Welcome to the Catastrophe mission pack! This is a narrative play mission pack for Crusade armies. Below you will find a whole host of Treachery and Honour missions, in which three or more players break and form alliances over the course of exciting, unpredictable battles for supremacy.


The war for the Octarius Sector has ground on for years, becoming more desperate as Imperial attempts to contain the ferocity of the Tyranids and Orks are strained in multiple systems. Many Imperial worlds are abandoned, their defenders withdrawn to man the defensive boundary of the Cordon Impenetra. It may not be enough. The bio-horrors of the Tyranids and the warmongering Orks have seemingly thrived upon their victories over each other, spreading to yet more worlds. Ploys and counter-stratagems gnaw at the Imperial unity of purpose. Opportunistic cults, raiders and usurpers threaten the sectors survival by hampering the Imperial war effort, while in many systems, alliances and betrayals blur the balance of power, leaving no clear victor as yet.

The wars in the Octarius Sector feature multiple factions battling without end, and making - and breaking - alliances to overcome their foes and achieve victory. In this book you will find a mission pack for Treachery and Honour battles. These are a new type of battle that can be fought with up to four players. To achieve domination, these players will have to form allegiances while it suits their purpose, and maybe even break them again.

Players can either take on the role of the Treacherous commander, gaining new underhand abilities and access to new Stratagems and backstabbing their way to victory, or the role of the Honourable commander, gaining access to new abilities and Stratagems, allowing you to foster trustworthiness in your opponents and build alliances which favour you.

There are also 21 new Treachery and Honour missions presented for all sizes of games. Containing unique rules that interact with those described above, these scenarios further your Crusade force’s journey as it fights across the Octarius System.

Books

BookKindEditionVersionLast update
  Crusade Mission Pack: Catastrophe
  Crusade Mission Pack: CatastropheExpansion9October 2021

Treachery and Honour

This Crusade mission pack offers an opportunity to pit your crusade army against two or more opponents, in exciting multiplayer battles in which deals may be struck and alliances made - but in the end there can only be one winner! What will it take for you to break your word and seize victory for your forces, crushing your temporary allies along with your sworn enemies?

For those who wish to truly embrace their treacherous or honourable nature, you will also find a section detailing new keywords which your crusade army can gain and how to apply these to your units. These new keywords give players access to new Honourable and Treacherous Battle Traits, new Agendas and a series of new Stratagems to really allow you to express your army’s character on the tabletop.

Treachery and Honour Battles

Treachery and Honour Crusade battles have several differences from a normal Crusade battle, as described below.

Number of Players

These rules, and the missions enclosed in this pack, have been written assuming there are four players taking part in the battle. You can also fight these battles with three players. If that is the case, each mission contains an alternative deployment map, allowing three players to set up a battle.

Crusade Blessings

Each time you fight a Treachery and Honour battle, when determining how many additional Command points a player gains from Crusade Blessings, compare each player’s combined Crusade points total with the highest total among players taking part in this battle.

Turn Order

Several rules in this mission pack will refer to acting in ‘Turn Order’. Turn Order is established during Step 7 of the mission sequence. To determine the Turn Order for a battle, each player should secretly bid a number of Command points (to a maximum of 3) by taking a number of D6 and placing them secretly behind their hand, or otherwise hidden. Players can bid 0 if they wish by not placing any D6.

All players reveal these numbers simultaneously, and then roll one D6, plus a number of additional D6 equal to the number of CPs they bid, and select the highest roll. The player with the highest roll takes the first turn, followed by the player with the second highest total and so on.

If any players are tied, the player who bid the highest number of CPs wins the tie. If this is still tied, the tied players must roll off to break the tie. Each player then deducts any CPs they bid from their total.

Example: Player A has bid 2CP and so rolls a total of three D6. They roll 6, 5 and 3. As 6 is the highest roll, they select this one. The other player’s highest rolls are Player C with 6, Player D with 4 and Player B with 3. Since Player A and Player C are tied on the roll, they compare the number of CP they bid. Player A bid 2CP, but Player C only bid 1CP. Player A wins the tie. The Turn Order for this battle is therefore Player A, then Player C, followed by Player D, with Player B taking the last turn.

If a rule asks players to act in ‘Reverse Turn Order’, this simply means that the player who is last in the Turn Order can act first, and so on, with the player who is first in the Turn Order acting last.

The Battlefield

Treachery and Honour battles require battlefields that are larger than those recommended for battles involving two players. As such, when organising a battle, we recommend double-checking the recommended battlefield sizes in the mission sequence (see Create the Battlefield) to ensure you have sufficient space to play your intended battle size.

Battlefield Edges

In battles with more than two players, battlefield edges must be treated differently. Any part of the battlefield edge that is within a player’s deployment zone is considered to be that player’s battlefield edge.

The Alliance Step

Before the start of each battle round, each player takes part in an Alliance step. During this step, players may wish to discuss their plans for the battle round, make alliances and propose deals. Players can barter in-game favours, Command points or whatever else they deem necessary with the other players. Players can even attempt to bribe opponents into swapping positions in the Turn Order with them. Feel encouraged to be creative in your machinations!

At the end of this step, players generate Underdog points (see The Underdogs).

The Fight Phase

During each Fight phase, players alternate selecting an eligible unit to Fight with.
  • Starting with the player whose turn it is, and proceeding in Turn Order, players alternate selecting units that can fight first in this phase.
  • Once all units that can fight first have fought, players then alternate selecting any remaining units to fight, proceeding in Turn Order, starting with the player whose turn it is next.
If a player does not have any eligible units to fight with when it is their turn to select a unit, they must pass their selection. Note that a player may pass several times before a unit from their army becomes eligible to fight. Once all eligible units have been selected, the Fight phase ends as normal.

Fighting First or Last

Some rules allow a unit from a player’s army to always fight first in the Fight phase, even if they didn’t make a charge move this turn. If more than one player has units that have charged, or that have similar rules, then alternate selecting units to fight with from amongst these units, in Turn Order. Similarly, some rules say that a certain unit cannot be selected to fight in the Fight phase until after all other eligible units have done so. If more than one player has units that cannot fight until after all other units have done so, then the players alternate selecting which of those units to fight with, again in Turn Order.

The Morale Phase

During each Morale phase, players alternate taking Morale tests as normal, but this is done in Turn Order, starting with the player whose turn is taking place.

