Welcome to the Amidst the Ashes mission pack! This is a narrative play mission pack for Crusade forces. On this page you will find a vast swathe of missions that your Crusade force can take up as they battle to invade or defend the sub-sectors around Metalica, or else try to raid and pillage amongst the ruins.



At the heart of the Charadon Sector lies the forge world of Metalica. It is a beating industrial centre, the unsleeping hub of martial manufacturing and military might around which the systems of the Obolis, Lirac and many others sub-sectors revolve. When the Great Rift tore the galaxy asunder, Metalica and its surrounding worlds stood strong amidst the pandemonium. Then came Typhus, host of the Destroyer Hive; the Death Guard lord led an immense tri-pronged invasion of the sector upon the orders of Warmaster Abaddon himself. Now the entire region is besieged, loyalist and traitor forces tearing at one another across countless contaminated battlefronts while xenos raiders strike like carrion ghouls from the shadows.

As the situation within War Zone Charadon became increasingly dire, those who found themselves trapped within its chaos became increasingly desperate in their search for salvation. Within this mission pack you will find rules that allow you to represent the path down which some of these forces chose to tread, with units gaining new abilities as they progress ever further towards cither damnation or enlightenment.

The Corruption of the Weak rules can be used by armies under the sway of the Daemon Prince Be’lakor. and they allow psykers to be upgraded with new abilities that see them bolster the aggression of those they fight beside or sap the will of their enemies. Psykers that reach the highest level can even learn an all new psychic power, chosen from a selection of available Malediction and Witchfire powers.

The Awakening of the Strong rules are for those armies that turn to iron and steel to resist the malign powers of the warp. The machine spirits of vehicles in these armies become increasingly capable and independent as their experience grows. In much the same way as psykers using the Corruption of the Weak rules, these models gain new abilities as they progress along their journey, following a path chosen by you, the player.

There are also a selection of missions presented for all sizes of games, based on key events from the Charadon storyline. Containing unique rules that interact with those described above, these scenarios further your Crusade forces journey as it fights across the sector.

Books

BookKindEditionVersionLast update
  Crusade Mission Pack: Amidst the Ashes
  Crusade Mission Pack: Amidst the AshesExpansion9

Amidst the Ashes

This Crusade mission pack offers a new way for your units to gain experience and acquire fresh abilities, representing the unique journeys taken by the sides in this conflict. Two paths are available to you: that of the Awakening of the Strong, and that of the Corruption of the Weak. Your force can only follow one of these routes, and you must choose which using the relevant Requisitions.

Once you have dedicated your Crusade force to one of these, you will build up either Awakening or Corruption points, depending upon your selection, through completing the relevant Agendas or specific mission victory conditions that can come in to play. These points can be spent to select relevant units from your army, again through the use of Requisitions, and set them down the path that you have chosen.

Once a unit has been set on such a path, they will no longer accrue experience points and Battle Honours in the usual way; instead, they gain access to the relevant upgrade tree. Using the Awakening or Corruption points that you have earned in battle, you can progress each of these units through their upgrade tree; the options available to them are based on previous selections, so choose wisely! A number of Stratagems are also presented in this mission pack, and these can be used on units that have started down one or either of these paths.

If your Crusade force is taking part in Amidst the Ashes battles, you can spend Requisition points (RPs) on the Awakening of the Strong Requisitions or the Corruption of the Weak Requisitions in addition to those found in other sources.

Awakening of the Strong

This path allows you to upgrade the VEHICLE units in your Crusade force. You can select this option for your Crusade force using the Machinery Arisen Requisition (see below). Once you do, you will begin building up Awakening points that can be used either to start new units down this route, using the Birth of Consciousness Requisition, or to progress units already on the route further along the Awakening of the Strong upgrade tree.

Agendas that are well suited to a force of this type include Machine Vendetta, Bastion of Iron and Destroy Critical Targets.

Requisitions

MACHINERY ARISEN1RP
Purchase this Requisition when mustering your army for an Amidst the Ashes battle, if your Crusade force does not have the Warp Corruption or Machinery Arisen notes on its Order of Battle. Add the Machinery Arisen note to your Order of Battle and start a counter for Awakening points, beginning with 1 Awakening point.
BURGEONING CONSCIOUSNESS1RP
Purchase this Requisition at any time, if your Crusade force has the Machinery Arisen note. Select one AWAKENED SPIRIT VEHICLE unit from your army, that unit gains one additional ability, if able, selected from the Awakening of the Strong tree. Increase the Crusade points of that unit by 1. If the selected ability is a Level 2 ability, subtract 2 from your Crusade forces Awakening points; otherwise, subtract 3 from your Crusade forces Awakening points.
BIRTH OF CONSCIOUSNESS1RP
Purchase this Requisition at any time, if your Crusade force has the Machinery Arisen note and at least one Awakening point. Select one VEHICLE unit from your army (excluding named characters and AIRCRAFT units) that has the Battle-ready or Blooded rank and does not have the AWAKENED SPIRIT keyword. That unit gains the AWAKENED SPIRIT keyword and one Level 1 ability selected from the Awakening of the Strong tree. AWAKENED SPIRIT units cannot gain further experience points or ranks. Increase that units Crusade points by 1 and subtract 1 from your Crusade forces Awakening points.

Upgrade Tree

Each time you select a new ability from the tree below for an AWAKENED SPIRIT VEHICLE unit from your army:
A model cannot have more than one Level 3 ability.

Corruption of the Weak

This path allows you to upgrade the PSYKER models in your Crusade force. You can select this option for your Crusade force using the Warp Corruption Requisition (see below). Once you do, you will begin building up Corruption points that can be used either to start new units down this route, using the A Mind Twisted Requisition, or to progress units already on the route further along the Corruption of the Weak upgrade tree.

Agendas that are well suited to a force of this type include Break Their Spirit, Subterfuge and Poison Their Minds.

Requisitions

WARP CORRUPTION1RP
Purchase this Requisition when mustering your army for an Amidst the Ashes battle, if your Crusade force does not have the Warp Corruption or Machine Mastery notes on its Order of Battle. Add the Warp Corruption note to your Order of Battle and start a counter for Corruption points, beginning with 1 Corruption point.
JOURNEY OF DARKNESS1RP
Purchase this Requisition at any time, if your Crusade force has the Warp Corruption note. Select one CORRUPTED MIND PSYKER model from your army. That model gains one additional ability, if able, selected from the Corruption of the Weak tree. Increase the Crusade points of that model’s unit by 1. If the selected ability is a Level 2 ability, subtract 2 from your Crusade forces Corruption points; otherwise, subtract 3 from your Crusade forces Corruption points.
A MIND TWISTED1RP
Purchase this Requisition at any time, if your Crusade force has the Warp Corruption note and at least one Corruption point. Select one PSYKER model from your army (excluding named characters) whose unit has the Battle-ready or Blooded rank and does not have the CORRUPTED MIND keyword. That model’s unit gains the CORRUPTED MIND keyword and that model gains one Level 1 ability selected from the Corruption of the Weak tree. CORRUPTED MIND units cannot gain further experience points or ranks. Increase that unit’s Crusade points by 1 and subtract 1 from your Crusade force’s Corruption points.

Upgrade Tree

Each time you select a new ability from the tree below for a CORRUPTED MIND PSYKER model from your army:
A model cannot have more than one Level 3 ability.


WANE RESOLVE

The psyker plants unnerving thoughts in the heads of enemy troops, eating away at their discipline.

Malediction: Wane Resolve has a warp charge value of 6. If manifested, select one enemy unit within 18" of this PSYKER. Then, roll one D6 and add this Psyker’s Leadership characteristic to the result. Your opponent then rolls one D6 and adds that unit’s Leadership characteristic to the result. If your total is higher than your opponents, until the start of your next Psychic phase, that unit loses the Objective Secured ability.

DEVOURER OF WEAKNESS

The psyker gluts himself on the weakness of his enemies.

Witchfire: Devourer of Weakness has a warp charge value of 6. If manifested, select one enemy unit within 12" of this PSYKER. Then, roll one D6 and add this PSYKER’s Leadership characteristic to the result. Your opponent then rolls one D6 and adds that unit’s Leadership characteristic to the result. If your total is higher than your opponent’s, that enemy unit suffers a number of mortal wounds equal to the difference between the two totals (to a maximum of 5 mortal wounds) and this model regains one lost wound.

PSYCHIC BARRAGE

The psyker unleashes a psychic barrage of harassing sounds and distracting visions, making it impossible for foes to act.

Malediction: Psychic Barrage has a warp charge value of 7. If manifested, select one enemy unit within 12" of this PSYKER. Then, roll one D6 and add this PSYKER’s Leadership characteristic to the result. Your opponent then rolls one D6 and adds that unit’s Leadership characteristic to the result. If your total is higher than your opponent’s, that unit fails any actions it is performing and, until the start of your next Psychic phase, cannot start to perform any actions.

TERRIFYING INFERNO

The psyker unleashes witchfire that takes the form of hideous monsters, terrifying those not burnt to a crisp by the scorching flames.

Witchfire: Terrifying Inferno has a warp charge value of 8. If manifested, select one enemy unit within 18" of this PSYKER. Then, roll one D6 and add this PSYKER’s Leadership characteristic to the result. Your opponent then rolls one D6 and adds that unit’s Leadership characteristic to the result. If your total is higher than your opponent’s, that enemy unit suffers D3 mortal wounds and, until the end of the turn, subtract 1 from Combat Attrition tests taken for that unit.

Amidst the Ashes Stratagems

Below you will find Stratagems to use in your Amidst the Ashes battles; these Stratagems cannot be used in any other battles.

ADVANCED SCOUTING3CP
Amidst the Ashes – Epic Deed Stratagem

After banishing the sorceries of the foe, the psyker casts their mind along the warp spoor trail left behind and strips the caster of their psychic defences.

Use this Stratagem in your opponent’s Psychic phase, when a CORRUPTED MIND PSYKER model from your army passes a Deny the Witch test with a result of 8 or more. The enemy PSYKER unit that was attempting to manifest the denied psychic power suffers Perils of the Warp. This cannot cause a model to suffer Perils of the Warp twice from attempting to manifest one psychic power.
DANGEROUS COMPACT1CP/2CP
Amidst the Ashes – Epic Deed Stratagem

The psyker has made a bargain with malevolent warp entities to gain power and strength, but these denizens of the empyrean have their own agenda.

Use this Stratagem at the start of your Psychic phase. Select one CORRUPTED MIND PSYKER model from your army. Until the end of the phase, each time a Psychic test is taken for that model:
  • Roll one additional D6 and discard the lowest result.
  • That model suffers Perils of the Warp on any dice roll of a double, instead of only a double 1 or double 6.
If that model can manifest two or more psychic powers per turn, this Stratagem costs 2CP; otherwise it costs 1CP.
DECEITFUL WHISPERS2CP
Amidst the Ashes – Strategic Ploy Stratagem

Reaching into the minds of the foe. the psyker supplants their resolve with fear and causes them to flee.

Use this Stratagem at the start of the Morale phase. Select one enemy unit within 9" of a CORRUPTED MIND PSYKER model from your army. Until the end of the phase, each time a Morale test is taken for that unit, roll one additional D6.

UNCONTROLLABLE MACHINE SPIRIT2CP
Amidst the Ashes – Strategic Ploy Stratagem

Some machine spirits run rampant, their desire to crush the enemy outweighing any and all forms of control.

Use this Stratagem in your Charge phase. Select one AWAKENED SPIRIT VEHICLE unit from your army. Until the end of the phase, that unit is eligible to declare a charge with in a turn in which it Advanced or Fell Back.
CALCULATING SPIRIT1CP/2CP
Amidst the Ashes – Battle Tactic Stratagem

Whenever not thundering over the battlefield, the machine spirit observes it carefully. Should a foe enter its sights, it is ready to annihilate them.

