The following rules and deck will enable you and other players to fight for the fate of Armageddon! Get ready to fight over unique locations with new missions, earning glory for your alliance and upgrades for your characters, all in this new format.
Briefing Cards
These frame the narrative for each Alliance across the three campaign phases, listing the Agendas players can attempt depending on their Force Disposition and that of their opponent (for more information’ on Force Dispositions, see the Chapter Approved mission pack). At the bottom of each is a range of Outcomes, depending on how many Narrative Points you have gained (the card itself will inform you how these are earned).
Location Cards
These represent strategically important zones on the planet Armageddon. Each one features a location bonus; if an Alliance takes control of a location, all players in that Alliance gain its location bonus for the remainder of the campaign. On the reverse of each are war zone rules that apply to every battle fought during the same campaign phase.
Agenda Cards
Agendas represent goals that you can attempt to achieve during each battle in a campaign phase. Each Alliance has a unique set of 9 Agendas: 3 for each campaign phase.
On one side of an Agenda card there will be a narrative description of the goal you are attempting, and a list of conditions that, if met, result in that player gaining Agenda Achieved cards. On the reverse is a Primary Mission, which tells you how to gain VP in the battle.
Agenda Achieved Cards
When a player gains an Agenda Achieved card, they take one corresponding to their Alliance. These do not have any effect until the end of a campaign phase. A player cannot have more than 3 Agenda Achieved cards at any one time.
Upgrade Cards
Upgrade cards are acquired as the campaign unfolds. They represent special abilities that can improve the martial power of your warriors, and come in 3 types:
Battle Skill Cards: Earned at the end of a battle.
Battle Honour Cards: Earned at the end of a battle by the victor. There are 5 of these cards that can be earned during the first campaign phase, 5 that can be earned during the second campaign phase, and 1 that can be earned during the third campaign phase.
Relic Cards: The most powerful type of upgrade and the hardest to earn, unlocked by gaining Agenda Achieved cards. There are 5 unique Relic cards for each Alliance.
Some Upgrade cards list a bonus effect that applies when the upgrade is given to a particular type of model; such effects are always in addition to the normal effects listed on the card.
A player keeps all the Upgrade cards they gain, but they cannot have a duplicate of an Upgrade card.
An Armageddon campaign is split into 3 phases, each of which consists of a number of battles.
During each phase, the players will vie for control of a strategic location, before moving onto the next phase.
Taking control of the final location is key to achieving victory, but it is only part of the challenge. Each player also has a set of Agendas they must achieve during the campaign.
Only commanders who can achieve military success while accomplishing these vital goals will achieve everlasting glory on Armageddon.
Warmaster
Dominatus is best run with a Warmaster. They will take on the organisation of the campaign so that the other players can focus on playing games. A Warmaster can play in the campaign, but their primary role is to facilitate a smooth and enjoyable experience for all players involved. If such a heroic individual has not already volunteered themselves, the players can instead agree to take up the tasks of a Warmaster between themselves.
Preparing the Campaign
Before the campaign begins, the Warmaster should share a Battle Schedule with all players, informing them of the number of games each will play, and the army sizes they will need to muster.
Below is a default Battle Schedule designed to be played comfortably over the course of a weekend for players who can all muster a Strike Force sized army.
DEFAULTBATTLESCHEDULE
Campaign Phase
Battles per Player
Battle Size
1 (First Encounters Phase)
2
Strike Force
2 (Pitched Battles Phase)
2
Strike Force
3 (Final Mission Phase)
1
Strike Force
The Warmaster will need to group all of the players into Alliances.
A campaign must have an Oppressors Alliance and a Liberators Alliance. It can optionally have a Raiders Alliance as well. Alliances should be organised as evenly as possible, and based on the different factions players are using if possible. Players should play the same faction throughout the campaign.
Guidelines on organising players into Alliances are given on the next page. Note that these are not requirements; if it suits the group better to organise Alliances differently, the Warmaster should do so.
LIBERATORS
Those who seek to free Armageddon, destroy the occupying forces and reestablish Imperial rule over the planet. The forces of the Imperium would be best suited to this Alliance.
OPPRESSORS
Those who wish to destroy Armageddon, slaughter its populace and watch the planet burn. The forces of the Orks are best suited to this Alliance.
RAIDERS
The Raiders on Armageddon range from xenos warlords to Chaos renegades, all seeking to further their own agendas. This Alliance is best suited to those who carve their own path.
Once players have been grouped into Alliances, it is time for the struggle for Armageddon to begin!
Start the Campaign
Players start the first campaign phase, using the sequence below. After completing phases 1 and 2, start the next campaign phase and repeat this sequence. At the end of phase 3, the campaign ends.
1
Start Campaign Phase
At the start of each campaign phase, before any battles are fought, the Warmaster must:
Roll one D6 to randomly select one of that phase’s Locationcards.
Players read their Alliance’s Briefingcard for this phase.
Players gather their Alliance’s Agendacards for this phase.
2
Play Battles
Players from opposing Alliances now battle each other. The Warmaster can leave players to arrange games themselves. Alternatively, they can organise days and times to help everyone play an equal number of games. In campaigns with a large number of players, each Alliance can be broken down into smaller subgroups that are then matched against each other to make arranging games simpler.
In order to playa battle, the players generate a mission from any Chapter Approved mission deck. Warmasters may wish to curate this, but otherwise players should follow the instructions in their mission deck.
In any case, the mission sequence is supplemented with the rules below.
In the Determine Mission Step:
Read aloud all war zone rules for that phase from your Locationcard - these apply to the upcoming battle.
If both players wish to attempt Agendas in the battle (if not, see Declining Agendas below), do not use the Primary Missions in your mission deck. Instead, after revealing Force Disposition cards, the players use their Alliance’s current Briefingcard and use the chart on it to compare their selected Force Disposition with that of their opponent. This combination will result in a specific Agendacard, which will state the Primary Mission to use in this battle.
DECLINING AGENDAS
If one or both players decline to attempt Agendas in a battle, determine Primary Missions as described in your mission deck, but only the player(s) that declined to attempt Agendas can score VP from that Primary Mission. A player that opted to attempt an Agendacannot score VP from that Primary Mission and instead they use the Primary Mission on their Agenda card.
In the Declare Battle Formations Step:
Each player can select up to 3 Upgrade cards they have earned during the campaign, and give each of those Upgrade cards to a different friendly unit until the end of the battle (a unit cannot have more than one Upgrade card).
In the Determine Victor Step:
Each player that opted to attempt an Agenda in the battle checks the conditions listed on their Agenda card. If these are met, that player takes the number of Agenda Achieved cards listed.
During Campaign Phases 1 and 2: The victor randomly draws 1 Battle Honour card from that phase’s deck, and their opponent randomly draws 1 Battle Skill card. If the battle is a draw, both players randomly draw 1 Battle Skill card.
If a player gained 1 or more Agenda Achieved cards from the battle, they randomly draw 1 additional card of the same type at the same time. Each player then selects 1 of the drawn cards to keep, and returns the others to their respective decks.
During Campaign Phase 3: The victor gains the phase 3 Battle Honour card, PathtoConquest, and players prepare for a final climactic battle!
3
End of Campaign Phase
At the end of each phase, each Alliance adds up the total number of BattleHonourcards gained from that phase and the number of AgendaAchievedcards its players have. Then, before starting a new phase or ending the campaign, resolve the following:
I) Take Control
The Alliance with the most BattleHonourcards gained during this campaign phase takes control of the current location. If a location bonus defines additional effects when an Alliance takes control, resolve these now.
In the Event of a Tie: Tied Alliances use the total number of Battle Honours gained over the course of the entire campaign as a tie-breaker. If there is still a tie, the Warmaster should decide how best to resolve it.
II) Determine Ascendancy
The Alliance with the most Agenda Achieved cards is in ascendancy. This will help to determine the narrative Outcome of that phase (see below).
In the Event of a Tie: All tied Alliances are in ascendancy.
III) Acquire Relics
At the end of campaign phases 1 and 2, each player takes their Alliance’s Reliccards deck and randomly draws a number of cards equal to the number of AgendaAchievedcards that player has. That player selects 1 of those Relic cards to keep and returns the others to the deck.
IV) Update Narrative Outcome
The players read their Alliance’s Outcome for that phase (these are on the reverse of their Briefingcard). The Outcome depends on the number of Narrative Points your Alliance has earned this phase, as described on that card.
V) Discard
Players discard allAgendaAchievedcards they have from previous phases.
4
End Campaign
Once the Outcomes of campaign phase 3 have been read, the campaign ends.
MODIFYING DOMINATUS
The rules presented here offer players a quick and simple campaign experience that can be replayed multiple times. The Warmaster can modify any of these rules to better suit the needs of their gaming group.
For example, while Dominatus is designed to be played over the course of a weekend, a Warmaster could use this deck to run a longer campaign. This can be achieved by increasing the number of battles in a phase, remembering that phase 3 should consist of a single climatic final mission. It is also perfectly acceptable for the Warmaster to vary the size-limit of players’ armies as your campaign evolves, perhaps starting off with smaller battle sizes in earlier campaign phases, and growing in subsequent phases.
Warmasters are free to change or introduce new rules to better fit their own narrative, perhaps allowing players to swap factions mid-campaign, or even change Alliance as new pacts are forged and traitors discovered. Such rules can bring new dimensions to your campaigns, but Warmasters should remember that their role is to ensure everyone taking part has an enjoyable experience.
Dominatus. Set the campaign phase, each player’s Alliance, and the Location (or roll a D6). Tick whether each player attempts an Agenda. If they do, that player’s Primary panel shows an Agenda for their Alliance and phase; if they decline, it keeps the Chapter Approved Primary Mission for the Force Disposition pair. Mark owned Battle Honours, Battle Skills and Relics in Campaign stash — they are remembered in this browser. Click the card button () next to an upgrade to preview that card. In Declare Battle Formations you may give up to three owned Upgradecards to different friendly units (four if the Location is Titangrave).
Chapter Approved 2026-27. Choose a Force Disposition for each player (from their army roster). By default each Primary Mission comes from that pair; you can pick any Primary from the dropdown. Set the battlefield to Recommended layout (A/B/C or Random) or Custom (Deployment card). Press ‘Start New Game’. If Show Twist card is on, a Twist is drawn — or pick one both players agree on. MIRROREDWORLD: both players use one listed Primary (choose or roll D6, re-roll a 6). SCRAMBLEDCOMMUNICATIONS: Swap the two Primary cards. Then pick Tactical or Fixed Secondaries. Fixed: Pick two cards and Confirm (they cannot be discarded). Tactical: each Command phase Draw twice; Discard when achieved; you may discard at the end of your turn for 1CP; once per battle press 1CP then Discard & Draw.
Note that:
Progress is saved in this browser’s local storage (mission state and stash separately).
Start New Game and changing Force Disposition, Primary/Agenda, Twist, Deployment or layout resets Secondary Mission decks.
Do not use this generator in multiple tabs of the same browser.
Campaign phase:
Player alliance:
Opponent alliance:
Location:
Roll D6
Player Briefing
HideHide
Opponent Briefing
HideHide
Start New Game
Player FD:
Opponent FD:
Deployment:
Layout:
Player Agenda / Primary
HideHide
Opponent Agenda / Primary
HideHide
Twist
HideHide
Location / War Zone
HideHide
Deployment
HideHide
Player’s Hand
Attacker’s Hand
Choose whether to use Fixed or Tactical Missions during the battle and press ‘Confirm’ button.
TACTICAL MISSION
FIXED MISSION
CONFIRM
Selected Secondary Missions
Attacker’s Selected Secondary Missions
Secondary Mission Deck
Attacker’s Secondary Mission Deck
Defender’s Hand
Choose whether to use Fixed or Tactical Missions during the battle and press ‘Confirm’ button.
TACTICAL MISSION
FIXED MISSION
CONFIRM
Defender’s Selected Secondary Missions
Defender’s Secondary Mission Deck
Campaign stash — Player
Agenda Achieved (this phase, max 3)
Battle Honours
Battle Skills
Relics
In this battle you may give up to 3 owned Upgrade cards to different friendly units (4 if the location is Titangrave).
Campaign stash — Opponent
Agenda Achieved (this phase, max 3)
Battle Honours
Battle Skills
Relics
In this battle you may give up to 3 owned Upgrade cards to different friendly units (4 if the location is Titangrave).
Card Decks
Briefing deck
LIBERATORS’ BRIEFING: PHASE 1
Our fleet has established orbit around Armageddon and the time to liberate the war-torn world is nigh. The first wave of our forces must make planetfall without delay, securing landing zones and establishing beachheads so that the follow-up waves can deploy to the planet's surface intact.
YOUR FORCE DISPOSITION
OPPONENT’S FORCE DISPOSITION
YOUR AGENDA
OR
PLANETFALL
VITALSTRONGPOINT
SECUREPERIMETER
PLANETFALL
OR
VITALSTRONGPOINT
SECUREPERIMETER
LIBERATORS’ OUTCOME: PHASE 1
Gain 1 Narrative Point if your Alliance has control of this phase’s Location, and gain 1 Narrative Point if your Alliance is in ascendancy.
2NARRATIVE POINTS
Your forces have fallen upon Armageddon like a thunderbolt. Hurling the enemy back in disarray, you have swept clear a broad beachhead and heavily reinforced it, leaving you in the strongest possible position to proceed with the liberation of Armageddon.
1NARRATIVE POINT
You have successfully carved out a beachhead on the surface of Armageddon, albeit at a bloody cost. As fresh waves of warriors and war machines are ferried down from orbit, the war of liberation must begin in earnest.
0NARRATIVE POINTS
The initial planetstrike has failed almost completely. You have established a handful of tenuous beachheads, but at a terrible cost and with little hope of holding them. The liberation of Armageddon now teeters upon the brink of disaster.
LIBERATORS’ BRIEFING: PHASE 2
The first stage of the liberation has been completed. Now we must maintain the pressure. Beyond preventing the enemy from retaking our landing zones, we need fresh supplies and intelligence from survivors still in hiding along the line of our advance. The war of liberation will only get harder from here on in.
YOUR FORCE DISPOSITION
OPPONENT’S FORCE DISPOSITION
YOUR AGENDA
OR
RESCUESURVIVORS
ENCIRCLEMENT
ENCIRCLEMENT
HIDDENPRIZE
OR
HIDDENPRIZE
RESCUESURVIVORS
LIBERATORS’ OUTCOME: PHASE 2
Gain 1 Narrative Point if your Alliance has control of this phase’s Location, and gain 1 Narrative Point if your Alliance is in ascendancy.
2NARRATIVE POINTS
Victory follows victory as your armies storm across the surface of Armageddon. You have torn down some of your foes’ mightiest strongholds, amassed stockpiles of materiel, and now stand primed for the last grand push. You have only to maintain your momentum and final liberation will be at hand!
1NARRATIVE POINT
Your armies advance steadily and relentlessly, despite your foes’ attempts to halt their progress or sever your supply lines. A number of key strategic sites across the planet are now in your hands. Meanwhile, your enemies continue to retreat, albeit often in good order. Victory lies tantalisingly just beyond the horizon.
0NARRATIVE POINTS
Progress has stalled. Despite your best efforts, your advances have been blunted, supplies are running low and your landing zones remain under threat. It will now take some truly heroic efforts to prevent your attempted liberation from becoming a disastrous massacre.
LIBERATORS’ BRIEFING: PHASE 3
The final battle is upon us. We have this one chance to liberate Armageddon and raise our banners high over its reconquered hive spires. To do this, we will have to annihilate the foe's command structure, bring down their mightiest war engines, and break their spirit entirely, or else know the ignominy of defeat.
YOUR FORCE DISPOSITION
OPPONENT’S FORCE DISPOSITION
YOUR AGENDA
OR
CASTDOWNTHEIRIDOLS
RECLAIMTHISWORLD
SLAYTHETYRANT
CASTDOWNTHEIRIDOLS
OR
RECLAIMTHISWORLD
SLAYTHETYRANT
LIBERATORS’ OUTCOME: PHASE 3
Gain 2 Narrative Points if your Alliance has control of this phase’s Location, and gain 1 Narrative Point if your Alliance is in ascendancy.
2NARRATIVE POINTS
Your armies have swept across Armageddon and liberated much of its surface. It is only unfortunate that - with key strategic objectives left unmet - you were unable to drive the enemy from this world entirely. It is likely many years of bloody fighting still lie ahead as a result.
1NARRATIVE POINT
Your final push has failed, leaving your tattered forces in possession of a few desperate holdouts surrounded by foes. However, having achieved key strategic victories you have at least paved the way for reinforcements to reinvigorate your liberation effort in the days to come.
0NARRATIVE POINTS
Your defeat has been total. The last bloodied survivors of your once proud host flee back to the stars, leaving countless dead in their wake. Armageddon has truly fallen.
3
Your victory on Armageddon is complete. Not only have you liberated the world itself, but you have also destroyed your foes so completely that they will not threaten this world again for years to come. Congratulations on a mighty triumph.