Example: It is Player A’s turn. Player A’s Necron Warriors have charged into player C’s Assault Intercessor Squad. Player B’s Helbrute is nearby (fig. 1). Player A selects their Necron Warrior unit to fight first, as they have charged. They destroy one of the Assault Intercessor models with their attacks. Player B cannot select an eligible unit to fight, as there are no enemy models within Engagement Range and they have no units that have charged this turn, so they must pass. Player C can now select to fight with their Assault Intercessor Squad. The Assault Intercessor Squad destroys the remaining Necron Warriors, and then consolidates towards the nearest enemy model, the Helbrute (fig. 2). Player 4 has no more units eligible to fight, and so passes. It is now player B’s chance to select a unit. As the Helbrute is now within Engagement Range of the Assault Intercessor Squad, it is now eligible to fight, so Player B selects the Helbrute to fight. Once the Helbrute has fought, there are no more eligible units to fight from any player’s army, so the Fight phase ends.

The Underdogs

In Treachery and Honour battles, players who have a disadvantage can gain Underdog points. These can be spent on boons from their high command to aid their ailing forces in a grand push for victory!

At the end of each Alliance step, each player generates 1 Underdog point for each of the following that apply:
  • That player is taking the last turn in the Turn Order during the coming battle round.
  • In the second or any subsequent battle rounds, that player has the fewest victory points (if tied for the fewest, all tied players gain 1 Underdog point).
  • The total combined Power Rating of units from that player’s army that have been destroyed is greater than that of any other player.
In Turn Order, each player can then spend their Underdog points to select bonuses from the Underdog Bonuses below. Each Underdog bonus has an attached cost. Unless otherwise noted, each Underdog bonus can only be selected once per Alliance step. Any unspent Underdog points can be retained for later Alliance steps.

Designer’s Note: Multiplayer battles are rarely evenly fought, and you may find from time to time that one player finds themselves at a severe disadvantage late in the game, either through unfortunate circumstances or the machinations of their opponents. If this is the case the other players may decide to award these Underdogs additional Underdog points in order to ensure a fun and closely fought experience for all players for the duration of the battle. Obviously if a player is in an underdog position because they have overcommitted their forces in a rash manner or because they have a significant victory point lead, players might consider them fair game and that they deserve everything they get!

COMMAND BOONCOST: 1
In their next Command phase, this player gains one additional Command point for the Battle-forged CP bonus (this Underdog bonus can be selected multiple times).
SMOKE CANISTERSCOST: 1
Until the end of the battle round, each time a ranged attack is made against a unit from this player’s army, that unit is treated as having the benefits of Light Cover against that attack.
DIG INCOST: 1
Until the end of the battle round, each time a melee attack is made against a unit from this player’s army, that unit is treated as having the benefits of Heavy Cover against that attack.
DEFIANT SPEECHCOST: 1
Until the start of this player’s next turn, each time a Combat Attrition test is taken for a unit from this player’s army, it is automatically passed.
COMMAND NETWORK BOOSTCOST: 1
Until the next Alliance step, add 3" to the range of the aura abilities on units from this player’s army (to a maximum of 12").
BATTLING AGAINST THE ODDSCOST: 1
If a unit from this player’s army gains any marks on a tally for an Agenda this battle round, that unit gains one additional mark.
BLOODIED BUT UNBROKENCOST: 3
During the Update Experience Points step of this battle, this player can nominate one additional unit to be Marked for Greatness.

The Treacherous and the Honourable

For those players who wish to delve further into multiplayer games, you will find a series of rules in this section for use in Treachery and Honour Crusade battles. Before each Treachery and Honour battle, at the end of the Muster Armies step of the mission sequence, each player can select up to one unit from their army to permanently gain either the TREACHEROUS or HONOURABLE keyword. If a unit already has one of these two keywords, it cannot be given the other one.

In addition to gaining the TREACHEROUS or HONOURABLE keyword in other ways, you can use the Requisitions listed here to give these keywords to additional units within your army, allowing greater use of the resources and abilities available to really emphasis the honourable or treacherous nature of your Crusade army and the way you wish to fight your Treachery and Honour battles. You can spend Requisition points (RPs) on any of the following Requisitions in addition to those presented in the Warhammer 40,000 Core Book.

HONOURABLE NATURE1RP
Treachery and Honour Requisition

For some warriors, a promise made is an oath, unbreakable, even in the face of the most dire circumstances. Death is preferable to breaking these sworn pacts.

Use this Requisition at any time. Select up to two units from your Order of Battle (excluding TREACHEROUS units). Each selected unit gains the HONOURABLE keyword.
TREACHEROUS NATURE1RP
Treachery and Honour Requisition

For some, breaking their promises comes as easily as breathing. To them an agreement is simply something for others to worry about upholding.

Use this Requisition at any time. Select up to two units from your Order of Battle (excluding HONOURABLE units). Each selected unit gains the TREACHEROUS keyword.

Battle Traits

When an HONOURABLE or TREACHEROUS unit gains a Battle Trait, you can use one of the tables below instead of one of the tables in the Warhammer 40,000 Core Book to determine what Battle Trait the unit has gained. To do so, roll one D3 and consult the appropriate table, or choose a Battle Trait from the appropriate table that tells the best narrative for your unit. All the normal rules for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any Battle Honour, make a note on the unit’s Crusade card when it gains a Battle Trait and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.

HONOURABLE UNITS
D3TRAIT
1Coordinated Firepower

Finding a natural affinity with their allies, these warriors instinctively provide supporting fire to achieve common goals.

Up to twice per battle, each time an enemy unit is destroyed by an attack made by a unit from an opponent’s army, if the destroyed unit had lost at least 5 wounds as a result of attacks made by models in this unit during this battle, add 1 to this units Combat Tally as if it had also destroyed that unit.
2Honourable Duellists

These warriors thrive when a fight is even, and they can look their enemy in the eye, knowing the glory of the kill will be theirs alone.

When this unit is selected to fight, if all of the attacks made by this models in this unit target the same enemy unit, until that fight is resolved, each time a model in this unit makes a melee attack, add 1 to that attack’s hit roll.
3Staunch in the Face of Treachery

These brave souls stand firm in the face of even the most base acts of betrayal.

While this unit is within 6" of an enemy unit (or 9" if that unit is a TREACHEROUS unit), each time a Combat Attrition test is taken for it, it is automatically passed.
TREACHEROUS UNITS
D3TRAIT
1Backstabbers

These warriors take advantage of every distraction to plunge a blade into their foe’s back.

Each time a model from this unit makes a melee attack against an enemy unit that is performing an action, or performed an action in its last turn, add 1 to that attack’s wound roll.
2Distrustful of Nobility

So alien is the concept of honour to them that these warriors find any shred of it deeply troubling, lashing out against its exhibitors with an unbound fury.