Use this Stratagem in your Shooting phase, when an AWAKENED SPIRIT VEHICLE unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack that targets a unit within half range, if that AWAKENED SPIRIT unit Remained Stationary during its previous Movement phase, add 1 to that attack’s hit roll. If that unit has a Power Rating of 15 or more, this Stratagem costs 2CP; otherwise it costs 1CP.
ENRAGED SPIRITS1CP/2CP
Amidst the Ashes – Epic Deed Stratagem

Death. Destruction. The machine spirit wishes that, and only that, on its enemies. Seemingly possessed of an unquenchable rage, it is relentless in its attacks against the foe.

Use this Stratagem in the Fight phase, when an AWAKENED SPIRIT VEHICLE unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, an unmodified hit roll of 6 scores 2 additional hits. If that unit has the TITANIC keyword, this Stratagem costs 2CP; otherwise it costs 1CP.

Agendas

Each Agenda listed below has a category (e.g. Purge the Enemy, Shadow Operations etc). When you select Agendas, you cannot choose more than one from each category.

Some Agendas will instruct you to keep a certain tally for your units during the battle. These tallies will then be used after the battle to determine if you achieved certain Agendas, and how many experience points the units in question earned from them. You can use the ‘Agenda Tallies’ section of each unit’s Crusade card to keep track of these tallies - we recommend you make these tallies in pencil so they can be deleted after the game ready for your next battle.

Purge the Enemy

MACHINE VENDETTA
Amidst the Ashes Agenda
Keep a Machine Vendetta tally for each VEHICLE unit from your army.
  • Add 1 to a unit’s Machine Vendetta tally each time it destroys an enemy VEHICLE model with a Wounds characteristic less than 12.
  • Add 2 to a unit’s Machine Vendetta tally each lime it destroys an enemy VEHICLE model with a Wounds characteristic of 12 or more.

Each unit gains 1 experience points for every mark on its Machine Vendetta tally.

If your Crusade force has the Machinery Arisen note and the combined total of all of your units’ Machine Vendetta tallies is:
  • 4-5, your Crusade force gains 1 Awakening point.
  • 6 or more, your Crusade force gains 2 Awakening points.
ASSASSINS
Amidst the Ashes Agenda
Keep an Assassins tally for each unit from your army. Add 1 to a unit’s Assassins tally each time it destroys an enemy CHARACTER unit. Each unit gains 2 experience points for every mark on its Assassins tally.
TITAN HUNTER
Amidst the Ashes Agenda
Keep a Titan Hunter tally for each unit from your army. Add 1 to a unit’s Titan Hunter tally each time it destroys an enemy TITANIC unit. Each unit gains 4 experience points for every mark on its Titan Hunter tally.
KING SLAYER
Amidst the Ashes Agenda
If a unit from your army destroyed the enemy WARLORD during the battle, that unit gains 3 experience points. A unit does not achieve this Agenda if the enemy WARLORD is subsequently resurrected by any means. If the enemy WARLORD is resurrected but is subsequently destroyed again by another unit from your army, then it is the last unit to have destroyed it that achieves this Agenda.

No Mercy, No Respite

BREAK THEIR SPIRIT
Amidst the Ashes Agenda
Keep a Break Their Spirit tally for each unit from your army. Each time an enemy unit fails a Morale test, select one unit from your army that made attacks or manifested psychic powers that caused one or more models in that unit to be destroyed this turn. Add 1 to the selected units Break Their Spirit tally. Each unit gains a number of experience points equal to their Break Their Spirit tally (to a maximum of 2 experience points).

If your Crusade force has the Warp Corruption note and the combined total of all of your units’ Break Their Spirit tallies is:
  • 6-8, your Crusade force gains 1 Corruption point.
  • 9 or more, your Crusade force gains 2 Corruption points.
FIRST STRIKE
Amidst the Ashes Agenda
Keep a First Strike tally for each unit from your army. Add 1 to a unit’s First Strike tally each time it destroys an enemy unit in the first battle round. Each unit from your army gains a number of experience points equal to their First Strike tally.
CULL THE HORDES
Amidst the Ashes Agenda
Keep a Cull the Hordes tally for each unit from your army. Add 1 to a unit’s Cull the Hordes tally each time it destroys six or more models in the same phase. Each unit gains a number of experience points equal to their Cull the Hordes tally.
REAPER
Amidst the Ashes Agenda
The unit in your army that has the highest combat tally of enemy units destroyed during the battle earns 2 experience points. If two or more units are tied, you choose which unit achieves this Agenda.

Battlefield Supremacy

BASTION OF IRON
Amidst the Ashes Agenda
At the end of the battle, each VEHICLE unit from your army that is within 6" of the centre of the battlefield gains 2 experience points.

At the end of the battle, if your Crusade force has the Machinery Arisen note and there are:
  • 1-2 VEHICLE units from your army that are within 6" of the centre of the battlefield, your Crusade force gains 1 Awakening point.
  • 3 or more VEHICLE units from your army that are within 6" of the centre of the battlefield, your Crusade force gains 2 Awakening points.
SUBTERFUGE
Amidst the Ashes Agenda
At the end of the battle, each PSYKER unit from your army that is within 3" of your opponent’s battlefield edge gains 2 experience points.

At the end of the battle, if your Crusade force has the Warp Corruption note and there is:
  • 1 PSYKER unit from your army that is within 3" of your opponent’s battlefield edge, your Crusade force gains 1 Corruption point.
  • 2 or more PSYKER units from your army that are within 3" of your opponent’s battlefield edge, your Crusade force gains 2 Corruption points.
SENTINEL
Amidst the Ashes Agenda
At the start of your first Command phase, select one objective marker that is on the battlefield and one unit from your army. That unit gains 4 experience points after the battle if, at the end of the battle, it is in range of that objective marker and you control that objective marker.

Shadow Operations

DESTROY CRITICAL TARGETS
Amidst the Ashes Agenda
Keep a Destroyed Targets tally for each VEHICLE unit from your army. Each time a VEHICLE unit successfully completes the Destroy Target action successfully, add 1 to that unit’s Destroyed Targets tally.

If you selected this Agenda, then VEHICLE units in your army can attempt the following action:

Destroy Target (Action): One VEHICLE unit from your army can start to perform this action at the end of your Movement phase, if it is not within Engagement Range of any enemy units (excluding AIRCRAFT units and those with the Fortifications Battlefield Role) and is within 1" of an objective marker that is outside of your deployment zone that has not been destroyed. At the end of your turn, roll one D6. adding 1 if the unit performing the action has a Wounds characteristic of 10 or more: on a 1-2, the action is failed; on a 3+, the action is completed successfully and that objective marker is considered destroyed.

Each unit gains 2 experience points for every mark on their Destroyed Targets tally (to a maximum of 4 experience points).

If your Crusade force has the Machinery Arisen note and the combined total of all of your units’ Destroy Target tallies is:
  • 1-2, your Crusade force gains 1 Awakening point.
  • 3 or more, your Crusade force gains 2 Awakening points.
SEARCH FOR ARCHEOTECH
Amidst the Ashes Agenda
Keep a Search for Archeotech tally for each unit from your army. Add 1 to a unit’s Search for Archeotech tally each time it successfully completes the following action:

Search for Archeotech (Action): One or more INFANTRY units from your army that are wholly within your opponent’s deployment zone can start to perform this action at the end of your Movement phase. The action is completed at the end of your turn.

Each unit gains 3 experience points if their Search for Archeotech tally is at least 2.
DEPLOY VOX-RELAYS
Amidst the Ashes Agenda
At the start of the first battle round, but before the first turn begins, select one INFANTRY unit from your army. That unit can perform the following action:

Deploy Vox-relays (Action): One unit from your army can start to perform this action at the end of your Movement phase if it is within range of an objective marker that has not already got a Vox-relay deployed on it (see below). The action is completed at the end of your turn. If this action is successfully completed, that objective marker is said to have a Vox-relay deployed on it (the Vox-relay is ‘lost’ if your opponent controls the objective marker at the start of any phase).

The unit gains 2 experience points for each objective marker on the battlefield that has one of your Vox relays deployed on it at the end of the battle.
RECOVER MISSION ARCHIVES
Amidst the Ashes Agenda
Keep a Recover Mission Archives tally for each unit from your army. Add 1 to a units Recover Mission Archives tally each time it successfully completes the following action:

Recover Mission Archives (Action): One INFANTRY, CAVALRY or BIKER unit from your army can start to perform this action at the end of your Movement phase if it is within range of an objective marker that has not already been successfully searched by a unit from your army this battle. The action is completed at the end of your next Command phase provided the unit performing it is still within range of the same objective marker.

Roll one D6 at the Agenda Achieved step of the game. If the score is equal to or less than the combined total of your units’ Recover Mission Archives tallies, or if the combined tally equals the number of objective markers that were set up at the start of the battle, then one unit of your choosing that successfully performed this action gains 6 experience points.

Warpcraft

POISON THEIR MINDS
Amidst the Ashes Agenda
Keep a Poison Their Minds tally for each PSYKER unit from your army. Add 1 to a unit’s Poison Their Minds tally each time it successfully completes the following psychic action:

Poison Their Minds (Psychic Action - Warp Charge 5): One PSYKER unit from your army can attempt to perform this psychic action in your Psychic phase if it is within your opponent’s deployment zone and within 12" of an objective marker.

Each unit gains 2 experience points for every mark on their Poison Their Minds tally (to a maximum of 4 experience points).

If your Crusade force has the Warp Corruption note and the combined total of all of your units’ Poison Their Minds tallies is:
  • 1-2, your Crusade Force gains 1 Corruption point.
  • 3 or more, your Crusade Force gains 2 Corruption points.
WITCH HUNTER
Amidst the Ashes Agenda
Keep a Witch Hunter tally for each unit from your army. Add 1 to a unit’s Witch Hunter tally each time it destroys an enemy PSYKER unit (add 3 instead if the destroyed unit was a PSYKER CHARACTER).

Each unit gains a number of experience points equal to their Witch Hunter tally.
LORD OF THE WARP
Amidst the Ashes Agenda
Keep a Lord of the Warp tally for each unit from your army. Add 1 to a unit’s Lord of the Warp tally each time it successfully manifests a psychic power, denies an enemy psychic power or completes a psychic action. Reset a unit’s Lord of the Warp tally to 0 if and when they suffer Perils of The Warp. The unit from your army that has the highest Lord of the Warp tally gains 2 experience points (unless that unit’s tally is 0, in which case it gains no experience points from this Agenda). If two or more units are tied, you select one of them to gain these experience points.
SCRY BATTLE PLANS
Amidst the Ashes Agenda
Keep a Scry Battle Plans tally for each PSYKER unit from your army. Add 1 to a units Scry Battle Plans tally each time it successfully completes the following psychic action:

Scry Battle Plans (Psychic Action - Warp Charge 4): One PSYKER CHARACTER unit from your army can attempt to perform this psychic action in your Psychic phase if it is within 18" of an enemy CHARACTER unit.

Each unit gains 5 experience points if their Scry Battle Plans tally is at least 2.

AMIDST THE ASHES GAMES

An Amidst the Ashes game is waged by following the sequence below:

1. Select Battle Size

The players must first select the battle size they wish to play: Combat Patrol. Incursion, Strike Force or Onslaught, The table below gives a rough guide of how long each battle should take.