OPPRESSORS’ BRIEFING: PHASE 1
Armageddon is ours. Our armies have conquered its hives and dug in across its ashen wastes, and we will not yield to these invaders from the stars. Throw the enemy back into the void wherever you can, and scorch the land where you cannot. Make the foe regret the day they ever came to Armageddon.
YOUR FORCE DISPOSITION
OPPONENT’S FORCE DISPOSITION
YOUR AGENDA
OR
DIGIN
LOOTANDSCOOT
LOOTANDSCOOT
REPELTHEFOE
OR
REPELTHEFOE
DIGIN
OPPRESSORS’ OUTCOME: PHASE 1
Gain 1 Narrative Point if your Alliance has control of this phase’s Location, and gain 1 Narrative Point if your Alliance is in ascendancy.
2NARRATIVE POINTS
Through a combination of stubborn determination and sheer ferocity, you have repelled almost all the invaders’ landing forces. Your banners still fly over the strongholds you swore you would defend, and what enemies have made it onto Armageddon are scattered and hunted remnants.
1NARRATIVE POINT
The enemy press forward on multiple fronts, but you have held them at bay and made them pay for their efforts in blood. If you can keep them pinned within their beachheads long enough to muster a counterattack, you may yet drive them from Armageddon altogether.
0NARRATIVE POINTS
Your efforts to hold the invaders back have been almost wholly in vain. Driven like cattle, abandoning burning wrecks and fallen fortifications in your wake, you have been routed on every front. You will have to rally your scattered forces and fight back twice as hard to regain the advantage now.
OPPRESSORS’ BRIEFING: PHASE 2
The enemy continue their assault, seeking to surround our forces and push us back to the primary hives. We need to slow their advance. We will do this by punching holes in their advancing battle lines, severing their routes of supply and – where we must – destroying caches before the foe capture them.
YOUR FORCE DISPOSITION
OPPONENT’S FORCE DISPOSITION
YOUR AGENDA
OR
BREAKTHROUGH
CONVOYAMBUSH
BREAKTHROUGH
SABOTAGESUPPLIES
OR
CONVOYAMBUSH
SABOTAGESUPPLIES
OPPRESSORS’ OUTCOME: PHASE 2
Gain 1 Narrative Point if your Alliance has control of this phase’s Location, and gain 1 Narrative Point if your Alliance is in ascendancy.
2NARRATIVE POINTS
Your warriors have fought back with a ferocity and cunning that does them credit. You have starved your foes of supplies, winnowed their ranks, and are now in a commanding position. It is time to land the killing blow.
1NARRATIVE POINT
Through a mixture of sudden raids, localised counteroffensives and calculated acts of sabotage you have bled the enemy and slowed their advance. Behind the lines your own reserves are massing. Soon, when your preparations are complete, there will be a reckoning.
0NARRATIVE POINTS
Disaster follows disaster as your efforts to slow the enemy advance come to naught. With your own forces now in danger of being overrun or encircled by the well-supplied and numerous foe, all you can do is fall back to the final defensive positions. There you must prepare to weather the storm that is about to break.
OPPRESSORS’ BRIEFING: PHASE 3
The war for this world has been long and bloody, but we have an opportunity to launch a counteroffensive that will shatter the enemy entirely. With our greatest warlords leading from the front and our warriors prepared to do whatever it takes to win the war, we will reclaim Armageddon once and for all.
YOUR FORCE DISPOSITION
OPPONENT’S FORCE DISPOSITION
YOUR AGENDA
OR
LEADBYEXAMPLE
ASHANDRUBBLE
ASHANDRUBBLE
APROPERCHALLENGE
OR
APROPERCHALLENGE
LEADBYEXAMPLE
OPPRESSORS’ OUTCOME: PHASE 3
Gain 2 Narrative Points if your Alliance has control of this phase’s Location, and gain 1 Narrative Point if your Alliance is in ascendancy.
2NARRATIVE POINTS
After a successful counteroffensive, you drove the enemy into retreat and continue to harry them on every front. They were able to prevent your forces from achieving complete strategic supremacy, however, and so the war for Armageddon will grind on.
1NARRATIVE POINT
Your counterattack failed, leaving many of your warriors to be overrun and destroyed. You were at least able to claim some victories, enough to cover your retreat into hiding, but for now victory is beyond your grasp.
0NARRATIVE POINTS
You have been decisively and completely defeated. Those of your warriors not heaped amongst the slain are fleeing without hope or purpose. The war for Armageddon is lost.
3
After a triumph so decisive, there can be no doubt of your victory on this world. Those who came to seize it from you have been destroyed, while your own hold on the planet has only grown stronger than ever before.
RAIDERS’ BRIEFING: PHASE 1
The conflict on Armageddon offers us a unique opportunity to complete our goals without our enemies' awareness. First however we need to make contact with our assets on the surface to gather intelligence while inserting forces behind enemy lines, ready to launch targeted strikes when the hour is nigh.
YOUR FORCE DISPOSITION
OPPONENT’S FORCE DISPOSITION
YOUR AGENDA
OR
CLANDESTINEINFILTRATION
VANGUARDRECON
ESTABLISHCONTACT
CLANDESTINEINFILTRATION
OR
VANGUARDRECON
ESTABLISHCONTACT
RAIDERS’ OUTCOME: PHASE 1
Gain 1 Narrative Point if your Alliance has control of this phase’s Location, and gain 1 Narrative Point if your Alliance is in ascendancy.
2NARRATIVE POINTS
Distracted as they are by their ongoing war, the enemy have proven easy for you to circumnavigate or destroy piecemeal. Your forces are now in the best possible position to capitalise on this conflict for their own gain.
1NARRATIVE POINT
Though the effort has been perilous and - in places - costly, your forces have completed enough covert actions to set up the next stage of the plan. Well informed and ready to strike, your warriors await only the word to launch their next attacks.
0NARRATIVE POINTS
Subtlety, it appears, is not your strong suit. Your hosts have either been detected by the enemy and driven into swift retreat, or simply caught up and slaughtered amidst the wider conflict. The situation can still be salvaged, but it will require cunning, quick action and a lot of costly bloodshed.
RAIDERS’ BRIEFING: PHASE 2
Our forces are in position but time is running short. With fighting escalating, there will never be a better time than now to strike. Move swiftly and with purpose. Take that which we came for, lay what future groundwork is required for our designs, and ensure the enemy remain ignorant of our efforts.
YOUR FORCE DISPOSITION
OPPONENT’S FORCE DISPOSITION
YOUR AGENDA
OR
AKNIFEINTHEDARK
ATHIEFINTHENIGHT
AKNIFEINTHEDARK
SEEDSOFDESTRUCTION
OR
ATHIEFINTHENIGHT
SEEDSOFDESTRUCTION
RAIDERS’ OUTCOME: PHASE 2
Gain 1 Narrative Point if your Alliance has control of this phase’s Location, and gain 1 Narrative Point if your Alliance is in ascendancy.
2NARRATIVE POINTS
Guile, good fortune and merciless brutality have seen you achieve all of your goals in this phase of the war. Your enemies have been powerless to stop you, none having lived long enough to raise the alarm, and you are ready and well positioned to make good your escape.
1NARRATIVE POINT
In a series of swift raids and brutal covert actions, you have seized vital assets that will benefit you greatly. Of course, with your forces deeply embedded in a raging war zone, there is still the question of safe extraction to consider.
0NARRATIVE POINTS
You fought as hard as you could, but your warriors have squandered this opportunity. Assets have been lost to the foe, while your efforts at misdirection or manipulation have come to naught. It will be a struggle now to gain anything meaningful from this conflict.
RAIDERS’ BRIEFING: PHASE 3
Our time on Armageddon is coming to an end. Delay too long and one side or the other will gain supremacy long enough to turn their full attention upon our forces. Before this can occur, we need to extract our prizes, erase any trace of our presence on this world, and make good our escape into the stars.
YOUR FORCE DISPOSITION
OPPONENT’S FORCE DISPOSITION
YOUR AGENDA
OR
ERASEALLTRACE
CAPTURETROPHIES
ERASEALLTRACE
EXTRACTION
OR
EXTRACTION
CAPTURETROPHIES
RAIDERS’ OUTCOME: PHASE 3
Gain 2 Narrative Points if your Alliance has control of this phase’s Location, and gain 1 Narrative Point if your Alliance is in ascendancy.
2NARRATIVE POINTS
Although you were not able to seize all the assets you might have wished to on Armageddon, there is no denying your triumph. You leave this world a conqueror, with many slain foes and cunning victories in your wake.
1NARRATIVE POINT
To the casual observer, you have suffered a decisive defeat upon this world. Yet some of your deeds may still bear fruit in the years to come, and your enemies may come to rue your hidden victories.
0NARRATIVE POINTS
Cut off and trapped by enemies closing in upon all sides, any hope you had of escape or success is gone. Armageddon will surely be your doom.
3
Those who fought to defend or to conquer Armageddon may believe themselves the victors, but in truth you have eclipsed them all. You emerge from this war greatly empowered, and with strategic advantages it may take your enemies years to grasp the full and terrible implications of.
Agenda deck
PLANETFALL
LIBERATORS’ AGENDA
Several strategic drop sites have been identified in this area. Your forces must plunge into the thick of the fight and seize them as a priority in order to establish a foothold in the war zone.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
You control half or more than half of the objectives on the battlefield.
LIBERATORS’ AGENDA: PRIMARY MISSION
ANY BATTLE ROUND
WHEN: End of your turn.
One or more friendly units made an ingressmove this turn and were set up within range of an objective (excluding your home objective).3VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control your home objective.3VP
You control one or more objectives within your territory (excluding your home objective).5VP
You control one or more other objectives.7VP
VITAL STRONGPOINT
LIBERATORS’ AGENDA
Far from the bedlam of the front lines lies an emplacement of utmost strategic importance. If your force can capture it and its surrounding outposts, you will rob the enemy of their ability to launch a coordinated counterattack.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
Your opponent controls no objectives wholly within their territory.
LIBERATORS’ AGENDA: PRIMARY MISSION
ANY BATTLE ROUND
WHEN: End of your turn.
You control one or more objectives that your opponent controlled at the start of your turn.5VP
You control your opponent’s home objective.10VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
For each objective you control within your opponent’s territory.5VP
SECURE PERIMETER
LIBERATORS’ AGENDA
Your warriors must secure the planetary beachhead by driving off local enemy forces and capturing the territory they hold. Only in this way can you establish a strong perimeter that will allow follow-up waves to land safely.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
There are no enemy units within your territory.
LIBERATORS’ AGENDA: PRIMARY MISSION
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control two or more objectives (excluding your home objective).5VP
WHEN: End of your turn.
Your opponent controls no objectives within your territory.5VP
There are no enemy units (excluding AIRCRAFT and battle-shocked units) within your deployment zone.3VP
RESCUE SURVIVORS
LIBERATORS’ AGENDA
Scattered friendly forces are believed to have gone to ground in this region. If the enemy finds them before you do, they will surely be slain. Move quickly, storm every potential hiding place, and delay the foe's advance to ensure the lost combatants are recovered alive.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
Three or more terrainareas that are not within your deployment zone each have one or more friendly units (excluding AIRCRAFT and battle-shocked units) within them and no enemy units are within those terrain areas.
LIBERATORS’ AGENDA: PRIMARY MISSION
ANY BATTLE ROUND
WHEN: End of your turn.
For each terrain area that meets all of the following conditions:
It is not within your deployment zone.
It has one or more friendly units within it (excluding AIRCRAFT and battle-shocked units).
It has no enemy units within it.
1VP
One or more enemy units that started this turn within a terrain area were destroyed this turn.3VP
Your opponent controls no objectives within your territory.3VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
HIDDEN PRIZE
LIBERATORS’ AGENDA
Intelligence suggests that somewhere in this area is the hidden entrance to a crucial supply dump, concealed enemy command bunker or similar high-value site. Find it and claim it to help pave the way towards final victory.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
You discovered the cache and you control the objective it is in.
UNITS: One unit within a terrainarea that is not within your deployment zone and has not been searched (see below).
USE LIMIT: Twice per turn. Each unit that starts this action this phase must be within a different terrain area.
COMPLETES: End of your turn.
EFFECT: That terrain area is searched. If you have not discovered the cache (see below), roll one D6, adding 1 to the result for every other terrain area you have searched. On a 5+, you have discovered the cache; that terrain area becomes an objective if it was not already one, and you place one of your operation markers on it. Once you have discovered the cache, this action cannot be started again.
ANY BATTLE ROUND
WHEN: End of your turn.
For each terrain area you searched this turn.5VP
You discover the cache this turn.10VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).5VP
You control the objective with your operation marker on it.10VP
ENCIRCLEMENT
LIBERATORS’ AGENDA
As the fighting rages on an opportunity presents itself to encircle a major enemy force. If you can successfully trap the foe in this way, they will surely be destroyed.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
You have a presence on three or more battlefield edges.
LIBERATORS’ AGENDA: PRIMARY MISSION
ESTABLISH ENCIRCLEMENT While one or more units from your army (excluding AIRCRAFT and battle-shocked units) are wholly within 6" of a battlefield edge and more than 9" from any corner of the battlefield, you have a presence on that battlefield edge.
ANY BATTLE ROUND
WHEN: End of your turn.
You have a presence on three or more battlefield edges.5VP
Your opponent controls no objectives within your territory.5VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives.5VP
CAST DOWN THEIR IDOLS
LIBERATORS’ AGENDA
In their desperation, the foe have withdrawn behind their fortifications and unleashed their largest engines of war, towering behemoths that loom over the battlefield and threaten death and destruction. Cast these titans down, and burn the foe out from the fortress walls they cower behind, and they will truly be crushed.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
Your opponent controls no objectives within their territory.
At the end of the battle, you gain 1 additional Agenda Achieved card if one or more of the following conditions are met:
Your opponent’s army included one or more TITANIC units and one or more of them are destroyed.
Three or more of your idol targets are destroyed.
LIBERATORS’ AGENDA: PRIMARY MISSION
IDOL TARGET In your Command phase, select one enemy model on the battlefield that has the highest (or equal highest) W. That model is your idol target.
ANY BATTLE ROUND
WHEN: End of a turn.
One or more enemy units that started the turn within range of an objective were destroyed this turn.5VP
Your idol target was destroyed this turn.5VP
+Your idol target was TITANIC and it was destroyed this turn.+5VPCUMULATIVE
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
Your opponent controls no objectives wholly within your territory.5VP
You control more objectives than your opponent.5VP
RECLAIM THIS WORLD
LIBERATORS’ AGENDA
The time has come to cast out the foe and reclaim this world in the name of your lords and masters. Raise your banners high over every wall and battlement to let the enemy know their final defeat is nigh.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
USE LIMIT: Unlimited. Each unit that starts this action this phase must be within range of a different objective.
COMPLETES: End of your turn.
EFFECT: Select one objective your unit controls that does not have one of your operation markers on it. You raise a banner on that objective; place one of your operation markers on it.
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control your home objective.1VP*
You control your opponent’s home objective.6VP*
For each other objective you control.4VP*
*If you have raised a banner on that objective, you score double this VP amount instead.
SLAY THE TYRANT
LIBERATORS’ AGENDA
The enemy's greatest war leader stands before you, a mighty foe by whose hand countless millions have been slain. You have a chance to avenge those lives and to cut the head from the enemy hosts all in one fell blow.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
The enemy WARLORD is destroyed.
At the end of the battle, you gain 1 additional Agenda Achieved card if the following condition is met:
All enemy CHARACTER models are either destroyed or in strategic reserves.
LIBERATORS’ AGENDA: PRIMARY MISSION
ANY BATTLE ROUND
WHEN: End of your turn.
One or more enemy units were destroyed this turn.5VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).5VP
WHEN: End of your turn.
More enemy units than friendly units were destroyed this battle round.5VP
END OF BATTLE
The enemy WARLORD is destroyed.5VP
LOOT AND SCOOT
OPPRESSORS’ AGENDA
As the invading forces drive out from their landing zones, they seek to seize local supply caches to fuel their war effort. You must move quickly to ransack those sites you can reach in order to deny these prizes to the enemy.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
Three or more objectives (excluding your home objective) have been looted by your army.
UNITS: One unit within range of an objective you control that does not have one of your operation markers on it.
USE LIMIT: Up to twice per turn. Each unit that starts this action this phase must be within range of a different objective.
COMPLETES: Immediately.
EFFECT: That objective is looted. Place one of your operation markers on that objective and place one of your operation markers on the unit that completed this action (if that unit is destroyed, remove all operation markers from it).
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).5VP
END OF BATTLE
For each objective looted by your army.7VP
For each of your operation markers on a friendly unit.3VP
DIG IN
OPPRESSORS’ AGENDA
The enemy have landed in large numbers and are gaining momentum. Your forces stand in their path, charged with standing your ground and making them pay in blood for every yard they gain, bleeding the foe until their advance stalls altogether.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
One or more enemy units were destroyed this turn.3VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives within your opponent’s territory.5VP
You control every objective within your territory.3VP
END OF BATTLE
You control your home objective.10VP
REPEL THE FOE
OPPRESSORS’ AGENDA
The invading forces have but a tenuous presence upon the planet's surface. You have been ordered to exploit this weakness and rout the enemy from their drop site before they establish a permanent beachhead.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
You control two or more objectives within your opponent’s territory.