Each time a model in this unit makes a melee attack, improve the Armour Penetration characteristic of that attack by 1. If that attack is made against an HONOURABLE unit, improve that attack’s AP characteristic by 2 instead.
3Aura of Mistrust

Their reputation preceding them, these warriors undermine morale in all who witness them, whether through acts of betrayal or their mere presence nearby.

This unit has the following ability:

Aura of Mistrust (Aura): While an enemy unit is within 3" of this unit, subtract 2 from the Leadership characteristic of models in that unit.

Stratagems

Below you will find Stratagems that players can spend CP on to use in Treachery and Honour battles; these Stratagems cannot be used in any other battles.

HONOURABLE STRATAGEMS

STAND FIRM1CP
Honourable Stratagem

Alliances are forged on trust. If you break your word and flee in the face of the enemy who will ever trust you again?

Use this Stratagem in the Morale phase, after a Morale test taken for an HONOURABLE unit from your army is passed. Until the end of the phase, each time a Morale test is taken for another unit, if it is within 6' of that HONOURABLE unit, before that Morale test is taken, you can choose for that Morale test to be automatically passed.
SIDE BY SIDE1CP
Honourable Stratagem

When two exemplars of battle fight side by side in perfect unity, no force in the galaxy can stop them.

Use this Stratagem at the start of any battle round. Select one HONOURABLE CHARACTER unit from your army and one HONOURABLE CHARACTER unit from an opponent’s army. Until the end of the battle round, while the selected units are within 6" of each other, each time one of those models makes an attack, the controlling player can re-roll a wound roll of 1.
ENEMY OF MY ENEMY1CP
Honourable Stratagem

It is reassuring for our allies to know they can count on our forces to help them out in the most dire of circumstances.

Use this Stratagem when a unit from an opponent’s army declares a charge against a unit from another opponent’s army. Select one HONOURABLE unit from your army that is within 6" of a target of that charge. This unit can fire Overwatch at the charging unit as if it were also a target of that charge (this is in addition to any other units that are firing Overwatch).

TREACHEROUS STRATAGEMS

A SUBTLE UNDERMINING2CP
Treachery Stratagem

Rumours and hearsay are superb for undermining the authority of one's rivals. How can they command their forces if their forces don't trust them completely?

Use this Stratagem at the start of an opponent’s turn. Select one CHARACTER unit from that player’s army that is within 12" of a TREACHEROUS unit from your army. Until the end of the turn, aura abilities that CHARACTER unit has have a range of 1" (this cannot be modified).
SUSPICION VINDICATED1CP
Treachery Stratagem

There is nothing more upsetting for the foe than when the twisted rumours they have heard about your forces turn out to be true all along...

Use this Stratagem when a TREACHEROUS unit from your army destroys an enemy unit. Until the end of the turn, while an enemy unit is within 6" of that TREACHEROUS unit, each time a Combat Attrition test is taken for that enemy unit, subtract 1 from that Combat Attrition test.
ALL PART OF THE PLAN1CP
Treachery Stratagem

Some warriors have no qualms about who they attack. Even when ordered to attack supposed allies, they do not hesitate.

Use this Stratagem in your Shooting phase. Select one TREACHEROUS unit from your army and one enemy unit that did not make any attacks that targeted a unit from your army in that player’s last turn. Until the end of the phase, each time a model from the selected TREACHEROUS unit makes a ranged attack against the selected enemy unit, add 1 to that attack’s hit roll.

Agendas

If you are playing a Treachery and Honour mission, you can select one Agenda from the Treachery and Honour Agendas listed below. This is a new category of Agendas, and follows all the normal rules for Agendas (for example, when you select Agendas, you cannot choose more than one from each category).

HONOURABLE COMBATANTS
Treachery and Honour Agenda

By seeking out the duplicitous and striking them down, you rid the galaxy of their treachery once and for all. Each strike delivers us from the threat of feeling their turncoat blade in our back.

You can select this Agenda if your army contains an HONOURABLE WARLORD unit. Keep an Honourable Combatants tally for each HONOURABLE unit from your army. Each time an HONOURABLE unit from your army destroys an enemy unit, add 1 to that unit’s Honourable Combatants tally. If the destroyed unit was a TREACHEROUS unit, add 2 to that unit’s Honourable Combatants tally instead.

At the end of the battle, each unit gains 1 experience point for every 2 marks on its Honourable Combatants tally.
PARAGONS OF VIRTUE
Treachery and Honour Agenda

The rewards of trustworthiness are there for all to see. Keep your word, and reap the benefits.

Keep a Paragons tally for your army. At the end of your turn, if every ranged attack made by units from your army this turn was made against units from the army of the opponent or opponents with the highest number of victory points, add 1 to your Paragon tally. At the end of the battle, if your Paragon tally is 3 or more, you can select one unit from your army to gain the HONOURABLE keyword, and then each HONOURABLE unit from your army gains 2 experience points.
HUNTERS OF THE RIGHTEOUS
Treachery and Honour Agenda

Those who would hold themselves up as some kind of paragon of virtue must be taught the folly of such hubris. Show them that the subtle blade is the most deadly.

You can select this Agenda if your army contains a TREACHEROUS WARLORD unit. Keep a Hunters of the Righteous tally for each TREACHEROUS unit from your army. Each time a TREACHEROUS unit from your army destroys an enemy unit, add 1 to that unit’s Hunters of the Righteous tally. If the destroyed unit was a HONOURABLE unit, add 2 to that unit’s Hunters of the Righteous tally instead.

At the end of the battle, each unit gains 1 experience point for every 2 marks on its Hunters of the Righteous tally.
BLADES IN THE DARK
Treachery and Honour Agenda

A popular tenet of war is to strike first and strike hard. If you can ensure no survivors are able to tell tales of their killers, you can maintain a facade of trustworthiness, even as you slaughter more of your enemies.

Keep a Blades in the Dark tally for each TREACHEROUS unit from your army. Each time an enemy unit is destroyed in the Fight phase by a TREACHEROUS unit from your army that made a charge move this turn, add 1 to that TREACHEROUS unit’s Blades in the Dark tally. If the destroyed unit was within range of an objective marker, add 2 to that TREACHEROUS units Blades in the Dark tally instead.

At the end of the battle, each unit gains 1 experience point for every mark on its Blades in the Dark tally.
TREACHEROUS BETRAYAL
Treachery and Honour Agenda

Wars were never won by fighting fair. History is written by the victors, and so everybody else must be considered an enemy, whether agreement has been made or not.

Keep a Betrayal tally for your army. At the end of your turn, if units from your army made ranged attacks against units from two or more other player’s armies, add 1 to your Betrayal tally. At the end of the battle, if your Betrayal tally is 4 or more, you can select one unit from your army to gain the TREACHEROUS keyword, and then each TREACHEROUS unit from your army gains 2 experience points.

