s Movement phase, that player selects one Translocator Dais. This cannot be a Translocator Dais selected by their opponent in the previous turn. Then:
  • All models within 3" of and visible to that Translocator Dais are destroyed.
  • They can then select up to two units from their army in Strategic Reserves and set those units up on the battlefield as if they had translocated using that Translocator Dais as their destination. Units set up this way can still be selected to move later in the phase.

Reinforcements: For each player, once per battle, from the third battle round onwards, at the start of the turn, they can select one destroyed unit (excluding CHARACTER units) from their army and add a new unit to their army identical to their destroyed unit, in Strategic Reserves, at its Starting Strength and with all of its wounds remaining.

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

MISSION OBJECTIVES

SECURE THE AREA
Progressive Objective

Spread out, secure the area and await new orders.

At the end of each players turn, the player whose turn it is scores the following:
  • 5VP for each objective marker they control.
  • 5VP if they control more objective markers than their opponent controls.

Boarding Actions Tomb World Terrain Set Mission

Errant Translocators

Due to battle damage or the ravages of time, the myriad systems within ancient tomb complexes may malfunction. Should warring forces find themselves forced to rely upon faltering translocation matrices and misaligned dimensional gateways, the results can prove both anarchic and potentially fatal.

MISSION RULES
Desperate Struggle: Every Translocator Dais is an objective marker with the following additional rules:
  • Models are within range of such an objective marker if they are within 3" of it, instead of within 1" of it.
  • Such objective markers cannot be Secured.

Wrenched from Reality: At the start of the first battle round, every Translocator Dais becomes active. For the duration of the battle:
  • The Damaged Phase Aligners rule is in effect.
  • Instead of selecting when and how many units translocate, units only translocate when this rule instructs them to. At the end of the Fight phase, the Attacker randomly determines one Translocator Dais. Players then roll off and, starting with the winner, each player alternates selecting units from their army within range of that Translocator Dais to translocate (including setting it back up on the battlefield), until all units within range of that Translocator Dais have done so.
  • When a unit translocates to a destination Translocator Dais, you can set that unit up wholly within 6" of that terrain feature, instead of 3".

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

MISSION OBJECTIVES

SHUT THEM DOWN
Progressive Objective

Though they are unpredictable at best, still control of the translocation matrix nodes in this region will be vital if you wish to claim victory.

At the end of each players turn, the player whose turn it is scores the following:
  • 5VP for each objective marker they control.
  • 5VP if they control more objective markers than their opponent controls.
KILL THEIR LEADER
Progressive Objective

Kill their commander and they may lose cohesion. Then victory shall be ours.

Each time a player’s WARLORD is destroyed, their opponent scores 10VP.

Boarding Actions Terrain Set Mission

Divide and Slaughter

As the boarders’ forces drive deep into the damaged ship, their enemies spring a cunning trap, sealing off corridors with impenetrable energy fields and forcing the intruders into brutal close-quarters fighting. Unless the boarders can turn the trap back upon their attackers, their advance will soon be brought to a bloody end.

MISSION RULES
Trapped: At the start of the Deploy Armies step, each player secretly selects one unit from their army to be their Trapped unit that is stuck in the Killing Ground.
  • Each player’s Trapped unit must be set up using that player’s Killing Ground Entry Zone in the Deploy Armies step and no other units can be set up using that Entry Zone.
  • The Trapped units cannot be removed from the battlefield at any point, unless destroyed.
  • The Trapped units cannot make use of any rule that would allow them to move through Walls or terrain features.
  • Hatchways along the edge of the Killing Ground Zones cannot be operated and units not within the Killing Ground cannot end a move or be set up within the Killing Ground Zones until one or more of the Trapped units is destroyed.

Lead by Example: For each player’s Trapped unit, once per turn, if that unit has the CHARACTER keyword, that player can target that unit with the Command Re-roll Stratagem for 0CP.

Break Through: The first time a player’s Trapped unit is destroyed, their opponent’s Trapped unit becomes Freed and is no longer Trapped. Once per turn, when that Freed unit is targeted with a Stratagem, it can reduce the CP cost of that usage of that Stratagem by 1CP.