OPPRESSORS’ AGENDA: PRIMARY MISSION
ANY BATTLE ROUND
WHEN: End of your turn.
You control one or more objectives that your opponent controlled at the start of your turn.5VP
One or more friendly units (excluding AIRCRAFT and battle-shocked units) are wholly within your opponent’s deployment zone.5VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
For each objective you control.2VP
+For each objective you control within your opponent’s territory.+3VPCUMULATIVE
BREAKTHROUGH
OPPRESSORS’ AGENDA
You have been commanded to lead the vital counteroffensive that will shatter the enemy advance entirely. If you can punch through their delaying forces you will be able to wreak bloody havoc in their rear lines.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
UNITS: One unit that did not make an ingressmove this turn and is wholly within 6" of your opponent’s battlefield edge.
USE LIMIT: Once per turn.
COMPLETES: End of your turn.
EFFECT: Your unit has punched through and is removed from the battlefield (each unit embarked within a TRANSPORT that punched through has also punched through).
ANY BATTLE ROUND
WHEN: End of your turn.
One or more friendly units (excluding AIRCRAFT and battle-shocked units) are within 6" of your opponent’s battlefield edge.5VP
One or more units punched through this turn.10VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).5VP
You control one or more objectives within your opponent’s territory.5VP
CONVOY AMBUSH
OPPRESSORS’ AGENDA
The enemy are looking to ferry supplies and personnel through this area to reinforce their front lines. Target anything that could be used to transport cargo and see it reduced to smoking wreckage.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
Your opponent’s army included one or more TRANSPORTS and all of those units are destroyed.
Three or more of your prime targets are destroyed.
OPPRESSORS’ AGENDA: PRIMARY MISSION
PRIME TARGET In your Command phase, select one enemy unit that is on the battlefield; this must be a MONSTER/VEHICLE unit if possible. Until the start of your next Command phase, that unit is your prime target (see below).
ANY BATTLE ROUND
WHEN: End of a turn.
Your prime target was destroyed this turn.8VP
+Your prime target was a TRANSPORT and it was destroyed this turn.+2VPCUMULATIVE
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).5VP
You control more objectives than your opponent.5VP
SABOTAGE SUPPLIES
OPPRESSORS’ AGENDA
The enemy are looking to mount a major offensive, and are amassing all the supplies they have so far captured in preparation for it. Destroy their stockpiles and you will end their big push before it even begins.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
UNITS: One unit within range of an objective (excluding your home objective) that does not have one of your operation markers on it.
USE LIMIT: Once per turn.
COMPLETES: End of your turn.
EFFECT: If your unit is within range of an objective you control, that objective is sabotaged; place one of your operation markers on it.
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
For each objective you control.4VP
END OF BATTLE
For each objective that was sabotaged.5VP
+For each objective within your opponent’s territory that was sabotaged.+5VPCUMULATIVE
LEAD BY EXAMPLE
OPPRESSORS’ AGENDA
It's time to show your followers why you are the mightiest warlord on Armageddon. Gather your chosen forces, make sure they see you crushing the enemy beneath your iron tread, and victory is assured.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
Your champion unit controls an objective within your opponent’s territory and one or more enemy units were destroyed by your champion unit.
At the end of the battle, you gain 1 additional Agenda Achieved card if the following condition is met:
Your WARLORD unit controls an objective within your opponent’s territory and one or more enemy units were destroyed by your WARLORD unit.
OPPRESSORS’ AGENDA: PRIMARY MISSION
CHAMPIONS In your Command phase, you can select one friendly CHARACTER model (this must be your WARLORD if it is not destroyed). Until the start of your next Command phase that model’s unit is your champion unit.
ANY BATTLE ROUND
WHEN: End of your turn.
Your champion unitdestroyed one or more enemy units this turn.5VP
Your champion unit controls one objective (excluding your home objective).4VP
Your champion unit is wholly within your opponent’s territory.6VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
For each objective you control.4VP
ASH AND RUBBLE
OPPRESSORS’ AGENDA
There is a real danger that the enemy may be victorious on this world. Your task is to render that triumph meaningless by razing everything to the ground. Let them rule over ash and rubble if they must.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
UNITS: One unit within range of an objective (excluding your home objective, unless it is the fifth battle round).
USE LIMIT: Once per turn.
COMPLETES: End of your opponent’s turn, or the end of the battle (whichever comes first).
EFFECT: Select one objective your unit controls. That objective is razed and is no longer an objective: remove all markers associated with that objective (including operation markers). A razed objective becomes a normal terrainarea for the remainder of the battle. Once you have razedthreeobjectives, this action cannot be started again.
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control your home objective.3VP
For each objective you control.5VP
END OF BATTLE
For each objective that was razed.10VP
A PROPER CHALLENGE
OPPRESSORS’ AGENDA
The enemy have brought all their might to your doorstep. They believe they are about to secure a final, crushing victory, but the truth is they've just brought you a proper challenge. Show them the error of their ways.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
At the end of any battle round, your kill tally was 2+ and at least double that of your opponent.
At the end of the battle, you gain 1 additional Agenda Achieved card if the following condition is met:
At the end of any battle round, your kill tally was 3+ and at least triple that of your opponent.
OPPRESSORS’ AGENDA: PRIMARY MISSION
KILL TALLY Keep a kill tally for each player, adding 1 to a player’s tally when an enemy unit is destroyed. MONSTER/VEHICLE/CHARACTER units count as 2 units for this tally, unless they are TITANIC units, in which case they count as 3. Reset each player’s kill tally at the start of the battle round.
ANY BATTLE ROUND
WHEN: End of the battle round.
Your kill tally is 1+.5VP
Your kill tally is greater than your opponent’s.5VP
+Your kill tally is 2+ and more than double your opponent’s.+5VPCUMULATIVE
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).5VP
CLANDESTINE INFILTRATION
RAIDERS’ AGENDA
Under cover of developing hostilities, your forces must attempt to slip through the enemy's front lines. Those who successfully infiltrate enemy territory in this way will be in position to capitalise on the growing confusion and launch daring raids in the days to come.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
UNITS: One non-TRANSPORT unit that did not make an ingressmove this turn and is wholly within 6" of your opponent’s battlefield edge.
USE LIMIT: Once per turn.
COMPLETES: End of your turn.
EFFECT: Your unit exfiltrates and is removed from the battlefield.
ANY BATTLE ROUND
WHEN: End of your turn.
One or more enemy units that started the turn within your opponent’s territory were destroyed this turn.5VP
You control one or more objectives within your opponent’s territory.5VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).5VP
You control more objectives than your opponent.5VP
END OF BATTLE
One or more friendly units exfiltrated.10VP
VANGUARD RECON
RAIDERS’ AGENDA
This rapidly escalating conflict offers many possibilities, but only for those who have properly gauged the lie of the land. You have been charged with that vital task.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
Three or more enemy units and three or more objectives were scanned during the battle.
EFFECT: Select either one enemy unit that meets both of the following conditions, or one objective that meets both of the following conditions:
it is within 12" of and visible to the unit that completed this action
it does not have one of your operation markers on it.
That enemy unit or objective is scanned: place one of your operation markers on it.
ANY BATTLE ROUND
WHEN: End of your turn.
One or more enemy units were scanned this turn.5VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives.5VP
END OF BATTLE
For each objective (excluding your home objective) that has been scanned.4VP
ESTABLISH CONTACT
RAIDERS’ AGENDA
One of our agents, possessing vital information, has been cut off by enemy forces. You must locate them, extract the information, and then recover or silence the agent as you see fit.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
You recovered the agent.
RAIDERS’ AGENDA: PRIMARY MISSION
CONTACT AGENT
OBJECTIVE ACTION
STARTS: Your Shooting phase. When a unit starts this action, you must declare whether it will silence or recover the agent.
UNITS: One unit within range of a central objective.
USE LIMIT: Once per turn.
COMPLETES: End of your turn (if you are silencing the agent) or the end of your opponent’s turn (if you are recovering the agent). Once completed, this action cannot be started again.
EFFECT: If your unit is within range of a central objective you control, the agent is silenced or recovered as appropriate.
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
For each objective you control.4VP
END OF BATTLE
You silenced the agent.8VP
You recovered the agent.15VP
A KNIFE IN THE DARK
RAIDERS’ AGENDA
Your forces must eliminate a key enemy leader present on this front. This will destabilise their forces, spreading anarchy and confusion for you to exploit.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
Your elimination target is destroyed.
RAIDERS’ AGENDA: PRIMARY MISSION
ELIMINATION TARGET In the Resolve Pre-battle Abilities step, select and declare one enemy CHARACTER model in your opponent’s army. That model is your elimination target.
ANY BATTLE ROUND
WHEN: End of your turn.
One or more enemy units were destroyed this turn.3VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
+Your elimination target was your opponent’s WARLORD and it is destroyed.+5VPCUMULATIVE
A THIEF IN THE NIGHT
RAIDERS’ AGENDA
Our agents have located the presence of a priceless artefact in this vicinity. A significant concentration of foes stand between you and your prize as they muster for battle on another front. Eliminate them, and see to the relic's recovery, personally.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
Your WARLORD’s unit controls the artefact objective.
Your WARLORD’s unit controlled the artefact objective at the end of three consecutive turns.
RAIDERS’ AGENDA: PRIMARY MISSION
ARTEFACT In the Resolve Pre-battle Abilities step, your opponent selects one objectivenot within their deployment zone. That is the artefact objective; place one of your operation markers on it.
ANY BATTLE ROUND
WHEN: End of your turn.
You control the artefact objective.8VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).5VP
You control more objectives than your opponent.5VP
END OF BATTLE
You control the artefact objective.5VP
+Your WARLORD controls the artefact objective.+5VPCUMULATIVE
SEEDS OF DESTRUCTION
RAIDERS’ AGENDA
Be it a dark ritual, a manipulation of fate, or the introduction of slow-acting biocontaminants, your forces have an opportunity to sow the seeds of a doom that will take many years to grow to fruition.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
Your WARLORD completed a ritual during the battle.
UNITS: One unit wholly within 6" of the centre of the battlefield.
USE LIMIT: Once per turn.
COMPLETES: End of your opponent’s turn, or the end of the battle (whichever comes first).
EFFECT: If your unit is wholly within 6" of the centre of the battlefield, it completes a ritual.
ANY BATTLE ROUND
WHEN: End of your turn.
One or more enemy units were destroyed this turn.5VP
WHEN: End of a turn.
A friendly unit completed a ritual this turn.10VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).5VP
Your opponent controls no central objectives.5VP
ERASE ALL TRACE
RAIDERS’ AGENDA
Before you leave this planet to its fate, you must cover your tracks, so that none can stumble upon the designs you have laid here. Whether you do this by slaughtering everyone to ensure no witnesses remain, or by corralling your enemies ready for some worse fate is up to you.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
You have a presence on three or more table quarters.
At the end of the battle, you gain 1 additional Agenda Achieved card if one or more of the following conditions are met:
There are no enemy units on the battlefield.
All enemy units on the battlefield (excluding AIRCRAFT and battle-shocked units) are within the same table quarter.
RAIDERS’ AGENDA: PRIMARY MISSION
BATTLE PRESENCE While one or more units from your army (excluding AIRCRAFT and battle-shocked units) are wholly within a table quarter and more than 6" from the centre of the battlefield, you have a presence in that table quarter.
ANY BATTLE ROUND
WHEN: End of your turn.
One or more enemy units were destroyed this turn.4VP
You have a presence in three or more table quarters.3VP
+You have a presence in 4 table quarters.+2VPCUMULATIVE
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).5VP
EXTRACTION
RAIDERS’ AGENDA
Your followers have reaped a mighty bounty on this world, but their efforts have not gone unnoticed. Now, with vengeful enemies closing in, you must extract the riches you have claimed before the foe can take them back.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
Two or more friendly units extracted spoils.
At the end of the battle, you gain 1 additional Agenda Achieved card if the following condition is met:
USE LIMIT: Once per turn (each unit cannot extract spoils more than once per battle).
COMPLETES: End of your turn.
EFFECT: If your unit is within 3" of the centre of the battlefield, that unit can extract spoils.
ANY BATTLE ROUND
WHEN: End of your turn.
No enemy units (excluding AIRCRAFT and battle-shocked units) are within 6" of the centre of the battlefield.3VP
A friendly unit extracted spoils this turn.3VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).5VP
CAPTURE TROPHIES
RAIDERS’ AGENDA
The war on this world may be spiralling towards its conclusion, but your forces are otherwise engaged, ransacking secure sites and hunting down the champions of the foe. Before you depart, you will ensure you have claimed enough riches to make the fight worthwhile.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
You recovered three or more of your operation markers.
At the end of the battle, you gain 1 additional Agenda Achieved card if the following condition is met:
The enemy WARLORD was destroyed and you recovered the resulting operation marker.
RAIDERS’ AGENDA: PRIMARY MISSION
TROPHIES When an enemy CHARACTER model is destroyed, before removing it from the battlefield, place one of your operation markers touching its base. When a friendly unit ends a move, each of your operation markers within 1" of that unit is recovered.
ANY BATTLE ROUND
WHEN: End of the battle round.
One or more enemy units were destroyed this battle round.3VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
For each of your operation markers that was recovered.6VP
Location deck
THE MANNHEIM GAP
LOCATION 1-2: PHASE 1
Cutting through the mountain range west of Hive Volcanus, the Mannheim Gap has been the site of countless battles, the twisted detritus of which now clog the pass. Warriors waging battle here do so between vast canyon walls, the threat of a lethal rock slide forever looming above their heads.
LOCATION BONUS
BATTLE-TESTED While an Alliance has control of this location, when a player in that Alliance draws Battle Skill cards, they can draw one additional card before choosing which to keep.
WAR ZONE RULES
CANYONWALLS The battlefield edges that are not the Attacker’s or Defender’s battlefield edge are canyon walls. When a unit makes an ingressmove, models in it cannot be set up within 6" of a canyon wall unless that model has FLY or DeepStrike.
ROCKFALLS When a unit ends a move (excluding pile-in and consolidationmoves) within 6" of a canyon wall, make a hazardroll for that unit.
VOLCANUS ARCHIPELAGO
LOCATION 3-4: PHASE 1
Situated in the estuary of the Erebus River, the islands of the Volcanus Archipelago bristle with anti-air batteries and naval gun stations, shielding the northern flank of Hive Volcanus.
LOCATION BONUS
MUNITIONSVAULTS While an Alliance has control of this location, when a player in that Alliance draws Reliccards, they can draw one additional card before choosing which to keep.
WAR ZONE RULES
LANDINGCRAFT In a player’s Movement phase, that player can select one friendly unit in strategic reserves. That unit can make an ingressmove this phase as if the battle round number was one higher than it actually is (note that this means it could arrive in the first battle round).
RAPIDREINFORCEMENTS (Once per battle) Each player can use the RapidIngress stratagem for 0CP.
THE MORPHEON LINE
LOCATION 5-6: PHASE 1
A formidable network of trench lines, squat fortifications and hard points, the Morpheon Line was originally constructed to contain the Orks assailing Hive Tempestora.
LOCATION BONUS
TOTHEVICTOR While an Alliance has control of this location, when a player in that Alliance draws Battle Honour cards, they can draw one additional card before choosing which to keep.
WAR ZONE RULES
DEFENCENETWORKS While a unit has the benefitofcover, models in that unit have an InSv of 5+ against ranged attacks.
FOXHOLES When an INFANTRY unit remainsstationary, hidden models in that unit have a detectionrange of 12" until the end of the turn.
CERBERA BASE
LOCATION 1-2: PHASE 2
The half-ruined expanse of Cerbero Base is one of only a handful of viable defensive positions within the roiling firestorms and choking smoke swathing Armageddon's Equatorial Jungle.
LOCATION BONUS
STAGINGPOST While an Alliance has control of this location, the location for the next phase of the campaign is not randomly determined by the Warmaster. Instead, in the next Start Campaign Phase step, the players in that Alliance can choose what the next location will be (either by taking a vote or nominating one amongst them to choose).
WAR ZONE RULES
SHROUDINGSMOKE
All units have the SMOKE keyword.
Models that are not within 24" of each other are not visible to each other.
ASHCLOUDS
When an AIRCRAFT unit ends an ingressmove, make a hazardroll for that unit.
When a FLYING unit ends a move in which it took to the skies, make a hazardroll for that unit.
VICTORINIUS SPACEPORT
LOCATION 3-4: PHASE 2
One of the most crucial locations to Armageddon's beleaguered Imperial forces, Victorinus Spaceport provides air support access to the majority of the hive world's theatres.
LOCATION BONUS
FRESHSUPPLIES When an Alliance first takes control of this location, each player in that Alliance draws 1 random Battle Skill or 1 random Phase 1 Battle Honour card to keep.
WAR ZONE RULES
SURGICALINSERTION In a player’s Movement phase, that player can select one friendly strategic reserves unit to make a Surgical Deep Strike. If they do, while making an ingressmove with that unit this phase, apply the following:
If that unit has Deep Strike: Each model in that unit can be set up anywhere on the battlefield that is more than 6" horizontally from all enemy units.