BATTLES
BATTLE SIZEBATTLE DURATION
Combat PatrolUp to 1 hour
IncursionUp to 2 hours
Strike ForceUp to 3 hours
OnslaughtUp to 4 hours

2. Determine Mission

The players determine which mission will be used for the battle; they can choose from the missions for their chosen battle size. This will determine the deployment map that the players use, as well as the specific mission briefing. You can either simply agree with your opponent which you will use, or you can roll off and the winner selects which one to use. Alternatively, you can roll to randomly select a mission using the appropriate table:





3. Read Mission Briefing

Each mission has a mission briefing that will detail the mission objectives that award victory points to the players. Some mission briefings also list one or more mission rules that will apply for the duration of the battle. The players should read and familiarise themselves with these before proceeding. Some mission rules include actions that units can perform during the hattie.

4. Muster Armies

Each player must then select a Battle-forged army. The Power Level of each players army, and the number of Command points each player starts with when they begin mustering their army, are shown in the table below:

ARMY
BATTLE SIZEMAXIMUM POWER VALUE OF EACH ARMYCOMMAND POINTS
Combat Patrol253
Incursion506
Strike Force10012
Onslaught15018

Details of how to Battle-forge an army, how to use Power Ratings and what information your army roster must contain can be found in the Warhammer 40,000 Core Book. If you are playing a Combat Patrol battle, the only Detachment your army can include is one Patrol Detachment, unless your Army Faction is IMPERIAL KNIGHTS or CHAOS KNIGHTS, in which case the only Detachment your army can include is one Super-heavy Detachment. Select one of your models to be your WARLORD (this cannot be a model with the Fortifications Battlefield Role) and note this on your army roster. This must be the CHARACTER model in your army with the highest Leadership characteristic, if your army includes one (in a tie, you can choose amongst them which model will be the WARLORD). This model gains the WARLORD keyword. Each player must then provide a copy of the army roster for their opponent to read through.

5. Select Agendas

Each player then secretly selects Agendas for the battle and writes them down. Each can award experience points to certain units in their army, as described on the Agenda itself. The Agendas that players can choose from can be found here. The number of Agendas each player chooses depends on the battle size you have selected, as shown in the table below.

AGENDAS
BATTLE SIZEAGENDAS
Combat Patrol1
Incursion2
Strike Force3
Onslaught4

Once both players have selected their Agendas, they reveal their selections to their opponent.

6. Create the Battlefield

The players now create the battlefield and set up terrain features. Missions are played on rectangular battlefields. The minimum size of your battlefield depends on the battle size you have selected, as shown in the table below:

BATTLEFIELDS
BATTLE SIZEBATTLEFIELD SIZE (Minimum)
Combat Patrol44" x 30"
Incursion44" x 30"
Strike Force44" x 60"
Onslaught44" x 90"

Unless noted otherwise, when setting up terrain features, use the guidelines noted in the basic rules section. In these missions, players must use the battlefield terrain rules for terrain features.

7. Determine Attacker and Defender

The players roll off and the winner decides who will be the Attacker and who will be the Defender. You may decide in some battles that it is better for a specific player to be the Attacker or Defender. In such instances, simply agree with your opponent who will be the Attacker and who will be the Defender.

8. Place Objective Markers

The players now set objective markers up on the battlefield. Each mission will instruct the players as to how many objective markers should be set up on the battlefield (if any) and how these should be placed. Unless otherwise stated, objective markers can be set up on terrain features so long as the objective marker lies fiat on that terrain feature and does not overhang any part of it.

9. Choose Deployment Zone

The deployment maps for some missions will tell you which deployment zone is the Attacker’s and which is the Defender’s. If the deployment map does not show this, but instead labels deployment zones as Player A’s or Player B’s. then the Defender now selects one of the deployment zones for their army. Their opponent uses foe other deployment zone.

10. Declare Reserves and Transports

Unless the mission briefing states otherwise, these missions use the Strategic Reserves rules. Both players now secretly note down on their army roster which of the units in their army will start the battle in Strategic Reserves, which of their units will start the battle in a location other than the battlefield (if a player has access to any Stratagems that enable them to set up units from their army in a location other than the battlefield, they must use such Stratagems now), and which of their units will start the battle embarked within TRANSPORT models (they must declare what units are embarked within what models). When both players have done so, they declare their selections to their opponent.

Unless stated otherwise, no more than half the total number of units in your army can be Strategic Reserve and/or Reinforcement units, and the combined Power Ratings of all your Strategic Reserve and Reinforcement units (including those that are embarked within TRANSPORT models that are Strategic Reserve and/or Reinforcement units) must be less than half of your army’s Power Level, even if every unit in your army has an ability that would allow them to be set up elsewhere.

In these missions, Reinforcement units can never arrive on the battlefield in the first battle round. Any Strategic Reserve or Reinforcement unit that has not arrived on the battlefield by the end of the third battle round counts as having been destroyed, as do any units embarked within them (this does not apply to units that are placed into Strategic Reserves after the first battle round has started).

11. Deploy Armies

The players alternate setting up their remaining units, one at a time, starting with the Defender. A player’s models must be set up wholly within their deployment zone. If one player has finished deploying all their units, their opponent then deploys the remainder of their units. If a model from your army is so large that it cannot physically be set up wholly within your deployment zone (i.e. the smallest dimension of that model is greater than the depth of your deployment zone), it must be set up so that it is touching your battlefield edge. In the first battle round, that model’s unit cannot do any of the following: make a Normal Move, Advance, Fall Back, attempt to manifest or deny psychic powers, make any attacks with ranged weapons, declare a charge, perform a Heroic Intervention or perform any actions or psychic actions. Models in such units count as having moved a distance in inches equal to their Move (M) characteristic in their first Movement phase. If the unit has a minimum Move characteristic, it counts as having moved its maximum Move characteristic. If both players have units with abilities that allow them to be set up ‘after both armies have deployed’, the players must roll off after all other units have been set up and alternate setting up these units, starting with the winner.

12. Determine First Turn

Unless the mission briefing says otherwise, the players roll off and the winner declares whether they will take the first or second turn. If the roll off is a tie, the Attacker is the winner.

13. Resolve Pre-battle Abilities

Players alternate resolving any pre-battle abilities units in their army may have, and resolving any Stratagems that are used before the battle, starting with the player who will take the first turn. Remember that Crusade forces can only make use of Stratagems that upgrade units by using Requisition points, as described in the Warhammer 40,000 (Core Book).

14. Begin the Battle

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

MISSION OBJECTIVES
During the battle, players can earn victory points by achieving mission objectives, which are described in the mission’s mission briefing. Mission objectives can either be ‘End Game’ or ‘Progressive’. End Game mission objectives are scored at the end of the battle. Progressive mission objectives are scored during the battle (exactly when is detailed in the mission objective itself), and can be achieved and hence award victory points several times.

15. Ending the Battle

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

16. Determine Victor

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

Each player can score a maximum of 90 victory points from mission objectives (any excess victory points awarded are discounted). In addition, if every model in a player’s army was painted to a Battle Ready standard, that player is awarded a bonus 10 victory points. This gives the player a maximum total score out of l00 victory points.

The victor of a mission can then claim the victor bonus listed on that mission. If the game is a draw, neither player can claim the bonus.

17. Update Crusade Cards

The players must now update their Crusade cards for all the units they used in the battle as follows:

1. Take Out of Action tests

Take Out of Action tests for each unit from your army that was destroyed during the battle, by rolling one D6 for that unit. On a 2+ the test is passed and nothing happens. On a 1, the test is failed; you must now choose one of the following options for that unit:

a) Devastating Blow: That unit loses D6 experience points (to a minimum of 0) and cannot gain any experience points for this battle from Agendas Achieved, Battle Experience or from being Marked for Greatness (see below). Update the units Crusade card accordingly.

b) Battle Scar: That unit gains one Battle Scar. This must be determined before the player’s next battle and the unit’s Crusade card must be updated to reflect any and all changes.

2. Update Experience Points

Each unit that had a Crusade card that took part in the battle gains experience points as follows (mark on each units Crusade card accordingly):
  • Battle Experience: Each unit that was part of your army list for this battle gains 1 experience point.
  • Marked for Greatness: Select one unit that was part of your army list for this battle; that unit gains 3 experience points.
  • Dealers of Death: A unit gains 1 experience point for every third enemy unit it has destroyed in total. If a unit’s ‘enemy units destroyed in total’ combat tally has increased enough during the battle, increase its experience points accordingly
  • Agenda Achieved: Any units that achieved Agendas during the battle gain experience points as described by those Agendas.

3. Determine Battle Honours

If any units gain a rank, or otherwise gain any Battle Honours, these must be determined before the player’s next battle. In any case, all the Crusade cards for these units that took part in the battle and the unit’s Crusade card must be updated to reflect any and all changes.

4. Update Combat Tallies

Add 1 to the ‘Battles Played’ tally of each unit that had a Crusade card that took part in the battle. If a unit was not destroyed at the end of the battle, then add 1 to its ‘Battles Survived’ tally. Add all the ‘during battle’ combat tallies you have accrued during the battle to the appropriate ‘in total’ combat tallies on the unit’s Crusade card.

18. Update Order of Battle

Increase your battle tally and Requisition points by 1, and make any notes that you wish to record following your battle. If you wish to add any units to your Order of Battle, or spend any Requisition points, do so and update your Order of Battle accordingly before your next battle.

Combat Patrol Missions

Combat Patrol Mission

Fat-berg Clearance
 1

MISSION BRIEFING
Fighting against an enemy’s guerrilla tactics is an enormously difficult task. They hide in tunnels and burrows and strike from all locations. It takes enormous resources to crush them, and their infrastructure has to be purged with extreme prejudice before being destroyed completely.

MISSION RULES
Porous Grottos: Units in the Attacker’s army can attempt the following action.

Destroy Grotto (Action): One or more units from your army can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be in range of a different undestroyed objective marker. The action is completed at the start of your next Command phase or at the end of the battle, whichever occurs first. If this action is successfully completed, that objective marker is destroyed; remove it from the battlefield.

Foul Channels: Once per turn, in the Reinforcements step of the Defenders Movement phase, when the Defender sets up a Strategic Reserves unit on the battlefield (excluding units containing any models with a Wounds characteristic of 12 or more), that unit can be set up anywhere wholly within 6" of an undestroyed objective marker and not within Engagement Range of any enemy units.

Undulating Surface: Subtract 1 from Advance rolls and charge rolls.

Driving Attack: The Attacker has the first turn.

MISSION OBJECTIVES
Victory points are awarded as follows:

SHUT IT DOWN
End Game Objective

Your forces destroy every grotto and tunnel entrance, permanently crippling enemy guerrilla operations.

At the end of the battle:
  • The Attacker scores 20 victory points for each destroyed objective marker.
  • The Attacker scores an additional 10 victory points if every objective marker is destroyed.
THE FIGHT GOES ON
End Game Objective

Your forces destroy much of the defenders' military infrastructure, delivering a heavy blow to their forces.

At the end of the battle:
  • The Defender scores 10 victory points for each undestroyed objective marker.
  • For each destroyed unit in the Attackers army, the Defender scores a number of victory points equal to twice that unit’s Power Rating.
If a unit splits during the battle, then for the purposes of this mission objective, divide the units original Power Rating as equally as possible between the individual units. The only exception to this are units of T’AU EMPIRE DRONES that split from a larger unit during the battle - these DRONE units are considered to have a Power Rating of 0, and the Power Rating of the unit they split from remains unchanged.

VICTOR BONUS
The victor can select one of the following victor bonuses:

Combat Patrol Mission

Meat for the Grinder
 2

MISSION BRIEFING
The battles on Ferryk were brutal, even by the standards of Typhus’ war in the Charadon Sector. Casualties rose to enormous levels, but neither side were willing to cede an inch of ground to the enemy.