TREACHERY AND HONOUR MISSION PACK

A Treachery and Honour battle 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 2 hours
IncursionUp to 3 hours
Strike ForceUp to 4 hours
OnslaughtUp to 5 hours

2. Muster Armies

Each player must then select a Battle-forged army. The Power Level of each player’s 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 Patrol254
Incursion506
Strike Force10014
Onslaught15020

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 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 opponents to read through.

3. 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 opponents 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:




ONSLAUGHT MISSIONS
D3MISSION
1Landing Zone
2Raider or Rescuer
3Grand Demolition

4. 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.

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 that player’s army, as described on the Agenda itself. This mission pack also contains a series of Treachery and Honour Agendas. 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 all players have selected their Agendas, they reveal their selections to their opponents.

6. Create the Battlefield

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

BATTLEFIELDS
BATTLE SIZEBATTLEFIELD SIZE (Minimum)
Combat Patrol/Incursion44" x 60"
Strike Force44" x 90"
Onslaught66" x 90"

Unless noted otherwise, when setting up terrain features, use the guidelines noted in the basic rules section of the Warhammer 40,000 Core Book. In these missions, players must use the battlefield terrain rules for terrain features, as described in the Warhammer 40,000 Core Book.

7. Determine Turn Order

The players determine the Turn Order for the battle.

8. Choose Deployment Zone

In Reverse Turn Order, players select one of the deployment zones on the appropriate deployment map for their army.

9. 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 flat on that terrain feature and does not overhang any part of it.

10. Declare Reserves and Transports

Unless the mission briefing states otherwise, these missions use the Strategic Reserves rules. All 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 all players have done so, they declare their selections to their opponents.

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, in Turn Order. If any player’s armies contain units with the Fortifications battlefield role, those units must be set up first, in Turn Order. If a player does not have space to set up one of these units, their opponents can either move or remove one piece of area terrain or obstacles from that player’s deployment zone in order to make space for it. A player’s models must be set up wholly within their deployment zone. If one player has finished deploying all their units, their opponents continue alternating deploying the remainder of their units. If only one player has units remaining to be set up, that player can continue setting up their remaining 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 he 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, 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 more than one player has any units with abilities that allow them to be set up ‘after both armies have deployed’, those players must alternate setting up these units in Turn Order.

12. 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, in Turn Order. 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.

13. Begin the Battle

The first battle round begins. Players continue to resolve battle rounds, taking their turns in Turn Order 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.

14. 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 players can continue to play out their turns until the battle ends.

15. Determine Victor

At the end of the battle, the player with the most victory points is the winner. If one or more 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 100 victory points.

The victor of a mission can then claim the victor bonus listed on that mission. If the game is a draw, no players can claim the victor bonus.

16. 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 their 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. Update the units Crusade card accordingly.

b) Battle Scar: That unit gains one Battle Scar. This must be determined before the players 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 thal 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 units ‘enemy units destroyed in total’ combat tally has increased during the battle enough, 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 units 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 units Crusade card.

17. 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

Test the Defences
 1

MISSION BRIEFING
Multiple enemy forces have been encountered, but we are unsure of how secure their positions are. Send a small force to push into enemy territory and test their defences for weaknesses, while ensuring our own position is secure.

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

MISSION OBJECTIVES
Victory points are awarded as follows:

CAPTURE AND CONTROL
Progressive Objective
At the end of each player’s turn, the player whose turn it is scores 10 victory points for each of the following conditions they satisfy (for a maximum of 30 victory points):
  • They control one or more objective markers.
  • They control the objective marker in an opponent’s deployment zone.
  • They control more objective markers than any other player controls.
This mission objective cannot be scored in the first battle round.

VICTOR BONUS
The victor can select two units from their army to be Marked for Greatness after the battle, instead of just 1.


Combat Patrol Mission

Treasure Convoy
 2

MISSION BRIEFING
A crate of priceless treasures being carried on a disguised supply convoy have been waylaid by aerial bombing. We must seek out the destroyed convoy and recover this crate before the enemy can capture them.

MISSION RULES
The Crate: The crate of treasures is represented by an objective marker that starts the battle on the spot shown on the deployment map below. No terrain features can be set up within 6" of the objective marker spot. The Crate can be carried if a unit successfully completes the Carry Crate action (see below). If a model carrying the Crate is destroyed (even if it is subsequently resurrected or returns to the battlefield), place that Crate objective marker as close as possible to the spot where the destroyed model was. While it is carrying a Crate, that model’s unit cannot embark within a TRANSPORT, nor can it use anv rule that enables it to be removed from the battlefield and set back up again.

Carry Crate (Action): One INFANTRY unit from your army can start to perform this action at the end of their Movement phase if it is within 1" of the Crate objective marker. The action is completed at the end of your turn so long as the unit performing it is still within 1" of that objective marker and there are no enemy units (excluding AIRCRAFT units) in Engagement Range of it. If this action is successfully completed, remove the objective marker from the battlefield and select one model in that unit - it is carrying that Crate.

MISSION OBJECTIVES
Victory points are awarded as follows:

CRATE SECURED
Progressive Objective
At the end of each player’s turn, the player whose turn it is scores 10 victory points if a model from their army is carrying the Crate, or if they control the Crate objective marker.
CRATE RECOVERED
End Game Objective
At the end of the battle, if a model from a player’s army is carrying the Crate, or if they control the Crate objective marker, that player scores 60 victory points. If the Crate is not being carried, and is not controlled by a player, the player with a model closest to the Crate objective marker scores 30 victory points. If two or more players have models equally close to the Crate, then those players score 10 victory points each.

VICTOR BONUS
After the battle, the victor can select one unit from their army that has a Crusade card that look part in the battle (you must select a unit that can gain Battle Honours) - that unit gains the Weapon Enhancement Battle Honour after the battle (make a note on the units Crusade card and increase its Crusade points accordingly).


Combat Patrol Mission

Emergency Transmission
 3

MISSION BRIEFING
We have a unique opportunity to capture our enemies’ plans, however our own long-ranged comms have been sabotaged. Our only chance is to steal them away and then transmit them through the nearby comms tower to our strategists in orbit.

MISSION RULES
Objective Markers: In Turn Order, each player sets up one objective marker within their deployment zone, and within 15" of the centre of the battlefield.

Comms Tower: While you control an objective marker in an enemy deployment zone, units from your army can attempt the following action, as described in the Warhammer 40,000 Core Book.