If that unit does not have Deep Strike: That unit has DeepStrike. After ending that move, that player must make a battle-shockroll for that unit, then make a number of hazardrolls for it equal to half the number of models in that unit (rounding up).
BLACKFIRE DEATH PITS
LOCATION 5-6: PHASE 2
Here solid ground gives way to bubbling tar and geysers of burning promethium. Crumbling roadways and elevated watch posts span the mire, making movement extremely treacherous.
LOCATION BONUS
TESTOFMETTLE When an Alliance first takes control of this location, each player in that Alliance can discard one Battle Honour and/or one Battle Skill card.
For each card discarded, they can then choose one card of the same type to replace it with (e.g. a Phase 1 Battle Honour could be replaced with a different Phase 1 Battle Honour card).
WAR ZONE RULES
TREACHEROUSTERRAIN
When a unit is selected to remainstationary or make an advancemove, make a hazardroll for that unit.
When a unit declares a charge, if one or more of the chargetargets are within a terrainarea, -1 from the charge roll.
VETERANFIGHTERS BATTLELINE units can start an action in a turn in which they made an advance or fall-backmove.
EYES OF THE EMPEROR OBSERVATORY
LOCATION 1-2: PHASE 3
Rising from the mountain ranges north of Hive Death Mire, the Eyes of the Emperor Observatory provides a considerable tactical advantage to those that hold it. So worthwhile is its capture that commanders hurl reinforcements into the fight for its control.
LOCATION BONUS
AUSPICIOUSAUGURY When an Alliance first takes control of this location, each player in that Alliance with fewer than 3 AgendaAchievedcards can shuffle their mission deck’s Secondary Missions deck, then draw the top 4 cards: for each Fixed Mission card revealed, that player gains one Agenda Achieved card.
WAR ZONE RULES
SECONDWAVE (Once per battle) At the start of a player’s Command phase, that player can select one of the following options (excluding EPICHERO/WARLORD units):
One friendly MONSTER/VEHICLE unit that is destroyed.
Three friendly BATTLELINE units that are destroyed.
Any two other friendly units that are destroyed.
That player then adds the same number of identical new units to their army, in strategic reserves.
ORBITALLANCEBOMBARDMENT At the end of the battle round, players randomly select one objective on the battlefield. For every unit within range of that objective, roll one D6: on a 4+, that unit suffers D3 mortalwounds.
TITANGRAVE
LOCATION 3-4: PHASE 3
Formerly a staging area for the Legio Magna, Titangrave's twisted, irradiated ruins now play host to mobs of Orks, Mekboys' workshops and half-completed war effigies. Those fighting in this perilous theatre would do well to unleash their most potent weapons and wargear.
LOCATION BONUS
THESPOILSOFWAR When an Alliance first takes control of this location, each player in that Alliance that has 4 or more BattleHonourcards (in total, from any phase) gains 1 AgendaAchievedcard.
WAR ZONE RULES
VERMILLIONSANCTION Players can select one additional unit to have an Upgrade (for a total of up to four instead of up to three).
SHIELDEDMEKSHOPS When a unit is set up as a result of a move type, make one hazardroll for each of its models set up within range of an objective. If one or more of those rolls fails, make a battle-shockroll for that unit.
TITANCLASH
When making attacks with a MONSTER/VEHICLE model that targeted a MONSTER/VEHICLE unit, +1 to hitrolls.
When making attacks with a TITANIC model that targeted a TITANIC unit, +1 to woundrolls.
HIVE ACHERON SUBSPRAWL
LOCATION 5-6: PHASE 3
A web of subterranean caverns, armouries, barracks and support structures, Hive Acheron's subsprawl has become a refuge for Human survivors, and also the site of bitter fighting between rival champions and warlords.
LOCATION BONUS
AHARD-FOUGHTVICTORY When an Alliance first takes control of this location, each player in that Alliance that has 3 or more BattleSkillcards gains 1 AgendaAchievedcard.
WAR ZONE RULES
TUNNELFIGHTERS In the Declare Battle Formations step, each player can select up to three friendly INFANTRY units in strategic reserves; those units gain the following until the end of the battle:
ONESHALLSTAND,ONESHALLFALL (Once per battle round) Each player can use the EpicChallenge stratagem for 0CP.
LEADFROMTHEFRONT Each player’s WARLORD has the following ability:
Front-line Hero (Aura): While a friendly unit is within 6" of this model, you can re-roll battle-shockrolls for that unit.
Agenda Achieved deck
LIBERATORS
AGENDA ACHIEVED
At the end of each campaign phase, the Alliance with the most AgendaAchievedcards is in ascendancy.At the end of campaign phases 1 and 2, shuffle the Liberators Relics deck, then turn over a number of cards equal to the number of Agenda Achieved cards you have. Select one of the revealed Reliccards to keep, and return the others to the deck.
OPPRESSORS
AGENDA ACHIEVED
At the end of each campaign phase, the Alliance with the most AgendaAchievedcards is in ascendancy.At the end of campaign phases 1 and 2, shuffle the Oppressors Relics deck, then turn over a number of cards equal to the number of Agenda Achieved cards you have. Select one of the revealed Reliccards to keep, and return the others to the deck.
RAIDERS
AGENDA ACHIEVED
At the end of each campaign phase, the Alliance with the most AgendaAchievedcards is in ascendancy.At the end of campaign phases 1 and 2, shuffle the Raiders Relics deck, then turn over a number of cards equal to the number of Agenda Achieved cards you have. Select one of the revealed Reliccards to keep, and return the others to the deck.
Battle Honour deck
SHADOW STALKER
BATTLE HONOUR
This warrior has learned to move unseen, haunting their prey from dark ruins or slipping through the smoke and dust of battle to evade detection.
WHO: One CHARACTER model. EFFECT: This unit has Stealth.
At the end of campaign phase 1, the Alliance with the most Phase 1 Battle Honours takes control of the Phase 1 Location.
UNDYING DUTY
BATTLE HONOUR
This champion and their chosen warriors will not rest while their duty remains unfulfilled, mustering one last surge of strength to strike down those that would deny them.
WHO: One CHARACTER model. EFFECT: In the Fight phase, when an enemy unit that targeted this unit has resolved its attacks, for each model in this unit that was destroyed as a result of those attacks, roll one D6: for each 5+, the attacking unit suffers 1 mortalwound.
BONUS EFFECT: MONSTER
If this upgrade is given to a MONSTER model, the attacking unit suffers D3 mortal wounds for each 5+ instead.
At the end of campaign phase 1, the Alliance with the most Phase 1 Battle Honours takes control of the Phase 1 Location.
GRIM VETERANS
BATTLE HONOUR
This warrior leads a group of battle-hardened veterans, their unwavering determination and tactical focus forged through shared experience in the fiercest war zones.
WHO: One CHARACTER model. EFFECT: While this unit is notbattle-shocked, it has +1 OC.
BONUS EFFECT: INFANTRY
If this upgrade is given to an INFANTRY model, you can re-roll leadershiprolls made for its unit.
At the end of campaign phase 1, the Alliance with the most Phase 1 Battle Honours takes control of the Phase 1 Location.
KINGSLAYER
BATTLE HONOUR
Many champions and commanders have dared to challenge this warrior, and all have fallen prey to their peerless martial might.
WHO: One CHARACTER model. EFFECT: This model’s melee weapons have [PRECISION]. While making attacks with this model that targeted a CHARACTER unit, you can re-roll hitrolls.
At the end of campaign phase 1, the Alliance with the most Phase 1 Battle Honours takes control of the Phase 1 Location.
FIRE AND FURY
BATTLE HONOUR
Whether opening with point-blank fusillades at full tilt, or unleashing deadly accurate volleys at range, this warrior favours the application of overwhelming firepower.
WHO: One CHARACTER model. EFFECT: This unit’s ranged weapons have [ASSAULT] and [HEAVY].
BONUS EFFECT: MONSTER/VEHICLE
If this upgrade is given to a MONSTER/VEHICLE model, while making attacks with this model’s [BLAST] weapons, you can re-roll hitrolls of 1.
At the end of campaign phase 1, the Alliance with the most Phase 1 Battle Honours takes control of the Phase 1 Location.
WRAITH OF RUIN
BATTLE HONOUR
This warrior employs the apocalyptic ruin-scapes of Armageddon to mask their advance until they and their followers are in the ideal position to strike.
WHO: One CHARACTER model. EFFECT: This unit is notvisible to enemy models unless they are within 18" of it.
At the end of campaign phase 2, the Alliance with the most Phase 2 Battle Honours takes control of the Phase 2 Location.
SWIFT AS THE WIND
BATTLE HONOUR
Moving with preternatural swiftness and single-minded purpose, this champion and their warriors surge across the battlefield.
WHO: One CHARACTER model. EFFECT: This unit has +2" M.
BONUS EFFECT: MONSTER/VEHICLE
If this upgrade is given to a MONSTER/VEHICLE model, this unit has +3" M instead.
At the end of campaign phase 2, the Alliance with the most Phase 2 Battle Honours takes control of the Phase 2 Location.
BATTLE HUNGRY
BATTLE HONOUR
This warrior revels in the fury of close-quarters melee. They allow no obstacle or impediment to hold them back, their sheer bellicosity drawing their warriors roaring along in their wake.
WHO: One CHARACTER model. EFFECT: You can re-roll charge rolls made for this unit.
BONUS EFFECT: MOUNTED
If this upgrade is given to a MOUNTED model, you can re-roll advancerolls made for this unit.
At the end of campaign phase 2, the Alliance with the most Phase 2 Battle Honours takes control of the Phase 2 Location.
FEROCIOUS COMBATANT
BATTLE HONOUR
This violent champion urges their followers on to ever greater heights of ferocity and aggression, leading them in carving a bloody path through the foe.
WHO: One CHARACTER model. EFFECT: This unit’s melee weapons have [SUSTAINEDHITS1].
BONUS EFFECT: MONSTER/VEHICLE
If this upgrade is given to a MONSTER/VEHICLE model, this model’s melee weapons have [CLEAVE1].
At the end of campaign phase 2, the Alliance with the most Phase 2 Battle Honours takes control of the Phase 2 Location.
BREACH AND BURN
BATTLE HONOUR
This commander is a veteran of urban warfare. They have trained their warriors to drive the foe from cover with volleys of fire, jets of flame and hails of explosive projectiles.
WHO: One CHARACTER model. EFFECT: In your Shooting phase, while making attacks with this unit, this unit’s weapons that targeted an enemy unit within 18" have [IGNORESCOVER].
At the end of campaign phase 2, the Alliance with the most Phase 2 Battle Honours takes control of the Phase 2 Location.
PATH TO CONQUEST
BATTLE HONOUR
The skies are choked with ash and the battlefield churned to ruin, heaped with the dead and the dying. You have won a significant victory, but only time will tell if your efforts are enough to tip the scales of the war.
END OF CAMPAIGN PHASE: At the end of campaign phase 3, the Alliance with the most Phase 3 Battle Honours takes control of the Phase 3 Location.
At the end of campaign phase 3, the Alliance with the most Phase 3 Battle Honours takes control of the Phase 3 Location.
Battle Skill deck
FRONT-LINE CHAMPION
BATTLE SKILL
This warrior is found where the fighting is thickest, using their hard-won experience to guide their troops' aim and inspire their bladework.
WHO: One CHARACTER model. EFFECT: While making attacks with this unit with weapons that targeted a unit within 9", you can re-roll hitrolls.
FORTUNE'S FAVOURED
BATTLE SKILL
Experience alone is sometimes not enough. It takes fortitude, fortune and perhaps the hand of the gods of fate to survive.
WHO: One CHARACTER model. EFFECT: (Once per battle) When a unit’s attacks target this unit, this model can use this upgrade. If it does, this unit has an InSv of 4+ until those attacks have been resolved.
LEAD FROM THE FRONT
BATTLE SKILL
Amidst the horror and confusion of the conflict on Armageddon, dynamic war leaders can make a great difference.
WHO: One CHARACTER model. EFFECT: This unit has Scouts6".
BONUS EFFECT: MOUNTED
If this upgrade is given to a MOUNTED model, this unit has Scouts 9" instead.
BORN SURVIVOR
BATTLE SKILL
This warrior is a veteran campaigner who bears the scars of war's excoriating touch. They are an indomitable and enduring combatant indeed.
WHO: One CHARACTER model. EFFECT: This model has FeelNoPain6+.
BONUS EFFECT: INFANTRY/MOUNTED
If this upgrade is given to an INFANTRY/MOUNTED model, it has FeelNoPain5+ instead.
NATURAL LEADER
BATTLE SKILL
This warrior radiates an authority and presence that inspires or dominates those around them to acts of greatness.
WHO: One CHARACTER model. EFFECT: This model has the following ability:
Inspiring Presence (Aura): While a friendly unit (excluding units belowhalf-strength) is within 9" of this model, battle-shockrolls for that unit are automaticallysuccessful.
BONUS EFFECT: WARLORD
If this upgrade is given to your WARLORD, while a friendly unit is within 9" of this model, that unit has +1 Ld.
HIGH STRATEGY
BATTLE SKILL
Well-laid plans and an ironclad grasp of pressing strategic goals go a long way to overcoming an enemy's superiority in numbers and firepower.
WHO: One CHARACTER model. EFFECT: You start the battle with 1CP.
BONUS EFFECT: WARLORD
If this upgrade is given to your WARLORD, you start the battle with 2CP instead.
TEMPERED IN BATTLE
BATTLE SKILL
Instincts honed, and tactics tested, this leader has become adept at outmanoeuvring and outfighting their enemies.
WHO: One CHARACTER model. EFFECT: This unit can shoot and declare a charge in a turn in which it made a fall-backmove.
BONUS EFFECT: INFANTRY
If this upgrade is given to an INFANTRY model, this unit can start an action in a turn in which it made a fall-back move.
TACTICAL REDEPLOYMENT
BATTLE SKILL
The most cerebral or cunning commanders employ their tactical insights to stack the odds in their armies' favour.
WHO: One CHARACTER model. EFFECT: In the Redeploy Units step, select up to three friendly units and redeploy them or place them into strategic reserves. These units do not count towards the strategic reserves limit.
TERRIFYING PRESENCE
BATTLE SKILL
Fighting so long amongst such horrifying environs has left a dread mark upon this warrior, which strikes fear into their foes.
WHO: One CHARACTER model. EFFECT: At the start of the Fight phase, select one enemy unit engaged with this unit. Your opponent must make a battle-shockroll for that enemy unit.
BONUS EFFECT: MONSTER/VEHICLE
If this upgrade is given to a MONSTER/VEHICLE model, when making battle-shockrolls as a result of this upgrade, subtract 1 from the result.
Relic deck
BLADE OF SACRIFICE
LIBERATORS’ RELIC
This sword has been wielded by a hundred martyrs, and in the hour of need it glows with blinding radiance as it consumes the bearer's soul. So empowered, it carves down even the mightiest foes, at the cost of reducing its wielder to another smoking husk.
WHO: One CHARACTER model (excluding EPICHEROES). EFFECT: When this unit is selected to fight, this model can channel its soul. If it does, select 1, 2 or 3 wounds for this model to lose (it cannot lose more than its remaining number of wounds). Until the end of the phase, for each wound this model lost from channelling its soul, this model’s melee weapons have +1 A, S and AP.
STRATEGIC LAURELS
LIBERATORS’ RELIC
Incorporating tactica-inload neurocircuitry and a complex data web sensory shunt, these decorative honours further augment the bearer's already shrewd grasp of grand strategy.
WHO: One CHARACTER model. EFFECT: In your Command phase, if this unit controls an objective, make a leadershiproll for this unit: if that roll succeeds, you gain 1CP.
THE EMPEROR'S TAROT
LIBERATORS’ RELIC
The bearer owns a deck of the Emperor's Tarot, rumoured to have been thrice-blessed by Sebastian Thor himself. A reading from these hallowed cards can guide a true believer to victory even in their darkest hour.
WHO: One CHARACTER model. EFFECT: At the start of your firstCommand phase:
If You Are Using Fixed Missions: You can discard one of your Fixed Missions and replace it with a different Fixed Mission of your choice.
If You Are Using Tactical Missions: Look at the top 3 cards from your Tactical Missions deck, then place them back on your deck, face down, in an order of your choice.
VORTEX GRENADE
LIBERATORS’ RELIC
Inside this heavy sphere is technology so arcane and dangerous that its deployment is rarely sanctioned. When detonated, it tears open the veil of realspace to create a miniature warp rift that sucks anything nearby into the hellish empyrean. The warp vortex is unpredictable and can swell or move, devouring everything in its path until it finally – hopefully – dissipates and vanishes.
WHO: One CHARACTER model. EFFECT: (Once per battle) In your Shooting phase, when this unit is selected to shoot, it can use this Relic. If it does, resolve the following sequence:
Select one unengaged enemy unit within 8" of this model.
Roll three D6; for each 2+, that enemy unit suffers D3 mortalwounds.
Make one hazardroll for this unit.
MASTER-CRAFTED ARMOUR
LIBERATORS’ RELIC
Fashioned by an armourer of sublime skill, this battle plate is proof against the most deadly weapons and dread foes of the 41st millennium.