MISSION RULES
Return to the Fray: Each time a unit is destroyed, a unit that is identical to the destroyed unit is added to that player’s army and set up as if it had just arrived from Strategic Reserves. This replacement unit has no Battle Honours, Battle Scars, Requisition upgrades, Relics or Warlord Traits - even if the original did. Also note that you must still take an Out of Action test for the original unit at the end of the battle, even if its replacement unit is still on the battlefield.

Better Part of Valour: Once per turn, during a player’s Command phase, that player can choose to remove a unit from their army from the battlefield. That unit is considered destroyed.

MISSION OBJECTIVES
Victory points are awarded as follows:

ENDLESS CONFLICT
Progressive Objective

Victory must be achieved through nothing less than the destruction of the enemy.

Each time a player’s unit is destroyed, that player’s opponent scores a number of victory points equal to twice that unit’s Power Rating.

If a unit splits during the battle, then for the purposes of this mission objective, divide the unit’s original Power Rating as equally as possible between the individual units. The only exception to this are units of T’AU EMPIRE DRONES that split from a larger unit during the battle - these DRONE units are considered to have a Power Rating of 0, and the Power Rating of the unit they split from remains unchanged.
CONTROL AND DOMINATE
Progressive Objective

Seizing territory from the foe is an excellent mark of success.

At the end of each battle round, each player scores 5 victory points for each of the following conditions they satisfy:

VICTOR BONUS
The victor can select one of the following victor bonuses:

Combat Patrol Mission

Hard Landing
 3

MISSION BRIEFING
An invasion lander full of warriors dedicated to the defeat of Chaos has crash landed. The survivors must battle to reach friendly forces as their foes seek to wipe them out.

MISSION RULES
Transport Holds: The Defender does not have a battlefield edge in this mission. Any units that cannot be set up within the Defender’s deployment zone before the battle starts are placed in Strategic Reserves without costing any Command points. During the battle, in the Reinforcements step of the Defender’s Movement phase, these units can be placed anywhere on the battlefield wholly within the Defender’s deployment zone.

Sweep and Clear: In this mission, if you control an objective marker at the end of your Command phase, it remains under your control, even if you have no models within range of it, unless your opponent controls it at the end of any subsequent phase.

Disordered Exfil: During the Deploy Armies step, the Defender’s entire army must be set up before the Attacker deploys any units from their army.

Forced Engagement: The Defender has the first turn.

MISSION OBJECTIVES
Victory points are awarded as follows:

ESCAPE ROUTES
Progressive Objective

It is essential that the defenders find and secure escape routes.

At the end of each battle round:
  • The Defender scores 5 victory points if they control one or more objective markers.
  • The Defender scores 5 victory points if they control two or more objective markers.
  • The Attacker scores 5 victory points if they control two or more objective markers.
  • The Attacker scores 5 victory points if they control three or more objective markers.
This mission objective cannot be scored in the first battle round.
LIVE TO FIGHT ANOTHER DAY
End Game Objective

The survivors of the crashed lander have escaped the clutches of the foe.

At the end of the battle, for each unit from the Defender’s army within range of an objective marker that the Defender controls, the Defender scores a number of victory points equal to twice that unit’s Power Rating.
DEAD OR WORSE
End Game Objective

Most of the crash survivors are dead, their corpses strewn over the battlefield. The handful of survivors have been seized by their enemies for interrogation.

At the end of the battle, for each unit from the Defender’s army that was either destroyed or is on the battlefield but is not controlling an objective marker, the Attacker scores a number of victory points equal to twice that unit’s Power Rating.

If a unit splits during the battle, then for the purposes of these mission objectives, divide the units original Power Rating as equally as possible between the individual units. The only exception to this are units of T’AU EMPIRE DRONES that split from a larger unit during the battle - these DRONE units are considered to have a Power Rating of 0, and the Power Rating of the unit they split from remains unchanged.

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • The victor can select two units from their army to be Marked for Greatness after the battle, instead of just 1.
  • If the Defender is the victor and they have the Warp Corruption note on their Order of Battle, for each CORRUPTED MIND model from their army that ended the battle within range of an objective marker the Defender controls, their Crusade force gains 1 Corruption point.
  • If the Attacker is the victor and they have the Warp Corruption note on their Order of Battle, if the Defenders WARLORD was destroyed, the Attacker’s Crusade force gains D3 Corruption points.

Combat Patrol Mission

Boarding Action
 4

MISSION BRIEFING
An invasion lander full of warriors dedicated to the defeat of Chaos has crash landed. The survivors must battle to reach friendly forces as their foes seek to wipe them out.

MISSION RULES
Sweep and Clear: In this mission, if you control an objective marker at the end of your Command phase, it remains under your control, even if you have no models within range of it, unless your opponent controls it at the end of any subsequent phase.

Converging Boarders: Up to half of the units in the Attacker’s army can be placed into Strategic Reserves without paying any Command points to do so.

Driving Attack: The Attacker has the first turn.

MISSION OBJECTIVES
Victory points are awarded as follows:

SABOTEURS
End Game Objective

By assaulting and destroying critical locations, your forces can cripple the enemy vessel.

At the end of the battle:
  • The Attacker scores 40 victory points if they have any units (excluding CHARACTER units) wholly within the target zone. If any of those units are not within Engagement Range of any enemy units, the Attacker scores an additional 10 victory points.
  • The Defender scores 30 victory points if there are no enemy units wholly within the target zone. The Defender scores an additional 20 victory points if there are no enemy units within the target zone at all.
FIRE CONTROL
Progressive Objective

It is paramount for the attackers that they disable enemy defensive fire, and paramount for the defenders that they stop them.

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

This mission objective cannot be scored in the first battle round.

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • The unit from the victor’s army that destroyed the most enemy units during the battle gains 3 additional experience points.
  • If the victor has the Machinery Arisen note on their Order of Battle, they can select one AWAKENED SPIRIT unit from their army that ended the battle within the Target Zone. That unit gains the Level 1 ability from the Awakening of the Strong tree that they do not already have.
  • If the victor has the Warp Corruption note on their Order of Battle, they can select one CORRUPTED MIND model from their army that ended the battle within the Target Zone. That model gains the Level 1 ability from the Corruption of the Weak tree that they do not already have.

Combat Patrol Mission

Cut Supply Lines
 5

MISSION BRIEFING
Wars are won often by logistics. Deny a foe food, ammunition, fuel and medical supplies, and they may be broken. Taking these from them for yourself only strengthens your position.

MISSION RULES
Dispersed Personnel: At the start of the Declare Reserves and Transports step, the Defender separates their army into two halves, separated as equally as possible by Power Rating. Units from the Defender’s army can only start the battle embarked on a TRANSPORT from the same half as they are.

The Defender then selects one of their army halves to be deployed in their deployment zone A, and the other half is deployed in their deployment zone B. Units from either half can still be set up in Strategic Reserves as normal.

Destroy Connection: Units in the Attacker’s army can attempt the following action:

Destroy Connection (Action): One unit from your army can start to perform this action at the end of your Movement phase if it is within range of an undestroyed objective marker and not within Engagement Range of any enemy units (excluding AIRCRAFT units and those with the Fortifications Battlefield Role). The action is completed at the start of your next Command phase or at the end of the battle, whichever occurs first. If this action is successfully completed, that objective marker is destroyed, remove it from the battlefield.

MISSION OBJECTIVES
Victory points are awarded as follows:

SEIZE SUPPLIES
Progressive Objective

If you take control of your foe’s supplies, you can provide aid to your allies and sustain your own forces for longer.

At the end of each battle round:
  • The Attacker scores 10 victory points if they control one or more objective markers.
  • The Attacker scores 5 victory points if they control both objective markers.
  • The Defender scores 5 victory points if they control one or more objective markers.
  • The Defender scores 10 victory points if they control both objective markers.
This mission objective cannot be scored in the first battle round.
DESTROY SUPPLIES
Progressive Objective

If you cannot seize your enemy's supplies for yourself, destroying them ensures they are denied to the enemy.

At the end of each battle round, the Attacker scores 10 victory points if they destroyed an objective marker that battle round.
LASTING POWER
End Game Objective

Victory will fall to whoever has control of the supply lines.

At the end of the battle:
  • The Attacker scores 30 victory points if both objective markers have been destroyed.
  • The Defender scores 40 victory points if neither objective marker has been destroyed.
  • The Defender scores 15 victory points if only one objective marker has been destroyed.

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • The victor can select one unit from their Order of Battle. If that unit can gain a Battle Honour, it gains a Battle Trait of the victor’s choice. Make a note of it on that unit’s Crusade card and increase its Crusade points accordingly.
  • If the victor has the Warp Corruption note on their Order of Battle, their Crusade force gains 1 Corruption point and the first time they use the A Mind Twisted Requisition after this battle, that Requisition costs 0RP.

Combat Patrol Mission

Treacherous Ground
 6

MISSION BRIEFING
Some battlefields are made dangerous by the terrain as much by the enemy. Firing in enclosed spaces can cause heavy walls to come crashing down or holes to be made in floors. Troops can be crushed, fall to their deaths or be exposed to extremely hazardous environments.

MISSION RULES
Damaged Supports: Each time the last model in a unit is destroyed, that unit’s player rolls one D6: on a 3+, place a Damaged Support marker within 1" of where the destroyed model had been. At the end of every turn, for each unit within 6" ot any damaged support markers, roll one D6 for each model in that unit, subtracting 2 from the result if the unit being rolled for has the VEHICLE keyword: on a 1, that unit suffers 1 mortal wound.

Sweep and Clear: In this mission, if you control an objective marker at the end of your Command phase, it remains under your control, even if you have no models within range of it. unless your opponent controls it at the end of any subsequent phase.

MISSION OBJECTIVES
Victory points are awarded as follows:

CONTROL HARVESTING RIGS
Progressive Objective

Every secured aqua-harvesting rig is one denied the enemy. Without these under control, Fathom belongs to the enemy.

At the end of each battle round, each player scores 5 victory points for each of the following conditions they satisfy (for a maximum of 25 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control all of the objective markers.
  • They control the objective marker closest to their opponent’s deployment zone.
  • They control more objective markers than their opponent controls.
This mission objective cannot be scored in the first battle round.

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • The victor of this mission gains 2 Requisition points after this battle, instead of just 1.
  • If the victor has the Machinery Arisen note on their Order of Battle, they can select one AWAKENED SPIRIT unit from their army that ended the battle within range of an objective marker. The first time that unit is selected for the Burgeoning Consciousness Requisition after this battle, that Requisition costs 0RP.
  • If the victor has the Warp Corruption note on their Order of Battle, they can select one CORRUPTED MIND model from their army that ended the battle within range of an objective marker. The first time that model is selected for the Journey of Darkness Requisition after this battle, that Requisition costs 0RP.

Incursion Missions

Incursion Mission

Turn Out the Lights
 1

MISSION BRIEFING
As an evil darkness encroaches on an isolated foe outpost, the terrified defenders try their hardest to keep their compound illuminated. Their foes are determined to extinguish the light, destroy the defences and kill all inside.

MISSION RULES
Turn Out the Lights: Units in the Attacker’s army can attempt the following action:

Turn Out the Lights (Action): One or more units from your army can start to perform this action at the end of your Movement phase, each unit from your army that starts to perform this action must be in range of a different undestroyed objective marker. This action cannot be started on a Generator objective marker (see map below) until after the corresponding Power Coupling objective marker has been destroyed (e.g. the action cannot be started on Generator A until after Power Coupling A has been destroyed). The action is completed at the start of your next Command phase or at the end of the battle, whichever occurs first. If this action is successfully completed, that objective marker is destroyed; remove it from the battlefield.

Ready and Waiting: The Defender has the first turn.

MISSION OBJECTIVES
Victory points are awarded as follows:

HOPE AMIDST THE DARK
End Game Objective

To protect themselves the defenders must prevent the attackers from putting out the lights.