Underdog Bonus: If one player is the Underdog, until the end of the battle, improve the Toughness characteristic of models in the unit that player selects to be Trapped by 1.

Killing Ground Entry Zone

MISSION OBJECTIVES

STAY FOCUSED
Progressive Objective

Remember the objective. Scour the derelict and establish control to ensure victory.

In the second, third and fourth battle rounds, at the end of each player’s Command phase, the player whose turn it is scores 5VP for each objective marker they control.

In the fifth battle round:
  • The player who has the first turn scores VP as described above.
  • The player who has the second turn scores VP as described above but does so at the end of their turn instead of at the end of their Command phase.
PICK THEM OFF
Progressive Objective

With nowhere to run, the only option is to fight. Engage, destroy and push forward.

When a player’s Trapped unit is destroyed, their opponent scores 20VP.
APT REVENGE
Progressive Objective

These transgressors slaughtered our allies. Hunt them down.

When a player’s Freed unit is destroyed, their opponent scores 10VP.

Boarding Actions Terrain Set Mission

Seek and Destroy

Amidst the ferocity of void war, ships attempting boarding actions must cripple their targets swiftly or be left dangerously exposed. Boarding parties must race to rapidly sabotage weapon systems and establish a foothold, while the boarded vessel’s defenders rush to drive the attackers back before they can achieve their objectives.

MISSION RULES
Damaged Teleportarium: Models in the Defenders army lose the Deep Strike ability.

Set Defence: The Defender has the first turn.

Critical Destruction: At the end of the Defender’s turn and at the end of the battle, for each objective marker controlled by the Attacker, that objective marker is destroyed and removed from the battlefield.

Containment Breach: While a model is within one or more Containment Leak Zones, it cannot make ranged attacks.

Trap and Eliminate: From the second battle round onwards, once per turn, in the Defender’s Reinforcements step, they can select one of the Attacker’s Entry Zones. Until the end of the phase, that Entry Zone is a Defender Entry Zone. When the Defender sets up a unit from their army within that Entry Zone, it cannot be set up within Engagement Range of any enemy units and until the end of the phase, it cannot declare a charge.

Underdog Bonus: If one player is the Underdog, at the start of the first battle round, that player can select one unit from their army; that unit can make a Normal move of up to 6".

MISSION OBJECTIVES

SYSTEMATIC SABOTAGE
End Game Objective

The key to victory is simple: destruction. Sabotage as many systems and countermeasures as possible. Leave them dead in the void.

At the end of the battle, the Attacker scores 20VP for each objective marker that was destroyed.
MAINTAIN INTEGRITY
End Game Objective

Secure the enginarium, lock down the magazine. Hold your ground and cut the boarders down.

At the end of the battle:
  • The Defender scores 10VP for each objective marker that was not destroyed.
  • The Defender scores 10VP for each objective marker that they control and that has one or more models from their army with an Objective Control characteristic of 1 or more within range of it.

Boarding Actions Terrain Set Mission

Reinforcements Inbound

The attacker’s boarding parties are being pressed back into a trap. Defenders scramble from all corners of their vessel to surround and engage the assailants. The hard-pressed boarders must hold their ground and repel each wave of enemies.

MISSION RULES
Inbound Reinforcements: At the start of the Deploy Armies step, the Defender selects a number of units from their army shown in the table below to be Inbound.

NUMBER OF UNITS IN DEFENDER’S ARMYNUMBER OF UNITS INBOUND
1-41
5+2

For each Inbound unit, the Defender then secretly selects one Arrival Zone for that unit. Each Arrival Zone cannot be selected more than once. Inbound units are not set up on the battlefield until they arrive (see below).

Rapid Strike: The Attacker has the first turn.

Locked Down: Locked Hatchways cannot be opened before the Inbound units arrive. Until the Inbound units arrive, units from the Attacker’s army cannot end a move or be set up within an Arrival Zone.

Reinforcements Arrived: At the start of the Defender’s turn, if the Attacker controls two or more objective markers or if it is the fourth battle round, all Inbound units arrive (if they have not already). For each of those units, the Defender reveals their selected Arrival Zone and sets that unit up within that Zone. Those units are no longer Inbound.