WHO: One CHARACTER model (excluding EPICHEROES). EFFECT:
This model has an InSv of 4+.
This model has +1 T, Sv and W.
POWERFIELD PROJECTOR
OPPRESSORS’ RELIC
This force field generator surrounds the bearer in a bubble of elastic energy. The generator is remarkable, not only for its compact size, but also for being able to rebound incoming shots, much to the short-lived shock of those who opened fire upon its owner.
WHO: One CHARACTER model (excluding EPICHEROES). EFFECT:
This unit has an InSv of 5+ against ranged attacks.
While this unit is the target of ranged attacks, for each unmodified save roll of 6, the attacking unit suffers 1 mortalwound after it has resolved its attacks.
RUINATOR
OPPRESSORS’ RELIC
This fearsome weapon emits a baleful crimson glow, discouraging all but the most foolhardy or insane from wielding it. Rumoured to be possessed of an unquenchable thirst for violence, it leaves ruin in its wake even as it feeds off the life force of those it slays.
WHO: One CHARACTER model (excluding EPICHEROES). EFFECT: (Once per battle) When this unit is selected to fight, this model can use this Relic. If it does, select one of this model’s melee weapons to gain the following until the end of the phase:
[DEVASTATINGWOUNDS] and [HAZARDOUS]
Add half the current battle round number (rounding up) to its A and S.
TEMPORAL TALISMAN
OPPRESSORS’ RELIC
This trio of spheres once adorned the staff of Weirdboy Mukknog, who claimed they were a gift from Mork himself. Lost during Ghazghkull's first invasion of Armageddon and now recovered, they emit a phased stasis field that slows the passage of time in its vicinity, enabling the bearer to strike before their enemies' blows can land.
WHO: One CHARACTER model (excluding EPICHEROES). EFFECT: This unit has FightsFirst.
PERSONAL TELEPORTER
OPPRESSORS’ RELIC
Scavenged from a damaged Ork tellyporta array found abandoned in one of Armageddon's war zones, this unstable device enables a group of warriors to suddenly appear in the midst of battle in a blast of green lightning.
WHO: One CHARACTER model. EFFECT:
This unit has DeepStrike.
(Once per battle) You can target this unit with the RapidIngress stratagem for 0CP.
ENHANCED BIONICS
OPPRESSORS’ RELIC
Through intrusive and widespread surgery, the bearer's body has been extensively cybernised. Very little of their original flesh remains, replaced by unyielding metal and rugged, self-repairing cogitators.
WHO: One CHARACTER model. EFFECT:
In your Command phase, this model regains up to D3 lost wounds.
The first time this model is destroyed, remove it from the battlefield, then, at the end of the phase, roll one D6, adding 2 to this result if this model is an INFANTRY or MOUNTED model: on a 4+, set this model back up on the battlefield ascloseaspossible to where it was destroyed, unengaged and with 3 wounds remaining.
MAELSTROM CLARION
RAIDERS’ RELIC
Chittering with overlapping screeds of disruptive data, this sinister talisman's inbuilt technologies scramble teleport locks and choral beacons within a broad radius.
WHO: One CHARACTER model. EFFECT: Enemy units that are making an ingressmove cannot be set up within 12" of this model.
DISPLACER FIELD
RAIDERS’ RELIC
Displacer field technologies trigger small warp jumps that physically remove the bearer from harm's way before dropping them back into reality nearby.
WHO: One CHARACTER model. EFFECT: (Once per battle) At the end of your opponent’s Shooting phase, if this unit is unengaged and it was targeted by one or more attacks this phase, you can remove this unit from the battlefield and place it into strategic reserves. If you do, when you next make an ingressmove with this unit, it has DeepStrike until that move ends.
DISRUPTION ORB
RAIDERS’ RELIC
This ancient device broadcasts disruptive sonic frequencies shown to interfere with all forms of communication. These howling pulses can also be attuned to cause extreme discomfort to nearby enemies, shattering their concentration and driving their battle plans from their minds.
WHO: One CHARACTER model. EFFECT: This model has the following auraability: Agent of Discord (Aura): When an opponent’s stratagem targets an enemy unit within 12" of this model, increase its cost by 1CP for that use.
FATE-FORGED WEAPON
RAIDERS’ RELIC
A remarkable weapon with a storied and infamous history, this tool of fate has laid low heroes and monsters, lowly footsoldiers and mighty champions alike.
WHO: One CHARACTER model (excluding EPICHEROES). EFFECT:
This model’s melee weapons have +1 AP and D.
In the Fight phase, while making attacks with this model, you can re-roll woundrolls.
CLOAK OF SHADOWS
RAIDERS’ RELIC
This mythic cloak was discovered amidst the warp-touched wastes of Armageddon. While its provenance is mysterious, its ability to hide the bearer from physical, technological and even psychic senses cannot be denied.
WHO: One CHARACTER model (excluding EPICHEROES). EFFECT: This unit has Infiltrators.
Location Cards
These represent strategically important zones on the planet Armageddon. Each one features a location bonus; if an Alliance takes control of a location, all players in that Alliance gain its location bonus for the remainder of the campaign. On the reverse of each are war zone rules that apply to every battle fought during the same campaign phase.
Briefing Cards
These frame the narrative for each Alliance across the three campaign phases, listing the Agendas players can attempt depending on their Force Disposition and that of their opponent (for more information’ on Force Dispositions, see the Chapter Approved mission pack). At the bottom of each is a range of Outcomes, depending on how many Narrative Points you have gained (the card itself will inform you how these are earned).
Agenda Cards
Agendas represent goals that you can attempt to achieve during each battle in a campaign phase. Each Alliance has a unique set of 9 Agendas: 3 for each campaign phase.
On one side of an Agenda card there will be a narrative description of the goal you are attempting, and a list of conditions that, if met, result in that player gaining Agenda Achieved cards. On the reverse is a Primary Mission, which tells you how to gain VP in the battle.
PATH TO CONQUEST
BATTLE HONOUR
The skies are choked with ash and the battlefield churned to ruin, heaped with the dead and the dying. You have won a significant victory, but only time will tell if your efforts are enough to tip the scales of the war.
END OF CAMPAIGN PHASE: At the end of campaign phase 3, the Alliance with the most Phase 3 Battle Honours takes control of the Phase 3 Location.
At the end of campaign phase 3, the Alliance with the most Phase 3 Battle Honours takes control of the Phase 3 Location.
Upgrade Cards
Upgrade cards are acquired as the campaign unfolds. They represent special abilities that can improve the martial power of your warriors, and come in 3 types:
Battle Skill Cards: Earned at the end of a battle.
Battle Honour Cards: Earned at the end of a battle by the victor. There are 5 of these cards that can be earned during the first campaign phase, 5 that can be earned during the second campaign phase, and 1 that can be earned during the third campaign phase.
Relic Cards: The most powerful type of upgrade and the hardest to earn, unlocked by gaining Agenda Achieved cards. There are 5 unique Relic cards for each Alliance.
Some Upgrade cards list a bonus effect that applies when the upgrade is given to a particular type of model; such effects are always in addition to the normal effects listed on the card.
A player keeps all the Upgrade cards they gain, but they cannot have a duplicate of an Upgrade card.
An Armageddon campaign is split into 3 phases, each of which consists of a number of battles.
During each phase, the players will vie for control of a strategic location, before moving onto the next phase.
Taking control of the final location is key to achieving victory, but it is only part of the challenge. Each player also has a set of Agendas they must achieve during the campaign.
Only commanders who can achieve military success while accomplishing these vital goals will achieve everlasting glory on Armageddon.
Agenda Achieved Cards
When a player gains an Agenda Achieved card, they take one corresponding to their Alliance. These do not have any effect until the end of a campaign phase. A player cannot have more than 3 Agenda Achieved cards at any one time.
Warmaster
Dominatus is best run with a Warmaster. They will take on the organisation of the campaign so that the other players can focus on playing games. A Warmaster can play in the campaign, but their primary role is to facilitate a smooth and enjoyable experience for all players involved. If such a heroic individual has not already volunteered themselves, the players can instead agree to take up the tasks of a Warmaster between themselves.
[HAZARDOUS]24.15
Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
06.02.01 Normal Damage
Normal Damage is damage that was inflicted on a model as a result of a weapon’s D characteristic, rather than by other means such as mortal wounds. Mortal wounds dealt in addition to normal damage from an attack are part of that same attack.
06.02 Mortal Wounds
Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed:
Select Model: Select one model in that unit by following the first instruction below that applies:
If a non-CHARACTER model in that unit has lost one or more wounds, you must select that model.
Otherwise, if that unit contains one or more non-CHARACTER models, you must select one of those models.
Otherwise, if one or more CHARACTER models in that unit have lost one or more wounds, you must select one of those models.
Otherwise, you must select one CHARACTER model in that unit.
Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed.
MORTAL WOUNDS AND NORMAL DAMAGE When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.
SEE ALSO
Normal Damage 06.02.01
FAQ
Q:
I have a rule that triggers when a mortal wound is allocated to a model, when does this happen?
A:
When you select a model in the Select Model step of Mortal Wounds (06.02).
06.03 Hazard Rolls
To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1 mortal wound, or 3 mortal wounds instead if each model in that unit is a MONSTER/VEHICLE model. If more than one hazard roll is required for a unit, make all of those rolls simultaneously.
FAQ
Q:
I failed hazard rolls from [Hazardous] weapons, do those mortalwounds have to be allocated to the models with the [HAZARDOUS] weapons?
A:
No, you allocate the mortal wounds to the unit as per Mortal Wounds (06.02). (This represents Bob the guardsmen picking up his fallen squad mates plasma gun or that the twisting power of James the Chaos Sorcerer pulling his followers into the warp.)
Q:
If a rule says my unit must make a hazard roll does every model in the unit make a hazard roll?
A:
No, the unit would make 1 single hazard roll.
01.07.01 Battlefield Morale
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
01.07.02 Battle-shock Test
The term Battle-shock test is the same as battle-shock roll.
01.07 Battle-shock Rolls
To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it (see above).
If that roll succeeds, that unit does not become battle-shocked.
If that roll fails, that unit, and each model in it, is battle-shocked.
While a unit is battle-shocked:
The Objective Control (OC) characteristic of all of its models is modified to ‘-’ (02.02).
Its controlling player cannot target that unit with stratagems (15).
It is not eligible to start an action (16), and any action it has started cannot be completed.
SEE ALSO
Battlefield Morale 01.07.01
Battle-shock Test 01.07.02
BATTLEFIELD MORALE
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
FAQ
Q:
If a unit has a rule that allows it to start an action when it is battle-shocked can it also continue doing that action if it becomes battle-shocked after starting an action?
Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience.
Each time an attack made with a [LETHALHITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
06.01 Visibility
Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.
Other models and units can be either visible or fully visible to the observing model, as shown below. Note that terrain applies additional rules to visibility (13.07).
Model Visible
If any part of another model is visible to the observing model, that model is visible.
Model Fully Visible
If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.
Unit Visible
If one or more models in a unit are visible to the observing model, that unit is visible.
Unit Fully Visible
If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.
FAQ
Q:
When checking line of sight from one model to another, is this drawn between the bases of those models, or between any part of them?
A:
Line of sight is drawn from any part of the observing model to any part of the model being observed.
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type. EFFECT: Your unit shoots as described in Making Attacks (04). WHILE SHOOTING:
You can only target onevisible enemy unit within 24" of your unit (and only if it is an eligible target).
Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:
Unmodified
FAILS
Unmodified
CRITICALHIT
Equal to or greater than that attack’s BS/WS characteristic
HIT
Any other result
FAILS
CRITICAL HITS
Critical hits are still hits. In addition, other rules can be triggered by a critical hit, such as [LETHALHITS] (24).
FAQ
Q:
My attack has a rule that means it results in a critical hit on a hit roll of 4+. Does this work when snapshooting?
A:
Unless otherwise stated, no: when snap shooting, each attack only hits on a roll of 6.
Q:
My attack has a rule that means it results in a critical hit on a hit roll of 4+, and I would otherwise need a 5+ to hit. Does a 4+ hit?
A:
Yes, except when snapshooting: when snap shooting, each attack only hits on a roll of 6.
[DEVASTATING WOUNDS]24.10
The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.
Each time an attack made with a [DEVASTATINGWOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
Mortal wounds inflicted by [DEVASTATINGWOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.
Example: An attack made with a [DEVASTATINGWOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
05.02.01 Multiple Toughness Characteristics
When resolving attacks that target a unit in which the models have two or more different T characteristics, follow the first instruction that applies from below:
If the target unit is an attached unit, use the highest T characteristic amongst bodyguard models in that unit that are on the battlefield.
Use the highest T characteristic amongst models in that unit that are on the battlefield.
Wound Roll
Make one wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:
Unmodified
FAILS
Unmodified
CRITICALWOUND
Equal to or greater than the required result below:
WOUND
ATTACK’SSTRENGTHVSTARGET’STOUGHNESS
REQUIREDRESULT
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
+
Any other result
FAILS
CRITICAL WOUNDS
Critical wounds are still wounds. In addition, other rules can be triggered by a critical wound, such as [DEVASTATINGWOUNDS] (24).
SEE ALSO
Multiple Toughness Characteristics 05.02.01
TITANGRAVE
LOCATION 3-4: PHASE 3
Formerly a staging area for the Legio Magna, Titangrave's twisted, irradiated ruins now play host to mobs of Orks, Mekboys' workshops and half-completed war effigies. Those fighting in this perilous theatre would do well to unleash their most potent weapons and wargear.
LOCATION BONUS
THESPOILSOFWAR When an Alliance first takes control of this location, each player in that Alliance that has 4 or more BattleHonourcards (in total, from any phase) gains 1 AgendaAchievedcard.
WAR ZONE RULES
VERMILLIONSANCTION Players can select one additional unit to have an Upgrade (for a total of up to four instead of up to three).
SHIELDEDMEKSHOPS When a unit is set up as a result of a move type, make one hazardroll for each of its models set up within range of an objective. If one or more of those rolls fails, make a battle-shockroll for that unit.
TITANCLASH
When making attacks with a MONSTER/VEHICLE model that targeted a MONSTER/VEHICLE unit, +1 to hitrolls.
When making attacks with a TITANIC model that targeted a TITANIC unit, +1 to woundrolls.
BATTLEFIELD DOMINANCE
Primary Mission
This battlefield holds great significance for the wider war effort. You must seize control of it. Let nothing stand in your way.
FIRST AND SECOND BATTLE ROUND
WHEN: End of your turn.
You control more objectives than your opponent.2VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
For each objective you control.3VP
+For each of those objectives (excluding your home objective) if you control your home objective.+2VPCUMULATIVE
Opponent
05.04.04 Destroyed
Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.
When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.
Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.
MEATGRINDER
Primary Mission
Vicious and without relent, this battle has descended into base savagery. Only one path to victory remains: kill more of the enemy than they can kill of you.
ANY BATTLE ROUND
WHEN: End of your turn.
One or more enemy units were destroyed this turn.3VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your turn.
More enemy units were destroyed this turn than friendly units were destroyed in the previous turn.5VP
You control your opponent’s home objective.5VP
Opponent
OUTMANOEUVRE
Primary Mission
Speed and positioning are key in any battle. Outflank the enemy, seize high ground and routes of resupply. Choke them to death.
ANY BATTLE ROUND
WHEN: End of your turn.
You control your opponent’s home objective.10VP
FIRST BATTLE ROUND
WHEN: End of your turn.
For each objective you control (excluding your home objective).4VP
For each objective you control (excluding your home objective).5VP
FOURTH BATTLE ROUND ONWARDS
WHEN: End of your turn.
For each objective you control (excluding your home objective).6VP
Opponent
GATHER INTEL
Primary Mission
The nature and motivation of the foe remains unclear. Test their mettle and seize pertinent intelligence from the field of battle.
FIRST BATTLE ROUND
WHEN: End of your turn.
You control one or more central objectives.6VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your turn.
For each friendly unit that completed the Extract Intelligence action this turn (see below).7VP
END OF THE BATTLE
Three or more of your operation markers are on the battlefield.5VP
One of your operation markers is within range of your opponent’s home objective.5VP
EXTRACT INTELLIGENCE
OBJECTIVE ACTION
STARTS: Your Shooting phase, from the second battle round onwards.
UNITS: One unit within range of oneobjective (excluding your home objective) that does not have any of your operation markers within range of it.
USE LIMIT: Unlimited. Each unit that starts this action this phase must be within range of a different objective.
COMPLETES: End of your turn, if your unit controls that objective.
EFFECT: Place one of your operation markers within range of that objective.
Opponent
SABOTAGE
Primary Mission
Strike deep behind enemy lines, sabotage supply routes, fortifications and heavy weapons. By doing so you may lay the groundwork for future offensives.
ANY BATTLE ROUND
WHEN: End of your turn.
For each friendly unit that committed sabotage this turn (see below).3VP
+For each of those units that is within range of one or more objectives in your opponent’s territory.+2VPCUMULATIVE
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
UNITS: One unit within range of oneobjective (excluding your home objective).