At the end of the battle:
  • The Defender scores 40 victory points for each undestroyed Generator objective marker.
  • The Attacker scores 45 victory points for each destroyed Generator objective marker.
STILL STANDING
End Game Objective

If the defenders can kill enough of the enemy, they might prevent later attacks.

At the end of the battle, the Defender scores 10 victory points if the combined Power Rating of units that were destroyed from the Attackers army was more than 10 higher than the combined Power Rating of units that were destroyed from the Defenders army.

If a unit splits during the battle, then for the purposes of this mission objective, divide the unit’s original Power Rating as equally as possible between the individual units. The only exception to this are units of T’AU EMPIRE DRONES that split from a larger unit during the battle - these DRONE units are considered to have a Power Rating of 0, and the Power Rating of the unit they split from remains unchanged.

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • The victor can select two units from their army to be Marked for Greatness after the battle, instead of just 1.
  • If the Attacker is the victor, and they have the Warp Corruption note on their Order of Battle, their Crusade force gains 1 Corruption point for each destroyed Generator objective marker.
  • If the Defender is the victor, and they have the Machinery Arisen note on their Order of Battle, their Crusade force gains 1 Awakening point for each undestroyed Power Coupling objective marker.

Incursion Mission

Critical Targets
 2

MISSION BRIEFING
Attacking a strong defensive position is a difficult task for any military force. By striking down enemy leaders they have a great chance of sowing confusion and disorder in the ranks of the foe, and thus a much greater chance at securing victory.

MISSION RULES
Key Targets: At the start of the Deploy Armies step, the Defender must nominate 5 models from their army (if the Defender’s army has fewer than 5 models, they must nominate all of them instead). Where possible, each model they nominate must have the CHARACTER keyword. The Defender then secretly selects one of those models to be the Attacker’s primary target and another of those models to be the Attacker’s secondary target and notes this down. At the start of the battle, nominated models must either be set up on the battlefield or be embarked within a TRANSPORT that has been set up on the battlefield. During the battle, each time one of the nominated models is destroyed, the Defender reveals to their opponent whether that model was the primary or secondary target.

Ready and Waiting: The Defender has the first turn.

MISSION OBJECTIVES
Victory points are awarded as follows:

TARGETS ELIMINATED
End Game Objective

By killing the defenders' commander, the attackers pave the way to victory.

At the end of the battle:
  • If the Attacker’s primary target has been destroyed, the Attacker scores 60 points; otherwise, the Defender scores 60 points.
  • If the Attacker’s secondary target has been destroyed, the Attacker scores 30 points; otherwise, the Defender scores 30 points.

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • If the Attacker is the victor, they can select one unit from their army to gain an additional 4 experience points. Thus should be the unit that contributed the most to the destruction of the primary target.
  • If the Defender is the victor, the primary target’s unit gains an additional 4 experience points.

Incursion Mission

Power of Words
 3

MISSION BRIEFING
Morale is vital for any army, and commanders go to great lengths to enhance that of their own forces or weaken that of their enemy. By taking over the propaganda infrastructure of the foe, an army can do both at the same time.

MISSION RULES
Destroy Communication Node: Units in the Attacker’s army can attempt the following action:

Destroy Communication Node (Action): One or more units from your army can start to perform this action at the end of your Movement phase, Each unit from your army that starts to perform this action must be in range of a different undestroyed objective marker. The action is completed at the end of the turn. If this action is successfully completed, that objective marker is destroyed, remove it from the battlefield.

Driving Attack: The Attacker has the first turn.

MISSION OBJECTIVES
Victory points are awarded as follows:

SPREADING THE MESSAGE
Progressive Objective

Capturing communication nodes lends great strengths to an army’s propaganda campaigns.

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

This mission objective cannot be scored in the first battle round.
DESTROYED INFRASTRUCTURE
End Game Objective

If an army cannot secure the means to boost the morale, of its force, it will at least deny those assets to the enemy.

At the end of the battle:
  • The Attacker scores 15 victory points for each destroyed objective marker.
  • The Defender scores 30 victory points if there are no destroyed objective markers.

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • The victor can select one unit from their Order of Battle. If that unit can gain a Battle Honour, it gains a Battle Trait of the victor’s choice. Make a note of it on that unit’s Crusade card and increase its Crusade points accordingly.
  • If the victor has the Warp Corruption note on their Order of Battle, they can use the A Mind Twisted Requisition after the battle up to two times with a cost of 0RP each time.

Incursion Mission

Forces in Disarray
 4

MISSION BRIEFING
Warring forces are beset with conflicting orders from their commanders. With the enemy close at hand and the wrath of their superiors guaranteed if they fail, they make for battle regardless. No matter the obstacle, they will fight to achieve victory.

MISSION RULES
Disarrayed Forces: At the Declare Reserves and Transports step, each player separates their army into two parts. Each part of a player’s army must contain at least one quarter of that player’s units and the combined Power Ratings of those units, including those embarked within TRANSPORTS, must be at least one quarter of their army’s Power Level.

Then each player selects one of their army’s parts and rolls one D6:
  • On a 1-3, units in that part can only control objective markers Labelled A and the units in their other part can only control objective markers labelled B.
  • Ona 4-6, units in that part can only control objective markers labelled B and the units in their other part can only control objective markers labelled A.
Each player makes a note on their army roster of which objectives each unit can control.

MISSION OBJECTIVES
Victory points are awarded as follows:

ORDER IN THE CHAOS
Progressive Objective

Despite much confusion, your troops have been able to gain vital ground.

At the end of each battle round, each player scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
FINAL DOMINANCE
End Game Objective

Against all the odds, your forces have been able to seize vital objectives.

At the end of the battle, each player scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • After the battle, the victor can use the Increase Supply Limit Requisition once for free.
  • If the victor has the Machinery Arisen note on their Order of Battle, they can select one AWAKENED SPIRIT unit from their army. That unit gains the Level 1 ability from the Awakening of the Strong tree that they do not already have.

Incursion Mission

Guard the Retreat
 5

MISSION BRIEFING
Often it falls to armies to ensure the safe evacuation of civilians to safer ground, or cover the retreat of their allies in the face of an oncoming foe. These brave troops must hold their ground, buying as much time as possible for their wards to escape.

MISSION RULES
Rapid Reaction Force: At the Declare Reserves and Transports step, at least half the Defender’s units must start the battle in Strategic Reserves (and the combined Power Ratings of all those units must be at least half the Power Level of the army). No more than three quarters of the total number of the Defenders units can be Reserve and/or Reinforcement units (and the combined Power Ratings of all such units, including those embarked within TRANSPORTS that are Strategic Reserve and/or Reinforcement units, must be less than three quarters of the Defender’s army’s Power Level), even if every unit has an ability that would allow them to be set up elsewhere. The Defender does not have to pay Command points to set units up in Strategic Reserves. Make a note on the Defenders roster of each unit that started the battle on the battlefield.

Ready and Waiting: The Defender has the first turn.

MISSION OBJECTIVES
Victory points are awarded as follows:

CRUSH THEM
End Game Objective

The attacker must crush the enemy screening force so as to strike down the retreating forces before they can regroup.

At the end of the battle, for each destroyed unit in the Defender’s army that did not start the battle in Strategic Reserves, the Attacker scores a number of victory points equal to twice that unit’s Power Rating.
HAMMER THROUGH
End Game Objective

The attacker has smashed through the defenders.

At the end of the battle, for each unit in the Attacker’s army that is wholly within the Target Zone, the Attacker scores a number of victory points equal to that unit’s Power Rating.
STOOD THEIR GROUND
End Game Objective

The defenders held firm, beating back their foes and guarding their allies.

At the end of the battle, for each destroyed unit in the Attacker’s army, the Defender scores a number of victory points equal to twice that unit’s Power Rating.

If a unit splits during the battle, then for the purposes of these mission objectives, divide the units original Power Rating as equally as possible between the individual units. The only exception to this are units of T’AU EMPIRE DRONES that Split from a larger unit during the battle - these DRONE units are considered to have a Power Rating of 0, and the Power Rating of the unit they split from remains unchanged.

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • The victor of this mission gains 2 Requisition points after this battle, instead of just 1.
  • If the victor has the Warp Corruption note on their Order of Battle, their Crusade force gains 2 Corruption points.
  • If the victor has the Machinery Arisen note on their Order of Battle, their Crusade force gains 2 Awakening points.

Incursion Mission

Bring Down the Batteries
 6

MISSION BRIEFING
Powerful orbital batteries that shield the planet from spaceborne assault are powered by beamed uplinks from nodes on the surface. It is essential that the defenders keep the orbital batteries functioning - without them, they will lose control of the world’s space and be overwhelmed.

MISSION RULES
Remote Battlefield: Strategic Reserve units cannot be set up in the first two battle rounds.

MISSION OBJECTIVES
Victory points are awarded as follows:

CONTROL THE UPLINK
Progressive Objective

It is vital for the attackers and the defenders that they control as many uplinks as possible, especially the primary node.

Al the end of each battle round, each player scores:
  • 5 victory points if they control one or more Secondary objective markers.
  • 5 victory points if they control both Secondary objective markers.
  • 10 victory points if they control the Primary objective marker.
MASTER PRIMARY UPLINK
End Game Objective

Such is the design of the uplink system, the primary node alone can control the entire battery.

At the end of the battle, if a player controls the Primary objective marker, they score 10 victory points.

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • The victor can select one unit from their Order of Battle. If that unit can gain a Battle Honour, it gains a Battle Trait of the victor’s choice. Make a note of it on that unit’s Crusade card and increase its Crusade points accordingly.
  • If the victor has the Machinery Arisen note on their Order of Battle, their Crusade force gains 1 Awakening point and the first time they use the Birth of Consciousness Requisition after this battle, that Requisition costs 0RP.
  • If the victor has the Warp Corruption note on their Order of Battle, their Crusade force gains 1 Corruption point and the first time they use the A Mind Twisted Requisition after this battle, that Requisition costs 0RP.

Strike Force Missions

Strike Force Mission

Capture the Infiltrator
 1

MISSION BRIEFING
The enemy within is often more dangerous than the enemy without. Spies, agents provocateurs and traitors are all grave threats that can undermine defences or share secrets with their true masters, They must be hunted and rooted out.

MISSION RULES
Hidden Agents: At the start of the Deploy Armies step, the Defender places six objective markers, numbered 1-6, on the battlefield. Objective markers must be placed:
  • More than 6" from any battlefield edge.
  • More than 12" from any other objective marker.
  • Not in either player’s deployment zone.
Then the Defender secretly rolls two D6s: the two corresponding objective markers are the Hiding Places of the agents. If a double is rolled, the Defender secretly picks one of the other objective markers for the second Hiding Place. The Defender then makes a note of which objective markers are Hiding Places.

Door To Door: In the Attacker’s Command phase and at the end of the battle, for each objective marker that the Attacker controls, the Defender must reveal if that objective marker is a Hiding Place. If the objective marker is not a Hiding Place, remove it from the battlefield.

Driving Attack: The Attacker has the first turn.

MISSION OBJECTIVES
Victory points are awarded as follows:

SEIZED FOR INTERROGATION
End Game Objective

Every captured agent represents a vital source of information and an important asset denied to the enemy.

At the end of the battle:
  • The Attacker scores 50 victory points for each objective marker they control that is a Hiding Place.
  • The Defender scores 45 victory points for each objective marker that is a Hiding Place that is not controlled by the Attacker.

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • The victor of this mission gains 2 Requisition points after this battle, instead of just 1.
  • If the victor has the Machinery Arisen note on their Order of Battle, the first two times they use the Machinery Arisen Requisition after this battle, that Requisition costs 0RP.