Transmit Plans (Action): At the end of your Movement phase, one unit from your army that is within 3" of the Comms Tower objective marker can start to perform this action if no enemy units (excluding AIRCRAFT units) are within 3" of that objective marker. The action is completed at the end of your turn.

MISSION OBJECTIVES
Victory points are awarded as follows:

CONTROL THE INTEL
Progressive Objective
At the end of each player’s turn, the player whose turn it is scores 10 victory points for each of the following conditions they satisfy (for a maximum of 30 victory points):
  • They control one or more objective markers.
  • They control one or more objective markers that are not in their own deployment zone.
  • They control more objective markers than any opponent controls.
This objective cannot be scored in the first battle round.
PLANS TRANSMITTED
End Game Objective
At the end of the battle, if any units from a player’s army completed the Transmit Plans action, that player scores 30 victory points. If units from that player’s army completed the Transmit Plans action two or more times, that player scores 50 victory points instead.

VICTOR BONUS
The victor can use the Treacherous Nature or Honourable Nature Requisition up to two times tor 0RP.


Combat Patrol Mission

Safeguard Dignitaries
 4

MISSION BRIEFING
Enemy treachery has caused an important negotiation to break down. There is nothing to do but seek to eliminate the enemy ambassadors now, while protecting our own.

MISSION RULES
Objective Markers: In Turn Order, players alternate setting up objective markers within their deployment zone until each player has set up two objective markers. Each objective marker must be set up more than 6" from any battlefield edge and more than 9” from any other objective markers.

Execute Ambassadors: Units can attempt the following action.

Execute Ambassador (Action): One or more units from your army can start to perform this action at the end of their Movement phase if they are within 1" of an objective marker that is not in their own deployment zone. The action is completed at the end of your turn so long as the unit performing it is still within 1" of that objective marker and there are no enemy units (excluding AIRCRAFT units) in Engagement Range of it. If this action is successfully completed, that objective marker has been executed. Remove that objective marker from the battlefield.

Merged Battle-lines: When a unit is set up on the battlefield during the Deploy Armies step, it cannot be set up within 9" of any enemy units.

MISSION OBJECTIVES
Victory points are awarded as follows:

SECURE AND EXECUTE
Progressive Objective
At the end of each player’s turn, the player whose turn it is scores 10 victory points for each of the following conditions they satisfy (for a maximum of 30 victory points):
  • They control one or more objective markers.
  • There are one or more objective markers remaining in that player’s deployment zone.
  • A unit from that player’s army performed the Execute Ambassador action.
This objective cannot be scored in the first battle round.

VICTOR BONUS
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.


Combat Patrol Mission

Hold the Centre
 5

MISSION BRIEFING
The high ground in this sector must be held. If we can drive off the enemy and set up an outpost here we can use this vantage point to rain artillery on the enemy below.

MISSION RULES
The High Ground: We recommend setting up a hill or ruin terrain feature with at least one upper floor at the centre of the battlefield. The central objective marker should be set up on this terrain feature, above ground level if possible. If you control the central objective marker at the start of your Command phase, when you gain the Battle-forged CP Bonus, gain 1 additional CP.

MISSION OBJECTIVES
Victory points are awarded as follows:

DOMINATE THE BATTLEFIELD
Progressive Objective
At the end of each player’s turn, the player whose turn it is scores 10 victory points for each of the following conditions they satisfy (for a maximum of 30 victory points):
  • They control the central objective marker.
  • One or more enemy units were destroyed by attacks made by units from their army this turn.
  • Two or more enemy units were destroyed by attacks made by units from their army this turn.
This objective cannot be scored in the first battle round.
HOLD THE HIGH GROUND
End Game Objective
At the end of the battle, the player who controls the central objective marker scores 40 victory points.

VICTOR BONUS
The unit from the victor’s army that destroyed the most enemy units during the battle gains 3 additional experience points. If two or more units are tied, the victor can select one of these to gain this bonus.


Combat Patrol Mission

Divert Power
 6

MISSION BRIEFING
Our augury scanners require huge reserves of power. A nearby substation can provide the amount we require, but we will need to send a force to re-route the power supply to our command post. The enemy will doubtlessly seek to deny us the power we require.

MISSION RULES
Divert Power: Units can attempt the following action.

Divert Power (Action): One unit from your army can start to perform this action at the end of your Movement phase if it is within 1" of an objective marker. The action is completed at the end of your turn so long as the unit performing it is still within 1" of that objective marker and there are no enemy units (excluding AIRCRAFT units) in Engagement Range of it. If this action is successfully completed, that objective marker has been diverted to you.

In this mission, an objective marker remains diverted to a player until a unit from another player performs the Divert Power Action on that objective marker.

MISSION OBJECTIVES
Victory points are awarded as follows:

POWER SIPHON
Progressive Objective
At the end of each players turn, the player whose turn it is scores 10 victory points for each of the following conditions they satisfy (for a maximum of 30 victory points):
  • One or more objective markers are diverted to them.
  • Two or more objective markers are diverted to them.
  • More objective markers are diverted to them than to any other player.
This objective cannot be scored in the first battle round.

VICTOR BONUS
The victor of this mission gains 2 Requisition points after this battle, instead of just 1.


Incursion Patrol Missions

Incursion Mission

Opportunity Strikes
 1

MISSION BRIEFING
The vanguard of our forces is already in the field, but has detected incoming enemy forces. Send reinforcements to aid them before their positions are overrun by the enemy approaching from all sides.

MISSION RULES
Reinforcements Inbound: At the start of the Declare Reserves and Transports step, each player separates their army into two halves, separated as equally as possible by Power Rating. If you wish for a unit to start the battle embarked on a TRANSPORT, that TRANSPORT must be from the same half of the army as the unit embarking on it. Each player then randomly determines one half of their army. Every unit in that half must be set up on the battlefield. The other half must be set up as Strategic Reserves. Units from this half of the army can use any abilities they have which allow them to be set up in any location other than the battlefield. This can mean that the number of the units in your army and/or the combined Power Rating of units set up as Reinforcements can be more than half the total in your army. Any remaining units from this half of the army are set up as Strategic Reserves, however it does not cost any CPs to do so.

MISSION OBJECTIVES
Victory points are awarded as follows:

DESTROY THE ENEMY
Progressive Objective
At the end of each player’s turn, the player whose turn it is scores 10 victory points for each of the following conditions they satisfy (for a maximum of 30 victory points):
  • Any enemy units were destroyed this turn by a unit from their army that started the battle on the battlefield.
  • Any enemy units were destroyed this turn by a Reinforcement unit from their army.
  • Any enemy units were destroyed this turn by a Reinforcement unit from their army that is within an enemy deployment zone.
This objective cannot be scored in the first battle round.