USE LIMIT: Unlimited. Each unit that starts this action this phase must be within range of a different objective.
COMPLETES: End of your turn, if that unit controls that objective.
EFFECT: Your unit commits sabotage.
Opponent
MIRRORED WORLD
Twist
As destinies converge, rival warlords find themselves on parallel paths, competing with one another to achieve near-identical outcomes and objectives.
The players both replace their Primary Mission card with the same one of the following Primary Mission cards. If both players agree on one of them, use that Primary Mission card; otherwise, roll a D6 and consult the table below.
PRIMARY MISSION
BattlefieldDominance
Meatgrinder
Outmanoeuvre
GatherIntel
Sabotage
(Roll again)
Designer’s Note:This is a great twist for players who want to play a simpler battle of Warhammer 40,000, as both players will be trying to achieve the same Primary Mission.
SCRAMBLED COMMUNICATIONS
Twist
Scrambled communications and intertwined vox-channels have disrupted the chain of command, leaving your orders and objectives unclear.
The players exchange their Primary Mission cards.
Designer’s Note:This is a great twist to shake things up in a regular match-up, or for players who love to embrace chaos!
13.01 Placing Terrain
Before the battle, place a selection of terrain features on the battlefield using one or more of the following methods:
Place a well-defined boundary (such as a base or mat) in each location you want to furnish with terrain, then place one or more terrain features wholly within that boundary.
Place one terrain feature directly on the battlefield.
Place two or more terrain features directly on the battlefield in such a way that together they define the boundary of an area.
In each case, the area of the battlefield occupied by that boundary or terrain feature is known as a terrain area. A mission’s deployment map may define the location and dimensions of each terrain area. Otherwise, players must agree on this before the battle.
FAQ
Q:
Are models that are within the boundary of a terrain area, but not on the ground floor of a terrain area (e.g. overhanging parts of FRAMEVEHICLES or models on terrain features that are within that terrain area) within that terrain area?
A:
Yes
01.04.05 Table Quarters
When a rule refers to a table quarter, or table quarters, divide the battlefield with imaginary lines 1mm thick drawn lengthwise and widthwise through the centre of the battlefield to create four equal rectangles. These rectangles are the table quarters.
01.02.01 Starting Strength and Half-Strength
The number of models a unit contains at the start of the first battle round is its starting strength. The starting strength of an attached unit is the number of models that unit contains at the start of the first battle round.
Some rules refer to units being below starting strength, or at – or below – half-strength. The meaning of these terms varies depending on a unit’s starting strength, as shown below.
UNIT STRENGTH
STARTINGSTRENGTHOF1
STARTINGSTRENGTHOF2ORMORE
BELOWSTARTINGSTRENGTH
Model’s remaining wounds are less than its W characteristic.
Number of remaining models in the unit is less than its starting strength.
ATHALF-STRENGTH
Model’s remaining wounds are half of its W characteristic.
Number of remaining models in the unit is half of its starting strength.
BELOWHALF-STRENGTH
Model’s remaining wounds are less than half of its W characteristic.
Number of remaining models in the unit is less than half of its starting strength.
Example: A Captain (1 model) is attached to a unit of Intercessors (5 models). This attached unit has a starting strength of 6. If three Intercessors were destroyed, the unit would be at half-strength. If four Intercessors were destroyed, the unit would be below half-strength. If all of the Intercessors were destroyed, the remaining Captain would be below half-strength, despite having his full wounds remaining.
SOME UNITS CANNOT BE AT HALF-STRENGTH
If a model’s W characteristic or a unit’s starting strength cannot be evenly divided in half, that model or unit cannot be at half-strength (but can be below half-strength as described above).
13.11 Solid
Dense terrain features have the Solid rule. Line of sight cannot be drawn across any enclosed gap in the surface of such a terrain feature that is 3" or less from ground level.
Designer’s Note: This rule ensures that models are not visible while sheltering in ground-level terrain, irrespective of small openings such as doors, windows or bullet holes, or because of small gaps between adjacent terrain features. 3" is the height of the first floor of many terrain features, but some missions may adjust the height at which this rule takes effect.
03.04 Engagement
A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
While a unit contains no engaged models, that unit is unengaged.
WHAT IS ENGAGEMENT?
While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.
ENGAGEMENT
These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.
FAQ
Q:
Does my model or unit become engaged while moving through a enemy units engagement range during a move?
A:
No
ADVANCE MOVE09.06
MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged. EFFECT: Your unit moves as described in Moving (03). BEFORE MOVING: Make an advance roll by rolling one D6. AFTER MOVING:
ELIGIBLE IF: Your unit is on the battlefield and unengaged. EFFECT: Your unit moves as described in Moving (03). AFTER MOVING: Your unit must be unengaged.
13.08 Benefit of Cover
Each time a ranged attack targets a unit, if every model in that unit meets one or more of the following conditions, that unit has the benefit of cover against that attack:
That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area.
That model is not fully visible to the attacking model due to one or more intervening terrain features and/or one or more intervening obscuring terrain areas (see below).
Each time a ranged attack targets a unit that has the benefit of cover against it, worsen the BS characteristic of that attack by 1.
FAQ
Q:
When my unit shoots at another unit, how does it work if some models in the target unit are fullyvisible to some models in my unit, while others are within a terrainarea/not fully visible?
A:
For each attacking model in your unit, determine whether the target unit has the benefit of cover, as described in Terrain and Visibility. In this scenario, the target unit will likely have the benefit of cover against some of the attacking models, but not all.
This means that, in an example unit where all attacking models are using the same weapon, when you get to the Resolve Attacks step of the Attack Sequence, you will collect dice for attacks made by models against which the target unit has the benefit of cover separately from the dice for attacks made by models against which the target unit does not have the benefit of cover.
Moving a Model in a Straight Line
Each time you move a model in a straight line, move it horizontally across the battlefield. Measure from the same point on its base at the start and end of that move, and add that distance to any other distance it has moved since its unit began that move. The distance moved cannot be greater than the maximum distance of that move type.
Rotating a Model
Each time you rotate a model, turn it any amount around the centre of its base, while keeping it upright. Note that rotating a model does not count towards the distance it has moved.
REMAIN STATIONARY09.04
MAXIMUM DISTANCE: ‘–’
ELIGIBLE IF: Any unit. EFFECT: No models are moved (either in straightlines or rotated). Units that remain stationary do not trigger any rules that are triggered when a unit starts or ends a move.
INDIRECT SHOOTING10.07
ELIGIBLE IF:All of the following apply to your unit:
Unengaged and did not make an advancemove this turn.
Has one or more [INDIRECTFIRE] weapons.
EFFECT: Your unit shoots as described in Making Attacks (04). WHILE SHOOTING:
[INDIRECTFIRE] weapons in your unit can target units that are not visible to the attacking model.
Each time an [INDIRECTFIRE] weapon makes an attack:
The target has the benefit of cover against that attack (13.08).
You cannot re-roll hitrolls.
An unmodified hit roll of 1-5 fails, unless your unit remainedstationary this turn and the target is visible to one or more friendly units, in which case an unmodified hit roll of 1-3 fails instead.
When you select indirect shooting for a unit, its [INDIRECTFIRE] weapons can launch punishing barrages on targets that are not visible, but don’t forget that its other weapons can still target other visible targets.
[INDIRECT FIRE]24.19
Indirect fire weapons launch munitions over or around intervening obstacles – nowhere is safe from their fury.
Units containing one or more models with an [INDIRECTFIRE] weapon can shoot using indirect shooting (10.07).
UNSTOPPABLE FORCE
Primary Mission
The enemy are arrayed before you in number, and well prepared for the coming assault. Smash through their defences. Grind them to dust.
ANY BATTLE ROUND
WHEN: End of your turn.
One or more enemy units were destroyed this turn.3VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
For each objective you control (excluding your home objective).4VP
WHEN: End of your turn.
You control one or more objectives you did not control at the start of the turn (excluding your home objective).3VP
END OF THE BATTLE
You control one or more central objectives.5VP
Opponent
PUNISHMENT
Primary Mission
Those who resist must be punished. Make a bloody example of them, and leave none in doubt as to your mastery.
START OF YOUR TURN: Select one to three enemy units that are on the battlefield and within range of objectives and/or that destroyed one or more friendly units in the previous turn. If you cannot, select one enemy unit that is on the battlefield. Until the start of your next turn, those units are condemned.
ANY BATTLE ROUND
WHEN: End of a turn.
One or more condemned enemy units left the battlefield this turn.5VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
You control more objectives than your opponent.5VP
END OF THE BATTLE
You control your opponent’s home objective.8VP
Opponent
CONSECRATE
Primary Mission
Whether in the name of grand ideals or simply to satisfy the thirst of their terrible gods, your warriors must consecrate this battlefield with the blood of their foes.
Each time a friendly unit destroys a unit, that friendly unit becomes a consecration unit. At the end of your turn, for each of your consecration units, you can select one objective it is within range of (excluding your home objective) that has not been consecrated. If you do, place one of your operation markers within range of that objective – that objective is consecrated and that unit is no longer a consecration unit.
ANY BATTLE ROUND
WHEN: End of your turn.
One or two objectives are consecrated.3VP
ORThree or more objectives are consecrated.6VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
You control more objectives than your opponent.4VP
END OF THE BATTLE
Your opponent’s home objective is consecrated.5VP
Opponent
DESTROYER'S WRATH
Primary Mission
Victory here shall not be measured in ground taken or plunder seized, but in the mangled corpses of your foes and the grisly trophies hewn from their bodies.
ANY BATTLE ROUND
WHEN: End of your turn.
One or more enemy units were destroyed this turn.3VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
You control more objectives than your opponent.6VP
WHEN: End of your turn.
More enemy units were destroyed this turn than friendly units were destroyed in the previous turn.4VP
Opponent
DEATH TRAP
Primary Mission
Even the most potent enemy force can be undone with sufficient preparation. Lay minefields, dig trenches and draw the enemy into pre-prepared killing zones.
ANY BATTLE ROUND
WHEN: End of your turn.
For each terrain area trapped this turn (see below).2VP
+For each of those terrainareas that is an objective.+3VPCUMULATIVE
ANY BATTLE ROUND
WHEN: End of your turn.
One or more enemy units that started the turn within a terrain area were destroyed, if that terrain area is trapped.3VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
UNITS: One friendly unit within range of oneobjective (excluding your home objective) or within oneterrain area that is not within your deployment zone, that you have not yet trapped (see below).
USE LIMIT: Unlimited. Each unit that starts this action this phase must be within a different terrain area.
COMPLETES: Immediately.
EFFECT: That terrain area is trapped: place one of your operation markers within that terrain area.
Opponent
DELAYING ACTION
Primary Mission
Your enemies are on the march. Commit your warriors to battle and make the foe pay a bloody price for every foot of ground.
ANY BATTLE ROUND
WHEN: End of your turn.
For each enemy unit destroyed this turn.2VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
WHEN: End of your turn.
You control one or more central objectives and one or more expansion objectives.3VP
Opponent
SMOKE AND MIRRORS
Primary Mission
Cunning is as potent a weapon as overwhelming force. Outnumbered or outgunned, you must make use of subterfuge and misdirection to pick the enemy apart.
ANY BATTLE ROUND
WHEN: End of your turn.
For each objective that is decoyed (see below).2VP
+For each of those objectives that is within your opponent’s territory.+2VPCUMULATIVE
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
UNITS: One friendly unit within range of oneobjective (excluding your home objective) that is not decoyed (see below).
USE LIMIT: Unlimited. Each unit that starts this action this phase must be within range of a different objective.
COMPLETES: End of your turn, if your unit controls that objective.
EFFECT: That objective is decoyed: place one of your operation markers within range of that objective.
Opponent
LOCATE AND DENY
Primary Mission
The enemy is searching for an asset of value. By cunning or by force of arms, prevent its retrieval.
START OF THE BATTLE: Select five terrainareas not within your deployment zone; for each one, place one of your operation markers within it. If you cannot, do so for each terrain area that is not within your deployment zone.
ANY BATTLE ROUND
WHEN: End of your turn.
One or more enemy units that started the turn within range of one or more objectives are destroyed.4VP
Only one of your operation markers is on the battlefield (see below), if one or more of your units are within the same terrain area as that marker, and no enemy units are within that terrain area.4VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
END OF THE BATTLE
Only one of your operation markers is on the battlefield, if one or more of your units are within the same terrain area as that marker, and no enemy units are within that terrain area.5VP
UNITS: One friendly unit within range of onecentral objective.
USE LIMIT: Once per turn.
COMPLETES: End of your turn, if your unit controls that objective.
EFFECT: Your unit performs a sensor sweep: remove one operation marker from the battlefield.
RESTRICTIONS: A unit cannot start this action if there is only one operation marker on the battlefield.
Opponent
RECONNAISSANCE SWEEP
Primary Mission
Enemy movements have aroused suspicion. Disperse your forces, probe their lines and decipher their intentions.
ANY BATTLE ROUND
WHEN: End of your turn.
Three or more friendly units are wholly within three different tablequarters and not within 6" of the centre of the battlefield.3VP
ORFour or more friendly units are wholly within four different table quarters and not within 6" of the centre of the battlefield.6VP
ANY BATTLE ROUND
WHEN: End of your turn.
For each enemy unit destroyed this turn.1VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).3VP
Opponent
TRIANGULATION
Primary Mission
By acquiring and transmitting precise coordinates, your forces will be able to summon reinforcements, saturate the battlefield with artillery fire or call in other means of support.
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your turn.
One objective is triangulated (see below).3VP
ORTwo objectives are triangulated.6VP
ORThree or more objectives are triangulated.10VP
END OF THE BATTLE
You control four or more objectives.10VP
TRIANGULATE
OBJECTIVE ACTION
STARTS: Your Shooting phase, from the second battle round onwards.
UNITS: One friendly unit within range of oneobjective (excluding your home objective).
USE LIMIT: Once per turn.
COMPLETES: End of your turn, if your unit controls that objective.
EFFECT: That objective is triangulated: place one of your operation markers within range of that objective.
Opponent
SURVEIL THE FOE
Primary Mission
Information is power. Evaluate the strengths and weaknesses of the enemy and feed this crucial information back to your superiors.
Each time a friendly unit ends a move within range of one objective that has any of your opponent’s operation markers within range of it, remove those operation markers from the battlefield.
ANY BATTLE ROUND
WHEN: End of your turn.
One or more enemy units were surveilled this turn (see below), unless each of those units is within range of one or more objectives that have one or more operation markers within range of them.4VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
You control more objectives than your opponent.4VP
WHEN: End of your turn.
None of your opponent’s operation markers are on the battlefield.5VP
EFFECT: Select one enemy unit within 18" of and visible to your unit that has not been surveilled this turn: until the end of the turn, that enemy unit is surveilled.
Opponent
SEARCH AND SCOUR
Primary Mission
Forward elements report enemy movement in this sector. Move out, locate the foes and halt their operation before it gathers momentum.
ANY BATTLE ROUND
WHEN: End of your turn.
You control one or more central objectives.3VP
One or more enemy units that started the turn within a terrainarea are destroyed.2VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
For each objective you control (excluding your home objective).4VP
END OF THE BATTLE
No enemy units are wholly within your territory.5VP
Opponent
SECURE ASSET
Primary Mission
A vital asset has been lost amidst the chaos of battle. You must secure the item at all costs.
ANY BATTLE ROUND
WHEN: End of your turn.
A friendly unit secured the asset this turn (see below).4VP
One or more enemy units that started the turn within range of one or more central objectives are destroyed.2VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
UNITS: One friendly unit within range of oneobjective (excluding your home objective).
USE LIMIT: Once per turn.
COMPLETES: End of your turn, if your unit controls that objective.
EFFECT: Your unit secures the asset.
Opponent
VITAL LINK
Primary Mission
A key communications node is located in the midst of this battlefield. Control of this node is crucial to the continued success of your armies. Ensure it does not fall into enemy hands.
ANY BATTLE ROUND
WHEN: End of your turn.
You control one or more central objectives.2VP
+For each of your operation markers within range of one of those objectives (see below).+1VPCUMULATIVE
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
+One or more of those objectives is a central objective.+4VPCUMULATIVE
UNITS: One friendly unit within range of onecentral objective.
USE LIMIT: Once per turn.
COMPLETES: End of your turn, if your unit controls that objective.
EFFECT: Place one of your operation markers within range of that objective.
Opponent
EXTRACT RELIC
Primary Mission
A priceless relic saturated with eldritch power lies somewhere on the field of battle. Secure the sensor array at the heart of the battlefield and direct its energies to locating the prize.
ANY BATTLE ROUND
WHEN: End of your turn.
A friendly unit performed a sensor sweep this turn (see below).4VP
One or more enemy units that started the turn within range of one or more objectives are destroyed.3VP
Only one of your opponent’s operation markers is on the battlefield, if one or more of your units are within the same terrainarea as that operation marker, and no enemy units are within that terrain area.4VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
END OF THE BATTLE
Only one of your opponent’s operation markers is on the battlefield, if one or more of your units are within the same terrain area as that operation marker, and no enemy units are within that terrain area.5VP
UNITS: One friendly unit within oneterrainarea that is within your opponent’s territory.