Underdog Bonus: If one player is the Underdog, at the start of the first battle round, that player can select one unit from their army; that unit can make a Normal move of up to 6".

Arrival ZoneLocked Hatchway

MISSION OBJECTIVES

TAKE CONTROL
Progressive Objective

Spread out and secure the decks; this vessel is ours.

From the second battle round onwards, at the end of the Attacker’s Command phase, they score 5VP for each objective marker they control.
IMPERATIVE RECLAMATION
Progressive Objective

Reinforcements inbound. Drive the attackers back and retake this vessel.

After all Inbound units arrive, at the end of each of the Defender’s Command phases, they score 5VP for each objective marker they control.
KILL THEIR LEADER
Progressive Objective

Kill their commander and they may lose cohesion. Then victory shall be ours.

Each time a players WARLORD is destroyed, their opponent scores:
  • 15VP if their own WARLORD has not been destroyed.
  • 10VP otherwise.
FINAL GRAB
End Game Objective

One final push. Hurl them back into the void!

At the end of the battle, each player scores 5VP for each objective marker they control.

Boarding Actions Terrain Set Mission

Sabotage

The boarders have discovered that this vessel is carrying a cargo of volatile promethium. By setting this liquid alight, the boarders can either destroy the craft entirely, or render it into a fireship as part of a larger naval engagement.

MISSION RULES
Rapid Strike: The Attacker has the first turn.

Promethium Reserves: At the start of the battle, each objective marker is not alight.

Light the Fuse: At the end of the Defender’s turn, for each objective marker that is not alight, if the Attacker controls that objective marker and has one or more units within range of it that have an Objective Control characteristic of 1 or more, the Attacker can attempt to alight it. If they do:
  • If one of those units is not within Engagement Range of any units, that objective marker is alight.
  • Otherwise, the Attacker selects one of those units and it takes a Leadership test, subtracting 1 from the result. If that test is passed, that objective marker is alight.

Leaping Flame: At the end of the Fight phase, for each objective marker that is alight, it will burn nearby units. When it does, for each unit within the same Fire Section as that objective marker, roll one D6: on a 2-4, that unit suffers 1 mortal wound; on a 5+, that unit suffers 2 mortal wounds.

Extinguish: At the end of the Attacker’s turn, for each objective marker that is alight, the Defender can attempt to extinguish fires. To do so, the Defender must control that objective marker and have one or more units within range of it that have an Objective Control characteristic of 1 or more and are also not within Engagement Range of any enemy units. The Defender selects one of those units and it takes a Leadership test, subtracting 1 from the result. If that test is passed, that objective marker is no longer alight.

Underdog Bonus: If one player is the Underdog, once per battle, that player can re-roll the Leadership test when attempting to set an objective marker alight or extinguish fires.

MISSION OBJECTIVES

BURN IT DOWN
End Game Objective

Burn it all! Destroy their reserves and leave their vessels smouldering in the void.

At the end of the battle:
  • The Attacker scores 20VP for each objective marker that is alight.
  • The Defender scores 20VP for each objective that is not alight.

Fire Section Boundary

Boarding Actions Terrain Set Mission

Let None Live

The battle for the void ship hangs in the balance. The defenders fight their way desperately towards their stricken warship’s saviour pods. The single-minded attackers pursue, seeking to ensure that none escape with their lives.

MISSION RULES
Delaying Forces: In the Deploy Armies step, the Defender can only use the Delaying Force Entry Zones to set up models from their army on the battlefield. When doing so, the Defender can only set up a maximum of one unit in each Entry Zone, regardless of whether or not they have the CHARACTER keyword.

Once the first battle round has started, those Entry Zones cannot be used when the Defender sets up any Strategic Reserve units from their army in an Entry Zone and the Reinforcements Entry Zones are used instead.

Rapid Strike: The Attacker has the first turn.

Prepared Defenses: At the start of the battle, units from the Defenders army have performed the Set Overwatch and Set to Defend Tactical Manoeuvres.