Strike Force Mission

Forward Recon
 2

MISSION BRIEFING
Without knowledge of the enemy’s location, the state of their positions or the local terrain, it is all but impossible to achieve victory. By the deployment of reconnaissance elements, commanders can gain this information. For a defender, destroying the enemy’s patrols and scouts ensures their movements remain unknown.

MISSION RULES
Scattered Deployment: In the Deploy Armies step, the Defender can only deploy up to six units on the battlefield (if any of those units are TRANSPORTS, any units embarked within them do not count against this limit), the rest of their army is placed in Strategic Reserves (this does not cost any Command points). Each time the Defender sets up a unit on the battlefield, they must select one Defender deployment marker that has not yet been selected. That unit must be set up wholly within 6" of that Defender deployment marker.

Forward Recon: At the start of the first battle round, the Attacker can nominate up to four units from their army (excluding AIRCRAFT units) within their deployment zone to be Forward Recon units (see Mission Objectives, below). The Attacker must make a note on their army roster of which units are Forward Recon units.

Driving Attack: The Attacker has the first turn.

MISSION OBJECTIVES
Victory points are awarded as follows:

DARING MANOEUVRES
Progressive Objective

The closer to the enemy's position your forces can go, the more useful information they can gather.

At the end of each battle round:
  • For each Forward Recon unit wholly within Zone A, the Attacker scores 5 victory points.
  • For each Forward Recon unit wholly within Zone B, the Attacker scores 10 victory points.
  • For each Forward Recon unit wholly within Zone C. the Attacker scores 20 victory points.
AREA DENIAL
End Game Objective

Preventing the enemy from scouting your positions ensures you retain the strategic advantage.

At the end of the battle:
  • If there are no Forward Recon units wholly within Zone A, the Defender scores 10 victory points.
  • If there are no Forward Recon units wholly within Zone B, the Defender scores 30 victory points.
  • If there are no Forward Recon units wholly within Zone C, the Defender scores 50 victory points.

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • The victor can select two units from their army to be Marked for Greatness after the battle, instead of just 1.
  • If the Attacker is the victor and has the Machinery Arisen note on their Order of Battle, if they have a unit wholly within Zone C, their Crusade force gains D3 Awakening points; otherwise it gains 1 Awakening point.
  • If the Defender is the victor and has the Warp Corruption note on their Order of Battle, for each enemy unit destroyed by a CORRUPTED MIND model from their army, their Crusade force gains 1 Corruption point.

Strike Force Mission

Orbital Evacuation
 3

MISSION BRIEFING
The planet is on the brink of death. The only hope of survival for your forces is the world’s orbital elevators, which connect it to the shipyards in orbit. These are desperate times, and in order to survive you must be willing to fight any who get in your way.

MISSION RULES
Orbital Elevators: At the start of each battle round, for each of the objective markers on the battlefield, if one player controls that objective marker, they can select one of the units from their army (excluding AIRCRAFT units) within 3" of that objective marker and remove that unit from the battlefield. That unit is said to have Escaped and can play no further part in the battle. Escaped units do not count as destroyed.

MISSION OBJECTIVES
Victory points are awarded as follows:

BITTER CONFLICT
Progressive Objective

Each enemy slain brings you one step closer to salvation.

At the end of each battle round, each player scores a number of victory points equal to the combined Power Rating of all of their opponent’s units that were destroyed that battle round.
ESCAPE
Progressive Objective

Filled with relief your troops have reached the orbital elevators and escaped the dying world.

At the end of each battle round, each player scores a number of victory points equal to twice the combined Power Rating of all of their units that Escaped that battle round.

If a unit splits during the battle, then for the purposes of these mission objectives, divide the units original Power Rating as equally as possible between the individual units. The only exception to this are units of T’AU EMPIRE DRONES that split from a larger unit during the battle - these DRONE units are considered to have a Power Rating of 0, and the Power Rating of the unit they split front remains unchanged.

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • The first unit, if any, that escaped from the victor’s army gains 4 additional experience points.
  • If the victor has the Machinery Arisen note on their Order of Battle, for each AWAKENED SPIRIT unit from their army that escaped, their Crusade force gains 1 Awakening point.
  • If the victor has the Warp Corruption note on their Order of Battle, for each CORRUPTED MIND model from their army that escaped, their Crusade force gains 1 Corruption point.

Strike Force Mission

Preserve the Archeotech
 4

MISSION BRIEFING
In the face of an oncoming enemy, many try to preserve artefacts and relics. By doing so they keep such objects and knowledge from the foe, and ensure any advantage they bring continues to be to their own forces.

MISSION RULES
Archeotech Stash: Each objective marker starts the battle with 4 Structure points. Units in the Attackers army can attempt the following action.

Destroy Archeotech Stash (Action): One or more units from your army can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be in range of an objective marker. The action is completed at the end of the turn. If this action is successfully completed:
  • Roll five D6s for each TITANIC model in that unit.
  • Roll three D6s for each VEHICLE or MONSTER model in that unit (excluding TITANIC models).
  • Roll one D6 for each other model in that unit.
For each dice result of 4+, that objective marker loses 1 Structure point. When an objective marker loses all of its Structure points, it is destroyed; remove it from the battlefield.

Driving Attack: The Attacker has the first turn.

MISSION OBJECTIVES
Victory points are awarded as follows:

HOLD THE ARCHEOTECH
End Game Objective

Whoever holds the most archeotech will be better placed in later battles.

At the end of the battle:
  • The Attacker scores 30 victory points for each destroyed objective marker.
  • The Defender scores 30 victory points for each undestroyed objective marker.

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • The victor can select one unit from their Order of Battle. If that unit can gain a Battle Honour, it gains a Weapon Enhancement of the victor’s choice. Make a note of it on that unit’s Crusade card and increase its Crusade points accordingly.
  • If the victor has the Machinery Arisen note on their Order of Battle, they can select one AWAKENED SPIRIT unit from their army that already has a Level 3 ability from the Awakening of the Strong tree. The victor selects one other ability from that tree. That unit gains that ability. This can allow a unit to have more than one Level 3 ability. A unit can only ever be selected for this victory bonus once.
  • If the victor has the Warp Corruption note on their Order of Battle, their Crusade force gains 1 Corruption point.

Strike Force Mission

Weaken the Defences
 5

MISSION BRIEFING
Obfuscation generators prevent the attacker from learning of the nature of the defences they have to capture. By probing at these defences and shutting down the generators, they can learn vital information about the defenders’ disposition, and thus better prepare an assault.

MISSION RULES
Defender Deployment Zones: In the Deploy Armies step, Defender deployment zones A, B and C all count as the Defender’s deployment zone for the purpose of setting models up on the battlefield.

Obfuscation Generators: All the Obfuscation Generator objective markers start the battle turned on. At the end of each player’s Movement phase if that player has a unit within range of an objective marker and not within Engagement Range of any enemy units, they can choose to turn that objective marker on or off. While an Obfuscation Generator objective marker is turned on, each time a ranged attack is allocated to a model that is within the corresponding deployment zone of the Defender (e.g. Obfuscation Generator A corresponds to Defender deployment zone A), that model receives the benefits of Light Cover against that attack.

Ready and Waiting: The Defender has the first turn.

MISSION OBJECTIVES
Victory points are awarded as follows:

TRADING BLOWS
Progressive Objective

Each side slugs it out, wearing each other down.

At the end of each battle round, each player scores a number of victory points equal to the combined Power Rating of all of their opponent’s units that were destroyed in that battle round.

If a unit splits during the battle, then for the purposes of this mission objective, divide the units original Power Rating as equally as possible between the individual units. The only exception to this are units of T’AU EMPIRE DRONES that split from a larger unit during the battle - these DRONE units are considered to have a Power Rating of 0, and the Power Rating of the unit they split from remains unchanged.
DEFENCES COMPROMISED
Progressive Objective

By deactivating the obfuscation generators, the attackers can learn much of the enemy defences.

At the end of each battle round, the Attacker scores 5 victory points for each of the following conditions they satisfy:
  • One or more objective markers are turned off.
  • Two or more objective markers are turned off.
This mission objective cannot be scored in the first battle round.

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • The victor of this mission gains 2 Requisition points after this battle, instead of just 1.
  • If the victor has the Machinery Arisen note on their Order of Battle, their Crusade force gains 1 Awakening point and the first lime they use the Birth of Consciousness Requisition after this battle, that Requisition costs 0RP.
  • If the victor has the Warp Corruption note on their Order of Battle, their Crusade force gains 1 Corruption point and the first time they use the A Mind Twisted Requisition after this battle, that Requisition costs 0RP.

Strike Force Mission

Call for Aid
 6

MISSION BRIEFING
Faced with a desperate situation, an army calls for aid from its allies. Without reinforcements it will surely be overwhelmed. Their enemies are eager to stop them, for it will not only allow them to crush this force, but strike against others with the advantage of surprise.

MISSION RULES
Call For Aid: The Defender starts the battle with 0 Uplink points. Units in the Defender’s army can attempt the following action:

Call For Aid (Action): One or more units from your army can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be in range of a different Comms Station objective marker and you must control the Uplink objective marker. The action is completed at the start of your next Command phase or at the end of the battle, whichever occurs first. If this action is successfully completed, add 1 to your Uplink points.

Ready and Waiting: The Defender has the first turn.

MISSION OBJECTIVES
Victory points are awarded as follows:

CALL FOR AID
End Game Objective

If the defenders are to have any hope at all, as much of their message as possible must reach their allies.

At the end of the battle, the Defender scores a number of victory points equal to 15 times their Uplink points.
CULL THE FOE
End Game Objective

Both sides must wear down their foes, whether that be to buy time for reinforcements, or prevent a call for aid being made.

At the end of each battle round, the Attacker scores a number of victory points equal to the combined Power Rating of all of the Defender’s units that were destroyed that battle round.

If a unit splits during the battle, then for the purposes of this mission objective, divide the units original Power Rating as equally as possible between the individual units. The only exception to this are units of T’AU EMPIRE DRONES that split from a larger unit during the battle - these DRONE units are considered to have a Power Rating of 0, and the Power Rating of the unit they split from remains unchanged.

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • After the battle, the victor can use the Increase Supply Limit Requisition once for free.
  • If the victor has the Machinery Arisen note on their Order of Battle, they can select one AWAKENED SPIRIT unit from their army that ended the battle within range of an objective marker. The first time that unit is selected for the Burgeoning Consciousness Requisition after this battle, that Requisition costs 0RP.
  • If the victor has the Warp Corruption note on their Order of Battle, they can select one CORRUPTED MIND model from their army that ended the battle within range of an objective marker. The first time that unit is selected for the Journey of Darkness Requisition after this battle, that Requisition costs 0RP.

Onslaught Missions

Onslaught Mission

Defend the Column
 1

MISSION BRIEFING
A column of refugees rushing to the safety of a mighty bastion, escorted by troops, is suddenly ambushed. The attackers must quickly capitalise on the element of surprise before the defenders organise defensive positions.

MISSION RULES
Caught Off Guard: In the Deploy Armies step, the Defender must set up their entire army before the Attacker sets theirs up. The Defender must set up all of their units either wholly within their deployment zone or in Strategic Reserves.

Driving Attack: The Attacker has the first turn.

MISSION OBJECTIVES
Victory points are awarded as follows:

PROTECT THE COLUMN
Progressive Objective

Attack is the best form of defence, and so the defenders seek to push the attackers back from the column of refugees.

At the end of the Defender’s Command phase:
  • They score 5 victory points for each objective marker they control.
  • If they control both objective markers labelled A, they score 5 victory points.
  • If they control both objective markers labelled B, they score 5 victory points.
DESTROY THE COLUMN
Progressive Objective

The attackers look to isolate the column from any allied forces following behind and destroy them.