USE LIMIT: Once per turn.
COMPLETES: End of your turn, if no enemy units are within that terrain area.
EFFECT: Your unit performs a vanguard operation.
Opponent
IMMOVABLE OBJECT
Primary Mission
Obstinance is often the key to victory. Weather everything the enemy throws at you. If your opponent is to take any ground, they will have to wade through their own dead to do so.
For each objective you control (excluding your home objective).5VP
FIFTH BATTLE ROUND
WHEN: End of your turn.
For each objective you control (excluding your home objective).5VP
Opponent
DETERMINED ACQUISITION
Primary Mission
The resistance arrayed against you is formidable indeed, yet your orders are clear; take and hold the ground ahead, heedless of the cost.
ANY BATTLE ROUND
WHEN: End of your turn.
For each objective you control that you did not control at the start of the turn (excluding your home objective).2VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
For each objective you control.3VP
+For each of those objectives that is within your opponent’s territory.+3VPCUMULATIVE
Opponent
PURGE AND SECURE
Primary Mission
Enemy pickets and reconnaissance have engaged your vanguard. Move forward, seize defensive positions and repel the assault at all costs.
ANY BATTLE ROUND
WHEN: End of your turn.
One or more enemy units were destroyed this turn by a friendly unit that was within range of one or more objectives.3VP
OROne or more enemy units that started the turn within range of one or more objectives were destroyed this turn.3VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
For each objective you control (excluding your home objective).4VP
WHEN: End of your turn.
You control one or more objectives you did not control at the start of the turn (excluding your home objective).3VP
Opponent
INESCAPABLE DOMINION
Primary Mission
Your first priority must be to dominate the battlefield. Seize strongpoints and dig in. Only then may you turn your full attention to slaughtering the foe.
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control two or more objectives.5VP
You control more objectives than your opponent.4VP
END OF THE BATTLE
You control your opponent’s home objective.5VP
Opponent
INGRESS MOVE20.04
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is in strategic reserves (excluding units that are embarked within TRANSPORTS that are themselves in strategic reserves). EFFECT: Your unit is set up as described in Set Up (03.02). BEFORE MOVING: Your unit is set up as described in Set Up (03.02). WHILE MOVING: Set up your unit wholly within the set-up distance of one or more battlefield edges and more than 8" horizontally from all enemy units.
Before the Third Battle Round: While doing so, no models can be set up within your opponent’s deployment zone.
AFTER MOVING: Unless otherwise stated, until the start of the next Charge phase, your unit is not eligible to make any other type of move.
PLANETFALL
LIBERATORS’ AGENDA
Several strategic drop sites have been identified in this area. Your forces must plunge into the thick of the fight and seize them as a priority in order to establish a foothold in the war zone.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
You control half or more than half of the objectives on the battlefield.
LIBERATORS’ AGENDA: PRIMARY MISSION
ANY BATTLE ROUND
WHEN: End of your turn.
One or more friendly units made an ingressmove this turn and were set up within range of an objective (excluding your home objective).3VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control your home objective.3VP
You control one or more objectives within your territory (excluding your home objective).5VP
You control one or more other objectives.7VP
VITAL STRONGPOINT
LIBERATORS’ AGENDA
Far from the bedlam of the front lines lies an emplacement of utmost strategic importance. If your force can capture it and its surrounding outposts, you will rob the enemy of their ability to launch a coordinated counterattack.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
Your opponent controls no objectives wholly within their territory.
LIBERATORS’ AGENDA: PRIMARY MISSION
ANY BATTLE ROUND
WHEN: End of your turn.
You control one or more objectives that your opponent controlled at the start of your turn.5VP
You control your opponent’s home objective.10VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
For each objective you control within your opponent’s territory.5VP
SECURE PERIMETER
LIBERATORS’ AGENDA
Your warriors must secure the planetary beachhead by driving off local enemy forces and capturing the territory they hold. Only in this way can you establish a strong perimeter that will allow follow-up waves to land safely.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
There are no enemy units within your territory.
LIBERATORS’ AGENDA: PRIMARY MISSION
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control two or more objectives (excluding your home objective).5VP
WHEN: End of your turn.
Your opponent controls no objectives within your territory.5VP
There are no enemy units (excluding AIRCRAFT and battle-shocked units) within your deployment zone.3VP
RESCUE SURVIVORS
LIBERATORS’ AGENDA
Scattered friendly forces are believed to have gone to ground in this region. If the enemy finds them before you do, they will surely be slain. Move quickly, storm every potential hiding place, and delay the foe's advance to ensure the lost combatants are recovered alive.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
Three or more terrainareas that are not within your deployment zone each have one or more friendly units (excluding AIRCRAFT and battle-shocked units) within them and no enemy units are within those terrain areas.
LIBERATORS’ AGENDA: PRIMARY MISSION
ANY BATTLE ROUND
WHEN: End of your turn.
For each terrain area that meets all of the following conditions:
It is not within your deployment zone.
It has one or more friendly units within it (excluding AIRCRAFT and battle-shocked units).
It has no enemy units within it.
1VP
One or more enemy units that started this turn within a terrain area were destroyed this turn.3VP
Your opponent controls no objectives within your territory.3VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
ENCIRCLEMENT
LIBERATORS’ AGENDA
As the fighting rages on an opportunity presents itself to encircle a major enemy force. If you can successfully trap the foe in this way, they will surely be destroyed.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
You have a presence on three or more battlefield edges.
LIBERATORS’ AGENDA: PRIMARY MISSION
ESTABLISH ENCIRCLEMENT While one or more units from your army (excluding AIRCRAFT and battle-shocked units) are wholly within 6" of a battlefield edge and more than 9" from any corner of the battlefield, you have a presence on that battlefield edge.
ANY BATTLE ROUND
WHEN: End of your turn.
You have a presence on three or more battlefield edges.5VP
Your opponent controls no objectives within your territory.5VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives.5VP
HIDDEN PRIZE
LIBERATORS’ AGENDA
Intelligence suggests that somewhere in this area is the hidden entrance to a crucial supply dump, concealed enemy command bunker or similar high-value site. Find it and claim it to help pave the way towards final victory.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
You discovered the cache and you control the objective it is in.
UNITS: One unit within a terrainarea that is not within your deployment zone and has not been searched (see below).
USE LIMIT: Twice per turn. Each unit that starts this action this phase must be within a different terrain area.
COMPLETES: End of your turn.
EFFECT: That terrain area is searched. If you have not discovered the cache (see below), roll one D6, adding 1 to the result for every other terrain area you have searched. On a 5+, you have discovered the cache; that terrain area becomes an objective if it was not already one, and you place one of your operation markers on it. Once you have discovered the cache, this action cannot be started again.
ANY BATTLE ROUND
WHEN: End of your turn.
For each terrain area you searched this turn.5VP
You discover the cache this turn.10VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).5VP
You control the objective with your operation marker on it.10VP
CAST DOWN THEIR IDOLS
LIBERATORS’ AGENDA
In their desperation, the foe have withdrawn behind their fortifications and unleashed their largest engines of war, towering behemoths that loom over the battlefield and threaten death and destruction. Cast these titans down, and burn the foe out from the fortress walls they cower behind, and they will truly be crushed.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
Your opponent controls no objectives within their territory.
At the end of the battle, you gain 1 additional Agenda Achieved card if one or more of the following conditions are met:
Your opponent’s army included one or more TITANIC units and one or more of them are destroyed.
Three or more of your idol targets are destroyed.
LIBERATORS’ AGENDA: PRIMARY MISSION
IDOL TARGET In your Command phase, select one enemy model on the battlefield that has the highest (or equal highest) W. That model is your idol target.
ANY BATTLE ROUND
WHEN: End of a turn.
One or more enemy units that started the turn within range of an objective were destroyed this turn.5VP
Your idol target was destroyed this turn.5VP
+Your idol target was TITANIC and it was destroyed this turn.+5VPCUMULATIVE
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
Your opponent controls no objectives wholly within your territory.5VP
You control more objectives than your opponent.5VP
RECLAIM THIS WORLD
LIBERATORS’ AGENDA
The time has come to cast out the foe and reclaim this world in the name of your lords and masters. Raise your banners high over every wall and battlement to let the enemy know their final defeat is nigh.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
USE LIMIT: Unlimited. Each unit that starts this action this phase must be within range of a different objective.
COMPLETES: End of your turn.
EFFECT: Select one objective your unit controls that does not have one of your operation markers on it. You raise a banner on that objective; place one of your operation markers on it.
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control your home objective.1VP*
You control your opponent’s home objective.6VP*
For each other objective you control.4VP*
*If you have raised a banner on that objective, you score double this VP amount instead.
SLAY THE TYRANT
LIBERATORS’ AGENDA
The enemy's greatest war leader stands before you, a mighty foe by whose hand countless millions have been slain. You have a chance to avenge those lives and to cut the head from the enemy hosts all in one fell blow.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
The enemy WARLORD is destroyed.
At the end of the battle, you gain 1 additional Agenda Achieved card if the following condition is met:
All enemy CHARACTER models are either destroyed or in strategic reserves.
LIBERATORS’ AGENDA: PRIMARY MISSION
ANY BATTLE ROUND
WHEN: End of your turn.
One or more enemy units were destroyed this turn.5VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).5VP
WHEN: End of your turn.
More enemy units than friendly units were destroyed this battle round.5VP
END OF BATTLE
The enemy WARLORD is destroyed.5VP
DIG IN
OPPRESSORS’ AGENDA
The enemy have landed in large numbers and are gaining momentum. Your forces stand in their path, charged with standing your ground and making them pay in blood for every yard they gain, bleeding the foe until their advance stalls altogether.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
One or more enemy units were destroyed this turn.3VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives within your opponent’s territory.5VP
You control every objective within your territory.3VP
END OF BATTLE
You control your home objective.10VP
LOOT AND SCOOT
OPPRESSORS’ AGENDA
As the invading forces drive out from their landing zones, they seek to seize local supply caches to fuel their war effort. You must move quickly to ransack those sites you can reach in order to deny these prizes to the enemy.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
Three or more objectives (excluding your home objective) have been looted by your army.
UNITS: One unit within range of an objective you control that does not have one of your operation markers on it.
USE LIMIT: Up to twice per turn. Each unit that starts this action this phase must be within range of a different objective.
COMPLETES: Immediately.
EFFECT: That objective is looted. Place one of your operation markers on that objective and place one of your operation markers on the unit that completed this action (if that unit is destroyed, remove all operation markers from it).
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).5VP
END OF BATTLE
For each objective looted by your army.7VP
For each of your operation markers on a friendly unit.3VP
REPEL THE FOE
OPPRESSORS’ AGENDA
The invading forces have but a tenuous presence upon the planet's surface. You have been ordered to exploit this weakness and rout the enemy from their drop site before they establish a permanent beachhead.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
You control two or more objectives within your opponent’s territory.
OPPRESSORS’ AGENDA: PRIMARY MISSION
ANY BATTLE ROUND
WHEN: End of your turn.
You control one or more objectives that your opponent controlled at the start of your turn.5VP
One or more friendly units (excluding AIRCRAFT and battle-shocked units) are wholly within your opponent’s deployment zone.5VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
For each objective you control.2VP
+For each objective you control within your opponent’s territory.+3VPCUMULATIVE
BREAKTHROUGH
OPPRESSORS’ AGENDA
You have been commanded to lead the vital counteroffensive that will shatter the enemy advance entirely. If you can punch through their delaying forces you will be able to wreak bloody havoc in their rear lines.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
UNITS: One unit that did not make an ingressmove this turn and is wholly within 6" of your opponent’s battlefield edge.
USE LIMIT: Once per turn.
COMPLETES: End of your turn.
EFFECT: Your unit has punched through and is removed from the battlefield (each unit embarked within a TRANSPORT that punched through has also punched through).
ANY BATTLE ROUND
WHEN: End of your turn.
One or more friendly units (excluding AIRCRAFT and battle-shocked units) are within 6" of your opponent’s battlefield edge.5VP
One or more units punched through this turn.10VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).5VP
You control one or more objectives within your opponent’s territory.5VP
CONVOY AMBUSH
OPPRESSORS’ AGENDA
The enemy are looking to ferry supplies and personnel through this area to reinforce their front lines. Target anything that could be used to transport cargo and see it reduced to smoking wreckage.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
Your opponent’s army included one or more TRANSPORTS and all of those units are destroyed.
Three or more of your prime targets are destroyed.
OPPRESSORS’ AGENDA: PRIMARY MISSION
PRIME TARGET In your Command phase, select one enemy unit that is on the battlefield; this must be a MONSTER/VEHICLE unit if possible. Until the start of your next Command phase, that unit is your prime target (see below).
ANY BATTLE ROUND
WHEN: End of a turn.
Your prime target was destroyed this turn.8VP
+Your prime target was a TRANSPORT and it was destroyed this turn.+2VPCUMULATIVE
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).5VP
You control more objectives than your opponent.5VP
SABOTAGE SUPPLIES
OPPRESSORS’ AGENDA
The enemy are looking to mount a major offensive, and are amassing all the supplies they have so far captured in preparation for it. Destroy their stockpiles and you will end their big push before it even begins.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
UNITS: One unit within range of an objective (excluding your home objective) that does not have one of your operation markers on it.
USE LIMIT: Once per turn.
COMPLETES: End of your turn.
EFFECT: If your unit is within range of an objective you control, that objective is sabotaged; place one of your operation markers on it.
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
For each objective you control.4VP
END OF BATTLE
For each objective that was sabotaged.5VP
+For each objective within your opponent’s territory that was sabotaged.+5VPCUMULATIVE
LEAD BY EXAMPLE
OPPRESSORS’ AGENDA
It's time to show your followers why you are the mightiest warlord on Armageddon. Gather your chosen forces, make sure they see you crushing the enemy beneath your iron tread, and victory is assured.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
Your champion unit controls an objective within your opponent’s territory and one or more enemy units were destroyed by your champion unit.
At the end of the battle, you gain 1 additional Agenda Achieved card if the following condition is met:
Your WARLORD unit controls an objective within your opponent’s territory and one or more enemy units were destroyed by your WARLORD unit.
OPPRESSORS’ AGENDA: PRIMARY MISSION
CHAMPIONS In your Command phase, you can select one friendly CHARACTER model (this must be your WARLORD if it is not destroyed). Until the start of your next Command phase that model’s unit is your champion unit.
ANY BATTLE ROUND
WHEN: End of your turn.
Your champion unitdestroyed one or more enemy units this turn.5VP
Your champion unit controls one objective (excluding your home objective).4VP
Your champion unit is wholly within your opponent’s territory.6VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
For each objective you control.4VP
ASH AND RUBBLE
OPPRESSORS’ AGENDA
There is a real danger that the enemy may be victorious on this world. Your task is to render that triumph meaningless by razing everything to the ground. Let them rule over ash and rubble if they must.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
UNITS: One unit within range of an objective (excluding your home objective, unless it is the fifth battle round).
USE LIMIT: Once per turn.
COMPLETES: End of your opponent’s turn, or the end of the battle (whichever comes first).
EFFECT: Select one objective your unit controls. That objective is razed and is no longer an objective: remove all markers associated with that objective (including operation markers). A razed objective becomes a normal terrainarea for the remainder of the battle. Once you have razedthreeobjectives, this action cannot be started again.
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control your home objective.3VP
For each objective you control.5VP
END OF BATTLE
For each objective that was razed.10VP
A PROPER CHALLENGE
OPPRESSORS’ AGENDA
The enemy have brought all their might to your doorstep. They believe they are about to secure a final, crushing victory, but the truth is they've just brought you a proper challenge. Show them the error of their ways.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
At the end of any battle round, your kill tally was 2+ and at least double that of your opponent.
At the end of the battle, you gain 1 additional Agenda Achieved card if the following condition is met:
At the end of any battle round, your kill tally was 3+ and at least triple that of your opponent.
OPPRESSORS’ AGENDA: PRIMARY MISSION
KILL TALLY Keep a kill tally for each player, adding 1 to a player’s tally when an enemy unit is destroyed. MONSTER/VEHICLE/CHARACTER units count as 2 units for this tally, unless they are TITANIC units, in which case they count as 3. Reset each player’s kill tally at the start of the battle round.
ANY BATTLE ROUND
WHEN: End of the battle round.
Your kill tally is 1+.5VP
Your kill tally is greater than your opponent’s.5VP
+Your kill tally is 2+ and more than double your opponent’s.+5VPCUMULATIVE
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).5VP
CLANDESTINE INFILTRATION
RAIDERS’ AGENDA
Under cover of developing hostilities, your forces must attempt to slip through the enemy's front lines. Those who successfully infiltrate enemy territory in this way will be in position to capitalise on the growing confusion and launch daring raids in the days to come.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
UNITS: One non-TRANSPORT unit that did not make an ingressmove this turn and is wholly within 6" of your opponent’s battlefield edge.
USE LIMIT: Once per turn.
COMPLETES: End of your turn.
EFFECT: Your unit exfiltrates and is removed from the battlefield.
ANY BATTLE ROUND
WHEN: End of your turn.