VICTOR BONUS
After the battle, the victor can use the Increase Supply Limit Requisition once for free.


Incursion Mission

Headhunt
 2

MISSION BRIEFING
Several hidden data repositories, buried for millennia have been unearthed by bombardment. Several hostile forces in the area have sent specialists and a small bodyguard force to recover this data. Ensure they cannot do so.

MISSION RULES
Data Recovery: CHARACTER units from your army can attempt the following action.

Download Data (Action): One CHARACTER unit from your army can start to perform this action at the end of their Movement phase if it is within 1" of an objective marker. The action is completed at the end of your turn so long as the unit performing it is still within 1" of that objective marker and there are no enemy units (excluding AIRCRAFT units) in Engagement Range of it.

MISSION OBJECTIVES
Victory points are awarded as follows:

DATA SECURITY
Progressive Objective
At the end of each player’s turn, the player whose turn it is scores 10 victory points for each of the following conditions they satisfy (for a maximum of 30 victory points):
  • They control two or more objective markers.
  • A unit from their army completed the Download Data action this turn.
  • An enemy Character unit was destroyed this turn by an attack made by a unit from their army.
DATA RECOVERY
End Game Objective
At the end of the battle, players score 10 victory points for each objective marker they control.

VICTOR BONUS
The victor can select two units from their army to be Marked for Greatness after the battle, instead of just 1.


Incursion Mission

Race to Recover
 3

MISSION BRIEFING
Our forces have been embattled for days. A resupply drop has landed wildly off target, and now the race is on to recover our supplies before the enemy can. Columns of enemy forces have been sighted moving towards the landing site. Secure the supplies and drive away the enemy.

MISSION RULES
Recover Supplies: Units from your army can attempt the following action.

Recover Supplies (Action): At the end of your Movement phase, one unit from your army that is within range of an objective marker can start to perform this action if no enemy units (excluding AIRCRAFT units) are within 3" of that objective marker. The Action is completed at the end of your turn. When this action is completed, place a counter on that objective marker. When an objective marker has 3 counters on it, remove that objective marker from the battlefield.

MISSION OBJECTIVES
Victory points are awarded as follows:

SUPPLIES SECURED
Progressive Objective
At the end of each players turn, the player whose turn it is scores 10 victory points for each of the following conditions they satisfy (for a maximum of 30 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • A unit from their army performed the Recover Supplies action this turn.
This objective cannot be scored in the first battle round.

VICTOR BONUS
The victor of this mission gains 3 Requisition points after this battle, instead of just 1.


Incursion Mission

Points of Power
 4

MISSION BRIEFING
We have located an unusual beacon, connected to a network of conduits. When activated, the conduits provide power to the beacon, but for what? The more power we can channel to it, the more likely we can activate it and discover its purpose.

MISSION RULES
Uncertain Purpose: At the start of the first Alliance step, players must secretly note down whether they are an Activator or a Deactivator. Once all players have done so, in Turn Order they must declare to the other players which of these two options they are (they do not have to tell the truth however!).

Activate Conduits: Each conduit objective marker starts the battle in a neutral stale. Units can attempt the following action.

Activate Conduit (Action): One unit from your army can start to perform this action at the end of their Movement phase if it is within 1" of a conduit objective marker. The action is completed at the end of your turn so long as the unit performing it is still within 1" of that objective marker and there are no enemy units (excluding AIRCRAFT units) in Engagement Range of it. If this action is successfully completed, that player can declare that objective marker to be either activated or deactivated or neutral. The objective marker remains in this state until this action is performed on it again.

MISSION OBJECTIVES
Victory points are awarded as follows:

ACTIVATE THE BEACON
Progressive Objective
At the end of each players turn, players score victory points for the following:
  • If a unit from that player’s army performed the Activate Conduit action that turn, that player scores 10 victory points.
  • If that player controls the Beacon objective marker and has declared that they are a Deactivator, that player scores 10 victory points for each deactivated conduit objective marker (for a maximum of 20 victory points).
  • If that player controls the Beacon objective marker and has declared that they are an Activator, that player scores 10 victory points for each activated conduit objective marker (for a maximum of 20 victory points).
This mission objective cannot be scored in the first battle round.
TRUE PURPOSE
End Game Objective
At the end of the battle, each player reveals whether they were really an Activator or a Deactivator to the other players.
  • Each Activator player scores 5 victory points for each activated conduit objective marker on the battlefield.
  • Each Deactivator player scores 5 victory points for each deactivated conduit objective marker on the battlefield.

VICTOR BONUS
If the victor is a Deactivator, that player can select one unit from their Order of Battle. If that unit can gain a Battle Trait, 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 is an Activator, that player can select one unit from their Order of Battle. If that unit can gain a Weapon Enhancement, 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.


Incursion Mission

Twilight Assault
 5

MISSION BRIEFING
The power in this sector is still in operation, and despite the all encompassing darkness, several areas of the battlefield still have caches of supplies, but remain well lit. If we can avoid these while we advance, our forces should be able to get into position relatively unscathed, ready to seize these supplies and fall back before dawn.

MISSION RULES
Pitch Dark: Each time a model makes a ranged attack that targets a unit that is not within a lit area of the battlefield, subtract 1 from that attack’s hit roll.

MISSION OBJECTIVES
Victory points are awarded as follows:

PURGE THE DARKNESS
Progressive Objective
At the end of each player’s turn, the player whose turn it is scores 10 victory points for each of the following conditions they satisfy (for a maximum of 30 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • A unit from their army destroyed an enemy unit that was not within a lit area of the battlefield this turn.
INTO THE LIGHT
End Game Objective
At the end of the battle, each player scores 10 victory points for each objective marker they control.

VICTOR BONUS
The unit from the victor’s army that destroyed the most enemy units during the battle gains 3 additional experience points. If two or more units are tied, the victor can select one of these to gain this bonus.


Incursion Mission

Buried Treasure
 6

MISSION BRIEFING
A lost Archeotech device is known to be buried in this area by a technoarchaeologist, before he disappeared, leaving only scattered clues to its location. Orbital augurs have detected several powerful readings just below the surface of this world. We must find this hidden cache of treasures but beware, our enemy may have retrieved some of the clues he left and be on the trail too.

MISSION RULES
Secret Location: In Turn Order, the players alternate placing six objective markers on the battlefield, one at a time. Objective markers must be set up more than 3" from either players deployment zone, more than 6" from any battlefield edge and more than 9" from any other objective marker. After setting up objective markers, the players must number them 1-6. Next, place a dice in a cup or other opaque container before shaking it, and placing the container down somewhere flat where it will not be moved, and with the dice hidden, the number on this dice is the number of the objective marker which represents the archeotech treasure.