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

Reinforcement Entry ZoneDelaying Force Entry Zone

MISSION OBJECTIVES

SEAL THEIR FATE
Progressive Objective

Seize the remains of the vessel. Leave the living nowhere to retreat.

From the second battle round onwards, at the end of the Attackers Command phase, for each objective marker controlled by the Attacker, the Attacker scores 30VP and that objective marker is removed from the battlefield.
SAVIOUR POD RELEASE
Progressive Objective

The saviour pods have been triggered. They will be fired, full or otherwise.

From the second battle round onwards, at the end of the Defenders Command phase and at the end of the battle, if there are one or more objective markers on the battlefield, one of those objective markers will be removed. To do so, the Defender rolls one D6 and consults the table below to determine a type of objective marker to remove.

D6OBJECTIVE MARKER TYPE TO REMOVE
1-2Saviour Pod Alpha
3-4Saviour Pod Beta
5-6Saviour Pod Gamma

If there are no objective markers of that type on the battlefield, the Defender rolls again, repeating the process until they roll a type that has one or more objective markers on the battlefield. The Defender then selects one objective marker of that type on the battlefield and:
  • If that objective marker is controlled by the Attacker, the Attacker scores 10VP and that objective marker is removed from the battlefield.
  • Otherwise, the Defender scores 20VP and that objective marker is removed from the battlefield.

Boarding Actions Terrain Set Mission

Locked Down

The boarders have made their way deep into the vessel, triggering an automatic lockdown procedure. The attackers must now contend with sealed bulkheads and other impediments as well as the ship’s remaining complement of warriors.

MISSION RULES
Reactive Lockdown: At the start of the battle, the Gamma, Delta and Epsilon Hatchways are locked and cannot be operated or opened until they are unlocked (see below).

Security Bypass: At the start of the second, third and fourth battle rounds, a new set of Hatchways will be unlocked. To do so, the Attacker rolls one D6 and consults the table below.

D6HATCHWAYS TO UNLOCK
1-2Gamma
3-4Delta
5-6Epsilon

If those Hatchways are already unlocked, the Attacker rolls again, repeating the process until they roll a set of Hatchways that are not already unlocked. Once a Hatchway is unlocked, units can attempt to operate and open them as described in the Boarding Actions rules.

Underdog Bonus: If one player is the Underdog, once per battle, after a unit from that player’s army operates a Hatchway, it can make a Normal move of up to 5".

Epsilon HatchwaysDelta HatchwaysGamma Hatchways

MISSION OBJECTIVES

THOROUGH SWEEP
Progressive Objective

Seize anything of worth. Intelligence, arms, materiel. On the frontier, all can be put to use.

In the second, third and fourth battle rounds, at the end of each player’s Command phase, the player whose turn it is scores 5VP for each objective marker they control.

In the fifth battle round:
  • The player who has the first turn scores VP as described above.
  • The player who has the second turn scores VP as described above but does so at the end of their turn instead of at the end of their Command phase.
KEY TERMINALS
End Game Objective

Paired cogitator terminals grant access to the void ships’ defensive systems. Seize these terminals in order to turn the battle in your favour.

At the end of the battle:
  • If a player controls both Alpha objective markers, that player scores 20VP.
  • If a player controls both Omega objective markers, that player scores 20VP.

Tomb World Components



Pillar


Visibility: Although the pillars narrow towards the base, when placed adjacent to one another, or the edge of the battlefield, they block visibility as shown below:


Wall End

Hatchways

The following are Hatchways and follow all the normal rules for such unless specified otherwise:

Quantum Field Hatchway-1

Visibility: While this Hatchway is closed:

Field Fluctuation: Each time a model makes a ranged attack that passes through one or more Hatchways with this ability while they are closed, improve the Armour Penetration characteristic of that attack by 1.

Regular Hatchway-2

Hatchway: This Hatchway has no additional rules.


Makeshift Breach Hatchway-3

Structural Damage: Each time a unit attempts to operate this Hatchway, roll one D6: on a 1, they fail to do so and this Hatchway is not opened; on a 2+, this Hatchway is opened. Once this Hatchway is opened, it can no longer be operated and cannot be closed.