At the end of the Attacker’s Command phase:
  • They score 5 victory points for each objective marker they control.
  • If they have any units (excluding AIRCRAFT units) wholly within the Defender’s deployment zone and within 3" of the Defenders battlefield edge A, they score 5 victory points.
  • If they have any units (excluding AIRCRAFT units) wholly within the Defenders deployment zone and within 3" of the Defender’s battlefield edge B, they score 5 victory points.
This mission objective cannot be scored in the first battle round.

VICTOR BONUS
If the Attacker is the victor, they can select one of the following victor bonuses:

If the Defender is the victor, they can select one of the following victor bonuses:
  • The Defender can select one unit from their army that ended the battle in range of an objective marker. That unit gains 4 additional experience points.
  • If the Defender has the Machinery Arisen note on their Order of Battle, their Crusade force gains 1 Awakening point.

Onslaught Mission

Arcane Machinery
 2

MISSION BRIEFING
Two armies have discovered an ancient, terrible device below the surface of the planet. Both seek to activate it and use its power against their enemies.

MISSION RULES
Synergistic Spirits: Objective markers gain the following ability:

Synergistic Spirits (Aura): While a VEHICLE unit is within range of this objective marker, each time a model in that unit makes a ranged attack, re-roll a hit roll of 1.

MISSION OBJECTIVES
Victory points are awarded as follows:

ACTIVATION SEQUENCE
Progressive Objective

To power on the arcane device, the armies must activate its terminals in the correct sequence.

At the start of each battle round, each player rolls one D6 to randomly determine one objective marker on the battlefield. Until the end of the battle round, that objective marker is the target for that player.

At the end of the battle round, each player scores 10 victory points if they control their target objective marker.
CONTROL THE MACHINE
Progressive Objective

Whoever takes control of the ancient device will gain incredible power.

At the end of each players Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 10 victory points):
  • They control two or more objective markers.
  • They control more objective markers than their opponent.
This mission objective cannot be scored in the first battle round.

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • The victor can select two units from their army to be Marked for Greatness after the battle, instead of just 1.
  • If the victor has the Machinery Arisen note on their Order of Battle, they can select one AWAKENED SPIRIT unit from their army that already has a Level 3 ability from the Awakening of the Strong tree. The victor selects one other ability from that tree. That unit gains that ability. This can allow a unit to have more than one Level 3 ability. A unit can only ever be selected for this victor bonus once.

Onslaught Mission

Siege
 3

MISSION BRIEFING
An army launches an all-out assault against the defenders of a mighty fortress. They seek nothing less than total victory, and aim to overrun each layer of defences in succession.

MISSION RULES
Breach the Defences: Units in the Attacker’s army can attempt the following action:

Breach the Defences (Action): One or more units from your army can start to perform this action at the start of your Movement phase. Each unit from your army that starts to perform this action must be in range of a different undestroyed objective marker that you control. This action cannot be started on an objective marker labelled B while there are still undestroyed objective markers labelled A on the battlefield, and it cannot be started on an objective marker labelled C while there are still undestroyed objective markers labelled B on the battlefield. The action is completed at the end of the turn.

If this action is successfully completed:
  • If that objective marker was labelled A. all objective markers labelled A are destroyed and removed from the battlefield.
  • If that objective marker was labelled B, all objective markers labelled B are destroyed and removed from the battlefield.
  • If that objective marker was labelled C, all objective markers labelled C are destroyed and removed from the battlefield.

Ready and Waiting: The Defender has the first turn.

MISSION OBJECTIVES
Victory points are awarded as follows:

HOLD THE LINE
Progressive Objective

The defenders can exhaust the enemy and break their momentum, so long as they hold firm.

At the end of each battle round, if the objective markers labelled C were not destroyed that battle round, the Defender scores a number of victory points based on the battle round number:

BATTLE ROUND NUMBERVICTORY POINTS
SCORED
315
420
580
STRIKE THEM DOWN
Progressive Objective

The quicker the attackers can smash the defenders' positions, the harder it will be for the enemy to rally.

At the end of each battle round, if the objective markers labelled B were destroyed that battle round, the Attacker scores a number of victory points based on the battle round number:

BATTLE ROUND NUMBERVICTORY POINTS
SCORED
240
330
420
510
VICTORY OR DEATH
End Game Objective

Both sides fight tooth and nail, one determined to hold, the other determined to destroy.

At the end of the battle, if the objective markers C are destroyed, the Attacker scores 50 victory points.
ASSASSINATION
End Game Objective

Cutting down the enemy’s general will break their army's morale.

At the end of the battle, each player scores 10 victory points if the enemy WARLORD was destroyed.

VICTOR BONUS
If the Attacker is the victor, they can select one of the following victor bonuses:
  • The Attacker’s can select one unit from their army that completed the Breach the Defences action the most times. That unit gains 3 additional experience points.
  • If the Attacker has the Warp Corruption note on their Order of Battle, they can select one CORRUPTED MIND model from their army that ended the battle within the Defenders deployment zone. The first time that unit is selected for the A Mind Twisted or Journey of Darkness Requisition after this battle, that Requisition costs 0RP.

If the Defender is the victor, they can select one of the following victor bonuses:
  • The Defender can select one unit from their army that ended the battle outside of their deployment zone. That unit gains 3 additional experience points.
  • If the Defender has the Machinery Arisen note on their Order of Battle, they can select one AWAKENED SPIRIT unit from their army that ended the battle within range of an objective marker. The first time that unit is selected for the Burgeoning Consciousness Requisition after this battle, that Requisition costs 0RP.

Onslaught Mission

Secure Vital Personnel
 4

MISSION BRIEFING
A city under siege has been breached. The attackers are marauding through the streets and defences, killing at will as they seek out valuable individuals still inside, such as politicians and commanders. Those of the defenders still standing must secure these targeted individuals.

MISSION RULES
Recovering Personnel: Each objective marker represents a high-ranking member of the local command structure and it is the players’ task to liberate or capture these individuals as appropriate. The objective markers start out as shown on the map below, but will move under the direction of the players’ units as the battle progresses. In a player’s Movement phase, each time they find themselves with a unit from their army (excluding AIRCRAFT units and those with the Fortifications Battlefield Role) within 1" an objective marker that they control when that unit is selected to move, they can choose to take the objective with them. If they do, until the end of the phase, the Move characteristic of models in that unit is reduced to a maximum of 6" and the unit loses the FLY keyword. The player can move the objective marker up to 6" as if it were a model in that unit, it must end the move within 1" of that unit.

MISSION OBJECTIVES
Victory points are awarded as follows:

SAFETY OR CAPTURE
Progressive Objective

For those vital personnel not rescued by their own forces, a terrible fate awaits at the clutches of the foe.

At the end of the battle, each player scores:
  • 10 victory points for each objective marker they control that is not wholly within their deployment zone.
  • 15 victory points for each objective marker they control that is wholly within their deployment zone.

VICTOR BONUS
If the Attacker is the victor, they can select one of the following victor bonuses:
  • The Attacker can select one unit from their army that ended the battle in range of an objective marker. If that unit can gain a Battle Honour, it gains a Battle Trait of the victor’s choice. Make a note of it on that unit’s Crusade card and increase its Crusade points accordingly.
  • If the Attacker has the Warp Corruption note on their Order of Battle, they can select one CORRUPTED MIND model from their army that ended the battle within range of an objective marker. That model gains the Level 1 ability from the Corruption of the Weak tree that they do not already have.

If the Defender is the victor, they can select one of the following victor bonuses:
  • The Defender can select one unit from their army that ended the battle in range of an objective marker. If that unit can gain a Battle Honour, it gains a Battle Trait of the victor’s choice. Make a note of it on that unit’s Crusade card and increase its Crusade points accordingly.
  • If the Defender has the Machinery Arisen note on their Order of Battle, the first time they use the Machinery Arisen Requisition after this battle, that Requisition costs 0RP.

Onslaught Mission

Desecration
 5

MISSION BRIEFING
An army rampages through a sacred area, looking to defile shrines and relics in celebration of their own deities. An opposing army meets them in battle, determined to prevent any acts of sacrilege.

MISSION RULES
Tear Down: Units in the Attacker’s army can attempt the following action:

Tear Down (Action): One or more units from your army can start to perform this action at the start of your Movement phase. Each unit from your army that starts to perform this action must be in range of a different undestroyed objective marker that you control. Units can start to perform this action if there are enemy units within Engagement Range of them. The action is completed at the end of the turn, if this action is successfully completed, that objective marker is destroyed, remove it from the battlefield.

Driving Attack: The Attacker has the first turn.

MISSION OBJECTIVES
Victory points are awarded as follows:

FAITH VERSUS BLASPHEMY
End Game Objective

As the attackers seek to topple statue after statue, shrine after shrine, the defenders fight with all they have to stop them.

At the end of the battle:
  • The Attacker scores 6 victory points for each objective marker that has been destroyed.
  • The Defender scores 6 victory points for each objective marker that has not been destroyed.

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • The victor of this mission gains 2 Requisition points after this battle, instead of just 1.
  • If the victor has the Warp Corruption note on their Order of Battle, they can select one CORRUPTED MIND model from their army that already has a Level 3 ability from the Corruption of the Weak tree. The victor selects one other ability from that tree. That model’s unit gains that ability. This can allow a unit to have more than one Level 3 ability. A model can only ever be selected for this victor bonus once.

Onslaught Mission

Push Them Back
 6

MISSION BRIEFING
With their initial strikes against a defending enemy discovered and the alarm raised, an army is pushing hard to regain the advantage and establish lines of defence to deal with counter-attacks.

MISSION RULES
Deployment: In the Deploy Armies step:
  • The areas labelled Player A’s deployment zone 1, 2 and 3 (sec map below) all constitute Player A’s deployment zone.
  • The areas labelled Player B’s deployment zone 1, 2 and 3 all constitute Player B’s deployment zone.
These labels are only of relevance for this mission’s objectives.

MISSION OBJECTIVES
Victory points are awarded as follows:

FURIOUS DRIVE
Progressive Objective

Both sides must break their foe’s momentum and push them back.

At the end of each player’s Command phase, the player whose turn it is scores 10 victory points for each of the conditions below that they satisfy (for a maximum of 30 victory points). TITANIC units and those with the Objective Secured ability count as two units each for the purposes of determining how many units are in a zone for this mission objective.
  • They have more units (excluding AIRCRAFT units) wholly within their opponent’s deployment zone 1 than their opponent has within that player’s deployment zone 1.
  • They have more units (excluding AIRCRAFT units) wholly within their opponent’s deployment zone 2 than their opponent has within that player’s deployment zone 2.
  • They have more units (excluding AIRCRAFT units) wholly within their opponent’s deployment zone 3 than their opponent has within that player’s deployment zone 3.
This mission objective cannot be scored in the first battle round.

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • The victor can select up to three units from their army, each must have ended the battle wholly within a different one of the opponent’s deployment zones. Each of those units gains 3 experience points.
  • If the victor has the Warp Corruption note on their Order of Battle, for each of the Furious Drive conditions they satisfied in the final battle round, their Crusade force gains 1 Corruption point.
  • If the victor has the Machinery Arisen note on their Order of Battle, for each of the Furious Drive conditions they satisfied in the final battle round, their Crusade force gains 1 Awakening point.

Battle Honours
Units gain one Battle Honour each time they gain a rank. Sometimes, a unit can gain an additional Battle Honour by other means (such as by winning certain missions). There are several types of Battle Honours that can be bestowed onto a unit: Battle Traits, Psychic Fortitudes, Weapon Enhancements and Crusade Relics. Each time a unit gains a Battle Honour, it can select from one of those categories. A unit can never have more than six Battle Honours. Make a note of each Battle Honour a unit has on its Crusade card.