Search for Archeotech: Units can attempt the following action. This action cannot be performed in the first battle round.

Excavate (Action): One INFANTRY unit from your army can start to perform this action at the end of their Movement phase if it is within 1" of an objective marker that has not had this action performed on it during this battle. The action is completed at the end of your turn so long as the unit performing it is still within 1" of that objective marker and there are no enemy units (excluding AIRCRAFT units) in Engagement Range of it. If this action is successfully completed, that player will either have unearthed the archeotech treasure, or discovered a clue leading to its location. Without letting the other players see the dice, that player can look under the cup or container at which number is on the dice, before replacing the cup or container, taking care not to move the dice or turn it over. That player should now know which objective marker is the archeotech treasure, and can sell, barter or otherwise trade this information as they see fit.

MISSION OBJECTIVES
Victory points are awarded as follows:

TREASURE SEEKERS
Progressive Objective
At the end of each player’s turn, the player whose turn it is scores 10 victory points for each of the following conditions they satisfy (for a maximum of 30 victory points):
  • They control one or more objective markers.
  • They control three or more objective markers.
  • A unit from their army performed the Excavate action during this turn.
This mission objective cannot be scored in the first battle round.
TREASURE SEEKER
End Game Objective
At the end of the battle, each player scores 10 victory points for each objective marker they control.

VICTOR BONUS
The victor can select one CHARACTER unit from their army that took part in the battle (this must be a CHARACTER that can gain Battle Honours) and give that CHARACTER one Crusade Relic (all the normal rules and restrictions apply). Make a note on the unit’s Crusade card and increase its Crusade points accordingly.


Strike Force Missions

Strike Force Mission

Supply Raid
 1

MISSION BRIEFING
Our enemy’s command posts are vulnerable. Break through their lines and slaughter their commanders. If any of their commanders have taken to the field, slay them too. Leave their forces leaderless for us to destroy at our leisure.

MISSION RULES
Breakthrough the Lines: At the end of your Movement phase, if a unit from your army (excluding AIRCRAFT units) is wholly within 6" of the Command Post Access Point in an opponent’s deployment zone, and not within Engagement Range of any enemy units, that unit can break through. Remove that unit from the battlefield. That unit cannot return to the battlefield and is considered to have broken through.

A unit cannot break through on a turn it arrives as Reinforcements.

MISSION OBJECTIVES
Victory points are awarded as follows:

DESTROY THE COMMAND POSTS
End Game Objective
At the end of the battle, each player earns a number of victory points equal to double the total Power Rating of each unit from their army that has broken through (e.g. if a unit with a Power Rating of 10 has broken through, they gain 20 victory points). If a unit that has broken through is part of a unit that has split into multiple units during the battle, that player only receives victory points if every one of those units has broken through; if any part of the split unit fails to break through, no victory points are awarded for that unit. T’AU EMPIRE DRONE units are exempt from this condition.

VICTOR BONUS
After the battle, the victor can use the Increase Supply Limit Requisition once for free.


Strike Force Mission

Defence Lines
 2

MISSION BRIEFING
An abandoned fortress stands in no man’s land. We must take it back and fortify it. Secure the outer defences and then the inner defences. But beware, other forces will also seek to secure this asset for themselves and drive our armies out.

MISSION RULES
Defensive Circles: In this mission, the four objective markers closest to the centre of the battlefield are Inner Defence objective markers. The other four objective markers are Outer Defence objective markers.

Defensive Positions: While a unit is within range of an Inner Defence objective marker, that unit receives the benefit of being within an Area Terrain feature with the Defensible trait.

MISSION OBJECTIVES
Victory points are awarded as follows:

SECURE THE FORTRESS
Progressive Objective
At the end of each players turn, the player whose turn it is scores 10 victory points for each of the following conditions they satisfy (for a maximum of 30 victory points):
  • They control one or more Outer Defence objective markers.
  • They control one or more Inner Defence objective markers.
  • They control three or more objective markers.
KING OF THE CASTLE
End Game Objective
At the end of the battle, if one player controls more Inner Defence objective markers than any other player, that player scores 20 victory points.

VICTOR BONUS
The victor of this mission gains 2 Requisition points after this battle, instead of just 1.


Strike Force Mission

Marching Columns
 3

MISSION BRIEFING
Enemy sniper fire from the high ground surrounding the battlefield has pushed our forces into grouping together, but the only option now is to break ranks and brave the fire to secure our objectives.

MISSION RULES
Sniper Fire: Players can use the following additional Stratagem:

SNIPER FIRE1CP
Treachery and Honour – Mission Stratagem

As the enemy breaks front cover, sniper shots rain down, causing warriors to hesitate, ducking and weaving to avoid incoming fire.

Use this Stratagem at the start of an enemy Movement phase. Select one unit from that player’s army that is not wholly within an Area Terrain feature. Until the end of the turn, subtract 2 from Advance rolls and charge rolls made for this unit. Each unit can only be affected by this Stratagem once per turn.

MISSION OBJECTIVES
Victory points are awarded as follows:

BATTLE UNDER FIRE
Progressive Objective
At the end of each players turn, the player whose turn it is scores 10 victory points for each of the following conditions they satisfy (for a maximum of 30 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • A unit from their army destroyed an enemy unit that was within range of an objective marker.
This mission objective cannot be scored in the first battle round.

VICTOR BONUS
The victor can select two units from their army to be Marked for Greatness after the battle, instead of just 1.


Strike Force Mission

The Five Shrines
 4

MISSION BRIEFING
This area features several ramshackle shrines, containing idols to a local heathen deity. We can either attack and destroy these outright, or feign interest and attempt to study these mysterious idols. Find where they have left them, and either destroy them or seize them.

MISSION RULES
The Shrines: At the start of the first Alliance step, players must secretly note down whether they are a Protector or a Destroyer. Once all players have done so, in Turn Order they must declare to the other players which of these two options they are (they do not have to tell the truth, however!).

Destroy the Idols: Units can attempt the following action.

Destroy Idol (Action): One unit from your army can start to perform this action at the end of their Movement phase if it is within 1" of an objective marker. The action is completed at the end of your turn so long as the unit performing it is still within 1" of that objective marker and there are no enemy units (excluding AIRCRAFT units) in Engagement Range of it. If this action is successfully completed, that objective marker is destroyed. Remove that objective marker from the battlefield.