Swift Breach: Each time a unit attempts to operate this Hatchway, other units cannot attempt to prevent them from doing so and cannot fire Overwatch at them as a result of them opening this Hatchway.

Terrain Features

Translocator Dais


Stable: Models can be placed on this terrain feature.

Dimensional Translocators: The mission will specify when each Translocator Dais is active. At the end of a players Movement phase, for each Translocator Dais on the battlefield that is active, they can select one unit from their army that is wholly within 3" of and visible to that Translocator Dais and is not within Engagement Range of one or more enemy units to translocate. If they do, they then select one other Translocator Dais that is active to be the destination and set that unit up wholly within 3" of and visible to that terrain feature and not within Engagement Range of any enemy models. When doing so, if any of the models in the selected unit cannot be set up, those models are destroyed.

Sarcophagus


Barrier: Models cannot move through this terrain feature.

Partial Cover: Each time a model makes a ranged attack, if it is not possible to trace straight lines from the attackers base to every part of the target’s base without any of those lines passing through this terrain feature, then the target has the Benefit of Cover against that attack.

Objective Located: This terrain feature is an objective marker.

Debris

Partial Impediment: If a unit makes a Normal, Advance or Fall Back move, and any of its models move through any part of this terrain feature, then until the end of that move, subtract 1" from the Move characteristic of those models (to a minimum of 0). If a unit declares a charge, and any of its models move through any part of this terrain feature as part of its subsequent charge move, subtract 1 from that unit’s Charge roll. If this prevents the unit from ending within Engagement Range of every target of the charge, the charge fails and no models in the unit are moved.

Partial Cover: Each time a model makes a ranged attack, if it is not possible to trace straight lines from the attacker’s base to every part of the target’s base without any of those lines passing through this terrain feature, then the target has the Benefit of Cover against that attack.

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.
Debris
Partial Impediment: If a unit makes a Normal, Advance or Fall Back move, and any of its models move through any part of this terrain feature, then until the end of that move, subtract 1" from the Move characteristic of those models (to a minimum of 0). If a unit declares a charge, and any of its models move through any part of this terrain feature as part of its subsequent charge move, subtract 1 from that unit’s Charge roll. If this prevents the unit from ending within Engagement Range of every target of the charge, the charge fails and no models in the unit are moved.

Partial Cover: Each time a model makes a ranged attack, if it is not possible to trace straight lines from the attacker’s base to every part of the target’s base without any of those lines passing through this terrain feature, then the target has the Benefit of Cover against that attack.

Translocator Dais

Stable: Models can be placed on this terrain feature.

Dimensional Translocators: The mission will specify when each Translocator Dais is active. At the end of a players Movement phase, for each Translocator Dais on the battlefield that is active, they can select one unit from their army that is wholly within 3" of and visible to that Translocator Dais and is not within Engagement Range of one or more enemy units to translocate. If they do, they then select one other Translocator Dais that is active to be the destination and set that unit up wholly within 3" of and visible to that terrain feature and not within Engagement Range of any enemy models. When doing so, if any of the models in the selected unit cannot be set up, those models are destroyed.
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.
Normal Moves
When a unit makes a Normal move, each model in that unit can move a distance in inches less than or equal to its Move (M) characteristic, but no model can be moved within Engagement Range of any enemy models. A unit cannot make more than one Normal move per phase.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Hazardous

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):
  • If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
  • Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
  • Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Example: A unit of five models make five attacks with ranged weapons with the [HAZARDOUS] ability. After the unit has finished shooting, its controlling player rolls five D6. One of the results is a 1, and so one of those models suffers 3 mortal wounds.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, a model equipped with a hazardous weapon suffers 3 mortal wounds, that must be allocated to the selected model.
Devastating Wounds
Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Example: An attack made with a Devastating Wounds weapon with a Damage characteristic of 2 scores a Critical Wound. Instead of allocating the attack and making saving throws normally, the target suffers 2 mortal wounds.

  • A Critical Wound inflicts mortal wounds equal to the weapon’s Damage characteristic, instead of any normal damage.
Mortal Wounds

Some attacks are so powerful that no armour or force field can withstand their fury.

Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. 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 any normal damage, do not make a Wound roll or saving throw (including invulnerable saving throws) against those mortal wounds. If those mortal wounds are inflicted by an attack that has the [PRECISION] ability, the attacking model’s controlling player can allocate those mortal wounds to a CHARACTER model in that unit.

If mortal wounds are being inflicted as a result of the [HAZARDOUS] ability or by an attack with the [DEVASTATING WOUNDS] ability that scored a Critical Wound, each time those mortal wounds are allocated to a model, if that model is destroyed as a result of those mortal wounds, the remaining mortal wounds from that attack are lost, just as with a normal attack.

If, when a unit is selected to shoot or fight, one or more of its attacks can inflict mortal wounds on the target, resolve any normal damage inflicted by the attacking unit’s attacks on that target before inflicting any mortal wounds on that target. If an attack inflicts mortal wounds in addition to any normal damage, but the normal damage is subsequently saved, the target unit still suffers those mortal wounds, as described above.

  • Each mortal wound inflicted on a unit causes one model in that unit to lose one wound.
  • Unless the source of the mortal wounds is the [HAZARDOUS] ability or an attack with the [DEVASTATING WOUNDS] ability, damage from mortal wounds is not lost if it can be allocated to another model.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved.
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 greater than or equal to the attack’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 Hit roll is successful and scores one hit against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Hit roll of 6 is called a Critical Hit and is always successful. An unmodified Hit roll of 1 always fails. A Hit roll can never be modified by more than -1 or +1.

  • Hit Roll (Ranged Attack): A hit is scored if the D6 result equals or exceeds that attack’s BS.
  • Hit Roll (Melee Attack): A hit is scored if the D6 result equals or exceeds that attack’s WS.
  • Critical Hit: Unmodified Hit roll of 6. Always successful.
  • An unmodified Hit roll of 1 always fails.
  • A Hit roll can never be modified by more than -1 or +1.
Tactical Points
At the end of each battle, for each VP earned by that player in that battle, they gain 1 Tactical Point (TP). These can be spent by that player to use Tactical Ploys in later battles.
  • Each player will have a different set of Tactical Ploys they can use and each will specify when it can be used.
  • Each Tactical Ploy will specify how many TP it will cost to use it.
  • Each Tactical Ploy cannot be used more than once per battle.
CORRALLING THE FOE
50TP

A few bulkheads sealed at just the right moment forces the enemy onto a different heading.

Use in the Determine Mission step, just after selecting missions from the mission pool. You select one of those missions to veto. That mission is removed from the mission pool and, until the end of the step, that mission cannot be selected to play. You cannot use this Tactical Ploy again until the mission pool is empty.
DEEP STRIKE

Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.
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.
Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
Leadership Tests
If a rule requires you to take a Leadership test for a unit, roll 2D6: if the total is greater than or equal to the best Leadership characteristic in that unit, that test is passed. Otherwise, it is failed.
Quantum Field Hatchway-1
Visibility: While this Hatchway is closed:
  • It does not block visibility and, when making ranged attacks, distances can be measured through it as if it was open. Models cannot move through it and other distances (such as Engagement Range) are not measured through it.
  • It is treated as open for any rules that refer to making ranged attacks through open Hatchways.

Field Fluctuation: Each time a model makes a ranged attack that passes through one or more Hatchways with this ability while they are closed, improve the Armour Penetration characteristic of that attack by 1.
Makeshift Breach Hatchway-3
Structural Damage: Each time a unit attempts to operate this Hatchway, roll one D6: on a 1, they fail to do so and this Hatchway is not opened; on a 2+, this Hatchway is opened. Once this Hatchway is opened, it can no longer be operated and cannot be closed.

Swift Breach: Each time a unit attempts to operate this Hatchway, other units cannot attempt to prevent them from doing so and cannot fire Overwatch at them as a result of them opening this Hatchway.

Sarcophagus

Barrier: Models cannot move through this terrain feature.

Partial Cover: Each time a model makes a ranged attack, if it is not possible to trace straight lines from the attackers base to every part of the target’s base without any of those lines passing through this terrain feature, then the target has the Benefit of Cover against that attack.