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

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

Requisition Points
Requisition points can be used to purchase Requisitions: these can upgrade your Crusade force, or units within them. Each time you spend a Requisition point, reduce your total by 1. Any Requisition points you do not spend are saved and can be used later. As you play more battles, you can accrue additional Requisition points, but a Crusade force can never have more than 5 (any additional Requisition points acquired beyond this are lost). Each time you play a battle, you will gain 1 Requisition point after that battle has been completed, regardless of the result of the battle itself. You should keep track of how many Requisition points you have on your Order of Battle.

The Requisitions you can purchase can be found here. Each Requisition will tell you when it can be purchased; they can never be purchased during a battle. Unless stated otherwise, there is no limit on the number of Requisitions you can purchase, the number of times you can purchase each Requisition, nor on the combination of Requisitions you can purchase, so long as you have enough Requisition points. If you do not have enough Requisition points to purchase a Requisition, you cannot purchase it.

  • Requisitions cost Requisition points to purchase.
  • You can never have more than 5 Requisition points.
  • Each battle you play earns you 1 Requisition point (win, lose or draw).
MACHINERY ARISEN1RP
Purchase this Requisition when mustering your army for an Amidst the Ashes battle, if your Crusade force does not have the Warp Corruption or Machinery Arisen notes on its Order of Battle. Add the Machinery Arisen note to your Order of Battle and start a counter for Awakening points, beginning with 1 Awakening point.
BIRTH OF CONSCIOUSNESS1RP
Purchase this Requisition at any time, if your Crusade force has the Machinery Arisen note and at least one Awakening point. Select one VEHICLE unit from your army (excluding named characters and AIRCRAFT units) that has the Battle-ready or Blooded rank and does not have the AWAKENED SPIRIT keyword. That unit gains the AWAKENED SPIRIT keyword and one Level 1 ability selected from the Awakening of the Strong tree. AWAKENED SPIRIT units cannot gain further experience points or ranks. Increase that units Crusade points by 1 and subtract 1 from your Crusade forces Awakening points.
MACHINE VENDETTA
Amidst the Ashes Agenda
Keep a Machine Vendetta tally for each VEHICLE unit from your army.
  • Add 1 to a unit’s Machine Vendetta tally each time it destroys an enemy VEHICLE model with a Wounds characteristic less than 12.
  • Add 2 to a unit’s Machine Vendetta tally each lime it destroys an enemy VEHICLE model with a Wounds characteristic of 12 or more.

Each unit gains 1 experience points for every mark on its Machine Vendetta tally.

If your Crusade force has the Machinery Arisen note and the combined total of all of your units’ Machine Vendetta tallies is:
  • 4-5, your Crusade force gains 1 Awakening point.
  • 6 or more, your Crusade force gains 2 Awakening points.
BASTION OF IRON
Amidst the Ashes Agenda
At the end of the battle, each VEHICLE unit from your army that is within 6" of the centre of the battlefield gains 2 experience points.

At the end of the battle, if your Crusade force has the Machinery Arisen note and there are:
  • 1-2 VEHICLE units from your army that are within 6" of the centre of the battlefield, your Crusade force gains 1 Awakening point.
  • 3 or more VEHICLE units from your army that are within 6" of the centre of the battlefield, your Crusade force gains 2 Awakening points.
DESTROY CRITICAL TARGETS
Amidst the Ashes Agenda
Keep a Destroyed Targets tally for each VEHICLE unit from your army. Each time a VEHICLE unit successfully completes the Destroy Target action successfully, add 1 to that unit’s Destroyed Targets tally.

If you selected this Agenda, then VEHICLE units in your army can attempt the following action:

Destroy Target (Action): One VEHICLE unit from your army can start to perform this action at the end of your Movement phase, if it is not within Engagement Range of any enemy units (excluding AIRCRAFT units and those with the Fortifications Battlefield Role) and is within 1" of an objective marker that is outside of your deployment zone that has not been destroyed. At the end of your turn, roll one D6. adding 1 if the unit performing the action has a Wounds characteristic of 10 or more: on a 1-2, the action is failed; on a 3+, the action is completed successfully and that objective marker is considered destroyed.

Each unit gains 2 experience points for every mark on their Destroyed Targets tally (to a maximum of 4 experience points).

If your Crusade force has the Machinery Arisen note and the combined total of all of your units’ Destroy Target tallies is:
  • 1-2, your Crusade force gains 1 Awakening point.
  • 3 or more, your Crusade force gains 2 Awakening points.
WARP CORRUPTION1RP
Purchase this Requisition when mustering your army for an Amidst the Ashes battle, if your Crusade force does not have the Warp Corruption or Machine Mastery notes on its Order of Battle. Add the Warp Corruption note to your Order of Battle and start a counter for Corruption points, beginning with 1 Corruption point.
Named Characters
Named characters always have a Warlord Trait, even if they are not your Warlord (in such cases they are only considered to be your Warlord for the purposes of their trait). If a publication lists what a named character's Warlord Trait must be, then it must be this; they have this Warlord Trait even if another model in your Order of Battle already has this Warlord Trait, but having this named character in your Order of Battle does not prevent another model in your Order of Battle from having this Warlord Trait.

  • Named characters always have a Warlord Trait (even if they are not your WARLORD).
A MIND TWISTED1RP
Purchase this Requisition at any time, if your Crusade force has the Warp Corruption note and at least one Corruption point. Select one PSYKER model from your army (excluding named characters) whose unit has the Battle-ready or Blooded rank and does not have the CORRUPTED MIND keyword. That model’s unit gains the CORRUPTED MIND keyword and that model gains one Level 1 ability selected from the Corruption of the Weak tree. CORRUPTED MIND units cannot gain further experience points or ranks. Increase that unit’s Crusade points by 1 and subtract 1 from your Crusade force’s Corruption points.
BREAK THEIR SPIRIT
Amidst the Ashes Agenda
Keep a Break Their Spirit tally for each unit from your army. Each time an enemy unit fails a Morale test, select one unit from your army that made attacks or manifested psychic powers that caused one or more models in that unit to be destroyed this turn. Add 1 to the selected units Break Their Spirit tally. Each unit gains a number of experience points equal to their Break Their Spirit tally (to a maximum of 2 experience points).

If your Crusade force has the Warp Corruption note and the combined total of all of your units’ Break Their Spirit tallies is:
  • 6-8, your Crusade force gains 1 Corruption point.
  • 9 or more, your Crusade force gains 2 Corruption points.
SUBTERFUGE
Amidst the Ashes Agenda
At the end of the battle, each PSYKER unit from your army that is within 3" of your opponent’s battlefield edge gains 2 experience points.

At the end of the battle, if your Crusade force has the Warp Corruption note and there is:
  • 1 PSYKER unit from your army that is within 3" of your opponent’s battlefield edge, your Crusade force gains 1 Corruption point.
  • 2 or more PSYKER units from your army that are within 3" of your opponent’s battlefield edge, your Crusade force gains 2 Corruption points.
POISON THEIR MINDS
Amidst the Ashes Agenda
Keep a Poison Their Minds tally for each PSYKER unit from your army. Add 1 to a unit’s Poison Their Minds tally each time it successfully completes the following psychic action:

Poison Their Minds (Psychic Action - Warp Charge 5): One PSYKER unit from your army can attempt to perform this psychic action in your Psychic phase if it is within your opponent’s deployment zone and within 12" of an objective marker.

Each unit gains 2 experience points for every mark on their Poison Their Minds tally (to a maximum of 4 experience points).

If your Crusade force has the Warp Corruption note and the combined total of all of your units’ Poison Their Minds tallies is:
  • 1-2, your Crusade Force gains 1 Corruption point.
  • 3 or more, your Crusade Force gains 2 Corruption points.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Manifesting Psychic Powers
When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.
Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
Perils of the Warp
When a PSYKER unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a PSYKER unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a PSYKER unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

  • Perils of the Warp: The PSYKER unit manifesting the power suffers D3 mortal wounds.
  • If PSYKER unit is destroyed, the psychic power fails to manifest.
  • If PSYKER unit destroyed, every other unit within 6" suffers D3 mortal wounds.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

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

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Power Ratings
Every unit has a Power Rating listed on its datasheet, and it is a measure of its efficacy on the battlefield. They are designed to give players, at a glance, an idea of how mighty a unit is on the battlefield, irrespective of the weapons its models can be equipped with. They can therefore be used as a quick guide to establish the comparative strength of each army.

The Power Rating on a datasheet is for a minimum-sized unit. A unit’s Power Rating can be increased if additional models are added to the unit, and occasionally if other options are taken for the unit (such as equipping a unit with jump packs) - in either case the unit's datasheet will make it clear if the Power Rating listed at the top of the datasheet is increased as a result.

  • Power Ratings: Quick measure of a unit's efficacy.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

  • Roll-off: Both players roll a D6 – highest wins.
  • Roll again if a tie.
Power Level
An army's Power Level is a guide to how large and powerful an army is, so an army with a high Power Level is more powerful than one with a low Power Level. You can calculate the Power Level of an army by adding up the individual Power Ratings of every unit contained within it.

  • Power Level: Sum of all Power Ratings in army.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Combat Tallies
A unit’s Crusade card contains space to record all kinds of battle statistics. Each time your unit takes part in a battle, survives a battle, or destroys an enemy unit, make a note of that on the unit’s Crusade card. Units can earn experience points from these tallies, as described in Crusade Mission Pack section.

There is also space on each unit's Crusade card to record Agenda tallies during a battle. These are always reset to 0 after each battle. You can find out more about Agendas in Crusade Mission Pack section.

  • Combat tallies: Used to record battle Statistics for units during games.
Split Units
Some units have an ability that instructs you to deploy the unit at the same time, but then treat different models (or groups of models) in that unit as separate units for the duration of the battle. These are referred to as split units. The most common split units are VEHICLE squadrons, units of MONSTERS, or T’AU EMPIRE units that have accompanying drones, but there are others. If you have any such units in your Order of Battle you must fill out a separate Crusade card for each model (or group of models) that is treated as a separate unit during the battle - these individual components gain experience points, Battle Honours, take Out of Action tests and acquire Battle Scars separately. When you make a Crusade army, if you select this unit to be part of your army list you must include all the separate Crusade cards (you cannot, for example, only choose part of the unit).

  • Split Units: Units that split into multiple independent units during a battle.
  • Each individual unit in a split unit must have its own Crusade card and is treated as a separate unit for all Crusade rules.
BURGEONING CONSCIOUSNESS1RP
Purchase this Requisition at any time, if your Crusade force has the Machinery Arisen note. Select one AWAKENED SPIRIT VEHICLE unit from your army, that unit gains one additional ability, if able, selected from the Awakening of the Strong tree. Increase the Crusade points of that unit by 1. If the selected ability is a Level 2 ability, subtract 2 from your Crusade forces Awakening points; otherwise, subtract 3 from your Crusade forces Awakening points.
JOURNEY OF DARKNESS1RP
Purchase this Requisition at any time, if your Crusade force has the Warp Corruption note. Select one CORRUPTED MIND PSYKER model from your army. That model gains one additional ability, if able, selected from the Corruption of the Weak tree. Increase the Crusade points of that model’s unit by 1. If the selected ability is a Level 2 ability, subtract 2 from your Crusade forces Corruption points; otherwise, subtract 3 from your Crusade forces Corruption points.
INCREASE SUPPLY LIMIT1RP
Purchase this Requisition at any time. Increase your Crusade force's Supply Limit by 5 Power.
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Flying
If a unit’s datasheet has the FLY keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • FLY models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • FLY models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.

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