One or more enemy units that started the turn within your opponent’s territory were destroyed this turn.5VP
You control one or more objectives within your opponent’s territory.5VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).5VP
You control more objectives than your opponent.5VP
END OF BATTLE
One or more friendly units exfiltrated.10VP
VANGUARD RECON
RAIDERS’ AGENDA
This rapidly escalating conflict offers many possibilities, but only for those who have properly gauged the lie of the land. You have been charged with that vital task.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
Three or more enemy units and three or more objectives were scanned during the battle.
EFFECT: Select either one enemy unit that meets both of the following conditions, or one objective that meets both of the following conditions:
it is within 12" of and visible to the unit that completed this action
it does not have one of your operation markers on it.
That enemy unit or objective is scanned: place one of your operation markers on it.
ANY BATTLE ROUND
WHEN: End of your turn.
One or more enemy units were scanned this turn.5VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives.5VP
END OF BATTLE
For each objective (excluding your home objective) that has been scanned.4VP
ESTABLISH CONTACT
RAIDERS’ AGENDA
One of our agents, possessing vital information, has been cut off by enemy forces. You must locate them, extract the information, and then recover or silence the agent as you see fit.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
You recovered the agent.
RAIDERS’ AGENDA: PRIMARY MISSION
CONTACT AGENT
OBJECTIVE ACTION
STARTS: Your Shooting phase. When a unit starts this action, you must declare whether it will silence or recover the agent.
UNITS: One unit within range of a central objective.
USE LIMIT: Once per turn.
COMPLETES: End of your turn (if you are silencing the agent) or the end of your opponent’s turn (if you are recovering the agent). Once completed, this action cannot be started again.
EFFECT: If your unit is within range of a central objective you control, the agent is silenced or recovered as appropriate.
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
For each objective you control.4VP
END OF BATTLE
You silenced the agent.8VP
You recovered the agent.15VP
A KNIFE IN THE DARK
RAIDERS’ AGENDA
Your forces must eliminate a key enemy leader present on this front. This will destabilise their forces, spreading anarchy and confusion for you to exploit.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
Your elimination target is destroyed.
RAIDERS’ AGENDA: PRIMARY MISSION
ELIMINATION TARGET In the Resolve Pre-battle Abilities step, select and declare one enemy CHARACTER model in your opponent’s army. That model is your elimination target.
ANY BATTLE ROUND
WHEN: End of your turn.
One or more enemy units were destroyed this turn.3VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
+Your elimination target was your opponent’s WARLORD and it is destroyed.+5VPCUMULATIVE
A THIEF IN THE NIGHT
RAIDERS’ AGENDA
Our agents have located the presence of a priceless artefact in this vicinity. A significant concentration of foes stand between you and your prize as they muster for battle on another front. Eliminate them, and see to the relic's recovery, personally.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
Your WARLORD’s unit controls the artefact objective.
Your WARLORD’s unit controlled the artefact objective at the end of three consecutive turns.
RAIDERS’ AGENDA: PRIMARY MISSION
ARTEFACT In the Resolve Pre-battle Abilities step, your opponent selects one objectivenot within their deployment zone. That is the artefact objective; place one of your operation markers on it.
ANY BATTLE ROUND
WHEN: End of your turn.
You control the artefact objective.8VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).5VP
You control more objectives than your opponent.5VP
END OF BATTLE
You control the artefact objective.5VP
+Your WARLORD controls the artefact objective.+5VPCUMULATIVE
SEEDS OF DESTRUCTION
RAIDERS’ AGENDA
Be it a dark ritual, a manipulation of fate, or the introduction of slow-acting biocontaminants, your forces have an opportunity to sow the seeds of a doom that will take many years to grow to fruition.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
Your WARLORD completed a ritual during the battle.
UNITS: One unit wholly within 6" of the centre of the battlefield.
USE LIMIT: Once per turn.
COMPLETES: End of your opponent’s turn, or the end of the battle (whichever comes first).
EFFECT: If your unit is wholly within 6" of the centre of the battlefield, it completes a ritual.
ANY BATTLE ROUND
WHEN: End of your turn.
One or more enemy units were destroyed this turn.5VP
WHEN: End of a turn.
A friendly unit completed a ritual this turn.10VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).5VP
Your opponent controls no central objectives.5VP
ERASE ALL TRACE
RAIDERS’ AGENDA
Before you leave this planet to its fate, you must cover your tracks, so that none can stumble upon the designs you have laid here. Whether you do this by slaughtering everyone to ensure no witnesses remain, or by corralling your enemies ready for some worse fate is up to you.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
You have a presence on three or more table quarters.
At the end of the battle, you gain 1 additional Agenda Achieved card if one or more of the following conditions are met:
There are no enemy units on the battlefield.
All enemy units on the battlefield (excluding AIRCRAFT and battle-shocked units) are within the same table quarter.
RAIDERS’ AGENDA: PRIMARY MISSION
BATTLE PRESENCE While one or more units from your army (excluding AIRCRAFT and battle-shocked units) are wholly within a table quarter and more than 6" from the centre of the battlefield, you have a presence in that table quarter.
ANY BATTLE ROUND
WHEN: End of your turn.
One or more enemy units were destroyed this turn.4VP
You have a presence in three or more table quarters.3VP
+You have a presence in 4 table quarters.+2VPCUMULATIVE
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).5VP
CAPTURE TROPHIES
RAIDERS’ AGENDA
The war on this world may be spiralling towards its conclusion, but your forces are otherwise engaged, ransacking secure sites and hunting down the champions of the foe. Before you depart, you will ensure you have claimed enough riches to make the fight worthwhile.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
You recovered three or more of your operation markers.
At the end of the battle, you gain 1 additional Agenda Achieved card if the following condition is met:
The enemy WARLORD was destroyed and you recovered the resulting operation marker.
RAIDERS’ AGENDA: PRIMARY MISSION
TROPHIES When an enemy CHARACTER model is destroyed, before removing it from the battlefield, place one of your operation markers touching its base. When a friendly unit ends a move, each of your operation markers within 1" of that unit is recovered.
ANY BATTLE ROUND
WHEN: End of the battle round.
One or more enemy units were destroyed this battle round.3VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
For each of your operation markers that was recovered.6VP
EXTRACTION
RAIDERS’ AGENDA
Your followers have reaped a mighty bounty on this world, but their efforts have not gone unnoticed. Now, with vengeful enemies closing in, you must extract the riches you have claimed before the foe can take them back.
AGENDA ACHIEVED: At the end of the battle, you gain 1 AgendaAchievedcard if one or more of the following conditions are met:
You gained 35+ VP from this Primary Mission during the battle.
Two or more friendly units extracted spoils.
At the end of the battle, you gain 1 additional Agenda Achieved card if the following condition is met:
USE LIMIT: Once per turn (each unit cannot extract spoils more than once per battle).
COMPLETES: End of your turn.
EFFECT: If your unit is within 3" of the centre of the battlefield, that unit can extract spoils.
ANY BATTLE ROUND
WHEN: End of your turn.
No enemy units (excluding AIRCRAFT and battle-shocked units) are within 6" of the centre of the battlefield.3VP
A friendly unit extracted spoils this turn.3VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).5VP
DEEP STRIKE24.09
There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation.
Each time this unit makes an ingress move (20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.
OVERRUN FIGHT12.06
ELIGIBLE IF: Your unit is unengaged, or was unengaged at the start of the Fight step but became engaged during the Fight phase. EFFECT: Your unit can make one additional pile-in move, then fights as described in Making Attacks (04).
OVERRUN FIGHTS
When a unit makes an overrun fight, its models can be moved such that enemy units that were unengaged become engaged. Such enemy units become eligible to fight this phase (and may even be able to fight next if they are Fights First units).
PILE-IN MOVE12.03
MAXIMUM DISTANCE: 3".
ELIGIBLE IF: It is the Fight phase and one or more of the following apply to your unit:
It was selected to make an overrun fight this phase (12.06).
EFFECT: Your unit moves as described in Moving (03). BEFORE MOVING: Select pile-in targets:
If your unit is engaged, select every enemy unit it is engaged with.
Otherwise, select one or more enemy units within 5" of your unit.
WHILE MOVING:
Models in base-contact with one or more enemy models cannot be moved.
Each model that is moved must end its move closer to the closest pile-in target, and engaged with it if possible.
AFTER MOVING:
Your unit must be engaged.
Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit.
CONSOLIDATION MOVE12.08
MAXIMUM DISTANCE: 3"
ELIGIBLE IF: It is the Fight phase and your unit was eligible to fight this phase. EFFECT: Your unit moves as described in Moving (03). BEFORE MOVING: Select consolidation mode:
Ongoing Consolidation:
If your unit is engaged, you must select this mode and select every enemy unit it is engaged with.
Engaging Consolidation:
Otherwise, if your unit is within 3" of one or more enemy units, you must select this mode and select one or more of those enemy units.
Objective Consolidation:
Otherwise, if your unit is within 3" of one or more objectives, you must select this mode and select one of those objectives.
WHILE MOVING:
Ongoing Consolidation:
Models in base-contact with one or more enemy models cannot be moved. Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
Engaging Consolidation:
Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
Objective Consolidation:
Each model that is moved must end its move within range of the selected objective if possible, or closer to it if not.
AFTER MOVING:
Ongoing Consolidation:
Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit.
Engaging Consolidation:
Your unit must be engaged with all of the selected enemy units. If one or more enemy units engaged with your unit have not been selected to fight this phase, your opponent must select each of those units, one at a time; when each is selected, it becomes eligible to fight and is selected to fight (12.04).
Objective Consolidation:
Your unit must be unengaged and within range of the selected objective.
RAPID INGRESS15.07
1CP
Core Stratagem
Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.
That model’s unit did not make one or more ranged attacks during this turn or during the previous turn.
While a model is hidden, it can only be visible to enemy models that are within its detection range. Unless otherwise stated, a model’s detection range is 15".
Errata
13.09 - Change to First Bullet Point
Change to: ‘That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area that contains one or more light/dense terrain features.’
FIGHTS FIRST24.13
Those possessed of lightning-fast reactions may strike before the opponent can react.
While every model in a unit has this ability, that unit is a Fights First unit.
See the Resolve Fights First Combats step in the Fight phase (12.04).
ELIGIBLE IF: Your unit declared a charge this phase. EFFECT: Your unit moves as described in Moving (03). BEFORE MOVING: Select one or more enemy units that are within 12" of your unit and within the maximum distance of your unit; until the end of this move, each of those enemy units is a charge target. WHILE MOVING:
Each model must end its move closer to one or more charge targets.
Each model that can end its move within 1" of one or more charge targets must do so.
Each model that can end its move engaged with one or more charge targets must do so.
AFTER MOVING:
Your unit must be engaged with all of the charge targets.
Your unit cannot be engaged with one or more enemy units that are not charge targets.
Until the end of the turn, each model in your unit has the Fights First ability (24.13).
FALL-BACK MOVE09.07
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is engaged. EFFECT: Your unit moves as described in Moving (03). BEFORE MOVING: Select fall-back mode:
Ordered Retreat: If your unit is not battle-shocked, you can select this mode.
Desperate Escape: Otherwise, you must select this mode. Make a hazard roll for each model in your unit (06.03).
WHILE MOVING:
Desperate Escape: Each model that is moved can be moved through enemy models.
Desperate Escape: If your unit is not battle-shocked, you must make a battle-shock roll for your unit (01.07).
Save Rolls
The opposing player resolves the following sequence:
Create Groups: Divide all models in the target unit into the following groups, as many times as required:
One group for each CHARACTER model.
One group for all other models with the same W, Sv and InSv characteristics.
Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following:
If a non-CHARACTER group contains a model that has lost one or more wounds, that group must be first in the allocation order.
No CHARACTER group can be earlier in the allocation order than a non-CHARACTER group.
CHARACTER groups containing a model that has lost one or more wounds must be earlier in the allocation order than CHARACTER groups containing no wounded models.
Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.
FAQ
Q:
When declaring the allocation order of groups in my unit I have more than one non-CHARACTER groups that contain a model with a missing wound, how must I select the order?
A:
Those groups can be selected in an order of your choosing but must be in an order that makes them come before any non-CHARACTER groups that do not contain a model with a missing wound.
Q:
I have a unit being attacked with weapons that will modify some of their save rolls to be worse then 6 should I make those save rolls?
A:
Yes, because other models in your unit may have Sv’s that are better those models you’ve mentioned, this means that enough save rolls could be allocated to the those models that the rest of the results are not greater then the Sv’s of the other models in your unit.
Q:
Can I group or allocate a wound to a destroyed model?
A:
No.
05.04.01 Current Allocation Group
The first group in the allocation order begins as the current group. Once all models in an allocation group are destroyed, the next group in the allocation order becomes the current one.
[PRECISION]24.28
Precision attacks can pick high-value targets out in a crowd.
While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visibleCHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the currentallocationgroup.
EPIC CHALLENGE15.03
1CP
Core Stratagem
The legends of the 41st millennium are replete with deadly duels between mighty champions.
EFFECT: Select one CHARACTER model in your unit. Until the end of the phase, that model’s melee weapons have the [PRECISION] ability.
STEALTH24.33
The stealthiest warriors can evade the attentions, and the bullets, of their foes.
If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).
01.06 Leadership Rolls
To make a leadership roll for a unit, its controlling player rolls 2D6: if the result is equal to or greater than one or more of the Ld characteristics in that unit, that roll succeeds. Otherwise, that roll fails. The rule that instructed you to make that leadership roll will describe the effects of that roll succeeding or failing.
ASSAULT SHOOTING10.05
ELIGIBLE IF: All of the following apply to your unit:
Unengaged and made an advancemove this turn.
Has one or more [ASSAULT] weapons.
EFFECT: Your unit shoots as described in Making Attacks (04). WHILE SHOOTING: You can only select [ASSAULT] weapons to make attacks with. AFTER SHOOTING: Until the end of the phase, your unit is noteligible to start an action.
[ASSAULT]24.04
Folding stocks, shortened barrels or lightweight construction enable some weapons to be easily fired on the move.
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
[HEAVY]24.16
Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect.
In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hitroll if all of the following apply to the attacking unit:
That unit is unengaged.
That unit was not set up on the battlefield this turn.
No model in that unit has moved more than 3" this turn.
[BLAST]24.05
High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLASTX], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
[SUSTAINED HITS]24.36
Some weapons possess a punishing rate of fire, or can land devastating flurries of blows, tearing the foe apart with relentless ferocity.
This ability always takes the form [SUSTAINEDHITSX]. Each time an attack made with a [SUSTAINEDHITS] weapon results in a criticalhit, that attack results in a number of additional hits on the target as denoted by X.
Example: An attack made with a [SUSTAINEDHITS2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINEDHITS2] ability).
[CLEAVE]24.06
With sufficient might or skill, warriors may sweep blades or talons through their foes in long lethal arcs.
This ability always takes the form [CLEAVEX]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
[IGNORES COVER]24.18
Some weapons are designed to root enemy formations out of entrenched positions.
Each time an attack is made with an [IGNORESCOVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
SCOUTS24.31
Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.
This ability always takes the form Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following:
If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone.
If that unit is wholly within your deployment zone, it can make a scout move (see below).
If that unit is embarked within a DEDICATEDTRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATEDTRANSPORT has the Scouts ability, that DEDICATEDTRANSPORT can make a scout move.
SCOUT MOVE24.32
MAXIMUM DISTANCE: The X" in Scouts X".
ELIGIBLE IF: It is the Resolve Pre-battle Abilities step, and your unit is wholly within your deployment zone. EFFECT: Your unit moves as described in Moving (03). AFTER MOVING: Your unit must be more than 8" horizontally from all enemy units.
FEEL NO PAIN24.12
The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal.
This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.
When a dice roll or test is automatically successful or automatically passes/hits/wounds, do not roll the dice and instead move to the next step of the sequence for that roll as if the required result had been rolled. Any rules that take effect on a particular dice result or roll result do not take effect.
Example: If a hit roll is automatically successful, move straight to the Wound Rolls step for that attack. Such a hit roll is not a critical hit.
Example: If a wound roll is automatically successful, move straight to the Save Rolls step for that attack. Such a wound roll is not a critical wound.
[HAZARDOUS]24.15
Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
01.04.03 As Close As Possible
If a rule instructs you to move a model as close as possible to a unit or model you must end that model’s move in base contact with that unit or model if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
If a model is already as close as possible to a unit or model when it is instructed to make a move as close as possible towards a unit or model, that model cannot be moved, but still counts as having made the move in question.
If a rule instructs you to move a model as close as possible to an objective you must end that model’s move within range of an objective if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
If that model is already within range of an objective it can move up to the maximum distance of that move but must end its move still within range of that objective.
22.01 Aura Abilities
Abilities that affect models or units within a stated range are aura abilities, and are tagged with the word ‘Aura’.
While a model with an aura ability is on the battlefield, it is always within range of its own aura ability.
A unit can be affected by more than one aura ability at a time, but if a unit is within range of the same aura ability more than once, that aura ability only applies to that unit once.
INFILTRATORS24.20
Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike.
During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from your opponent’s deployment zone and all enemy units.
This datasheet does not meet the selection criteria (see Settings tab).