Objective Located: This terrain feature is an objective marker.
Charging with a Unit
Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.

You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:
  • Within Engagement Range of every unit that you selected as a target of the charge.
  • Without moving within Engagement Range of any enemy units that were not a target of the charge.
  • In Unit Coherency.
If any of these conditions cannot be met, the charge fails and no models in the charging unit move this phase. Otherwise, the charge is successful and the models in the charging unit make a Charge move – move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to one of the units selected as a target of its charge. If you can also move a charging model so that it ends its Charge move in base-to-base contact with one or more enemy models while still enabling the charging unit to end its move satisfying all of the conditions above, you must do so. The controlling player chooses the order in which to move their models.

  • Charge Roll: 2D6".
  • Targets of a charge must be within 12" but do not need to be visible.
  • If the distance rolled is insufficient to move within Engagement Range of all targets while maintaining Unit Coherency, the charge fails.
  • Cannot move within Engagement Range of any unit that was not a target of the charge.
  • If the charge is successful, each model makes a Charge move less than or equal to the Charge roll, and must move into base-to-base contact with an enemy model if possible.
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.
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.
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 unit. The result required is determined by comparing the attack’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown below.

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 RESULT REQUIRED
Strength is TWICE (or more than twice) the Toughness.
+
Strength is GREATER than the Toughness.
+
Strength is EQUAL to the Toughness.
+
Strength is LESS than the Toughness.
+
Strength is HALF (or less than half) the Toughness.
+

If the result of the Wound roll is greater than or equal to the required number shown in the table above, then that Wound roll is successful and scores one wound against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Wound roll of 6 is called a Critical Wound and is always successful. An unmodified Wound roll of 1 always fails. A Wound roll can never be modified by more than -1 or +1.

  • Critical Wound: Unmodified Wound roll of 6. Always successful.
  • An unmodified Wound roll of 1 always fails.
  • A Wound roll can never be modified by more than -1 or +1.
Saving Throw
The player controlling the target unit then makes one saving throw. By default, this will be an armour saving throw using their model’s Save (Sv) characteristic, but some models have invulnerable saves that can be used instead (see below). To make an armour saving throw, roll one D6, then modify the result by the Armour Penetration (AP) characteristic of the attack. For example, if the attack has an AP of -1, then 1 is subtracted from the saving throw.

If the result is greater than or equal to the Save characteristic of the model the attack was allocated to, then that saving throw is successful and the attack sequence ends. Otherwise, that saving throw fails and that model suffers damage.

An unmodified saving throw of 1 always fails. A saving throw can never be improved by more than +1.

  • Saving Throw: Roll one D6 and modify by the attack’s AP. If the result is less than the Save of the model being rolled for, the saving throw is failed and that model suffers damage. Otherwise, that attack is saved.
  • An unmodified saving throw of 1 always fails.
  • A saving throw can never be improved by more than +1.
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must re-roll all of those dice again.

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

  • Unmodified Dice: the result after re-rolls, but before any modifiers.
  • A dice can never be re-rolled more than once.
  • You must re-roll all dice if several need adding together (e.g. 2D6).
  • Re-rolls are applied before any modifiers.
COMMAND RE-ROLL
1CP
Core – Battle Tactic Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
Straight Lines
Each time you move a model in a straight line, measure the distance from the same point on its base at the start and end of that line. For example, you can measure from the ‘back’ of the model’s base, and measure the distance to the back of the model’s base at the end of that line. If a model does not have a base, measure using the same point on the model at the start and end of that line.
Benefit of Cover

Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.

Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.

Each time a ranged attack is allocated to a model that has the Benefit of Cover, add 1 to the saving throw made for that attack (excluding invulnerable saving throws). Models with a Save characteristic of 3+ or better cannot have the Benefit of Cover against attacks with an Armour Penetration characteristic of 0. Multiple instances of the Benefit of Cover are not cumulative – a model cannot benefit from this rule more than once at any one time.

  • Benefit of Cover: Add 1 to armour saving throws against ranged attacks.
  • Does not apply to models with a Save of 3+ or better against attacks with an AP of 0.
  • Multiple instances are not cumulative.

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