MISSION OBJECTIVES
Victory points are awarded as follows:

SHRINEKEEPERS
Progressive Objective
At the end of each players turn, the player whose turn it is scores 10 victory points for each of the following conditions they satisfy (for a maximum of 30 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • A unit from their army destroyed an enemy unit that was within range of an objective marker.
This objective cannot be scored in the first battle round.
FATE OF THE IDOLS
End Game Objective
At the end of the battle, each player reveals whether they were really a Protector or a Destroyer.
  • Each Protector player scores 5 victory points for each objective marker on the battlefield.
  • Each Destroyer player scores 5 victory points for each objective marker that was destroyed during the battle.

VICTOR BONUS
If the victor is a Protector, that player can select one CHARACTER unit from their army that took part in the battle (this must be a CHARACTER that can gain Battle Honours) and gives that CHARACTER one Crusade Relic (all the normal rules and restrictions apply). Make a note on the unit’s Crusade card and increase its Crusade points accordingly.

If the victor is a Destroyer, that player can select one CHARACTER unit from their army that took part in the battle (this must be a CHARACTER that can gain Battle Honours) and gives that CHARACTER one Battle Trait of their choice, or if it is a PSYKER, one Psychic Fortitude of their choice - make a note on the unit’s Crusade card and increase its Crusade points accordingly.


Strike Force Mission

The Swarm Rises
 5

MISSION BRIEFING
Beneath the surface of this world live vast swarms of insectile creatures. While normally benign, when riled, they will aggressively defend themselves and their territory. Tread carefully as you destroy the foe here, lest you rouse the swarm’s wrath.

MISSION RULES
The Swarm: Each time a unit Advances or finishes a charge move, roll one D6 for that unit and any other units that are within 1" of it. On a 6, the unit being rolled for suffers D3 mortal wounds.

Rising Tide: At the end of each battle round, if there are 10 or more models within range of an objective marker (for the purposes of this rule MONSTER or VEHICLE models count as 5 models, TITANIC models count as 10 models), each unit that is within range of that objective marker suffers D6 mortal wounds and that objective marker is removed from the battlefield.

MISSION OBJECTIVES
Victory points are awarded as follows:

TREAD LIGHTLY
Progressive Objective
At the end of each players turn, the player whose turn it is scores 10 victory points for each of the following conditions they satisfy (for a maximum of 30 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • A unit from their army destroyed an enemy unit that was within range of an objective marker.

VICTOR BONUS
The unit from the victor’s army that destroyed the most enemy units during the battle gains 3 additional experience points. If two or more units are tied, the victor can select one of these to gain this bonus.


Strike Force Mission

Turn Back Time
 6

MISSION BRIEFING
A strange archeotech device is located on this world, with the ability to alter the chronology of sentient beings, allowing them to restore their body to a younger version of themselves. Control of this device is of the utmost importance, and many will commit heinous acts to prevent their enemies from possessing it, including sabotage.

MISSION RULES
The Device: Units can attempt the following action.

Investigate Device (Action): One unit from your army can start to perform this action at the end of their Movement phase if it is within the device platform area. The action is completed at the end of that player’s turn so long as the unit performing it is still within the device platform area and there are no enemy units (excluding AIRCRAFT units) in Engagement Range of it. If this action is successfully completed, you can select one of the following options. Note down in secret which option was selected and the current turn and battle round number:
  • Select for that unit to do nothing.
  • Select for that unit to have sabotaged the device.

Activate Device: In their Command phase, a player can select one CHARACTER unit from their army that is within the device platform area to activate the device. Each player then must reveal their current secret note.
  • If no players reveal that the device was sabotaged, the selected CHARACTER unit regains D6 lost wounds.
  • If any players reveal that they had sabotaged the device, for each player that does so, roll one D6: on a 1-3, the selected CHARACTER unit suffers 1 mortal wounds.

Repair: Units can attempt the following action.

Repair Device (Action): One unit from your army can start to perform this action at the end of their Movement phase if it is within the device platform area. The action is completed at the end of your turn so long as the unit performing it is still within 1" of the device platform area and there are no enemy units (excluding AIRCRAFT units) in Engagement Range of it. If this action is successfully completed, each other player must reveal their secret notes to that player (but not to any other players). That player can then select one of the following options:
  • All players can keep their secret notes.
  • All players must destroy their secret notes. Any destroyed secret notes are lost, and cannot be revealed again.

MISSION OBJECTIVES
Victory points are awarded as follows:

SLAY THE ENEMY
Progressive Objective
At the end of each turn, each player scores a number of victory points equal to the total combined Power Rating of enemy units that were destroyed as a result of an attack made by a unit from their army that turn.
THE DEVICE
Progressive Objective
At the end of each turn, each player scores 20 victory points if a unit from their army performed the Investigate Device or Repair Device actions during that turn.

VICTOR BONUS
The victor can use the Treacherous Nature or Honourable Nature Requisition up to two times for 0RP.


Onslaught Missions

Onslaught Mission

Landing Zone
 1

MISSION BRIEFING
This battlefield is a vital staging point for each force embattled on this world, and is required as a landing zone for troops descending from orbit. We have diverted significant assets to ensure its capture. Take the crucial locations and drive the enemy from the battlefield, but avoid any debris falling from the void battle above.

MISSION RULES
Orbital Debris: At the end of each battle round, the player who took the last turn should number the objective markers 1-5 and roll one D6. On a 1-5, the objective marker that corresponds to the number rolled is affected. On a 6, significant wreckage rains down. Roll three D6 instead, re-rolling results of 6 or any duplicate numbers. Each objective rolled is affected.

Each player then rolls one D6 for each unit from their army that is within range of any affected objective markers, subtracting 1 from the roll if that unit is an INFANTRY CHARACTER unit, and adding 2 to the result of that unit is TITANIC. On a 4-5, that unit suffers D3 mortal wounds. On a 6+, that unit suffers D6 mortal wounds.

MISSION OBJECTIVES
Victory points are awarded as follows:

BATTLE UNDER FIRE
Progressive Objective
At the end of each player’s turn, the player whose turn it is scores 10 victory points lor each of the following conditions they satisfy (tor a maximum of 30 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • A unit from their army destroyed an enemy unit that was within range of an objective marker.
This objective cannot be scored in the first battle round.
SLAY THE WARLORD
End Game Objective
At the end of the battle, each player scores 20 victory points for each enemy WARLORD that was destroyed by an attack made by a unit from their army.

VICTOR BONUS
After the battle, the victor’s WARLORD gains one Battle Honour of the player’s choice (provided it can gain Battle Honours). Make a note on the unit’s Crusade card and increase its Crusade points accordingly.


Onslaught Mission

Raider or Rescuer
 2

MISSION BRIEFING
A number of stasis escape pods containing high-ranking commanders have landed in this area after the destruction of their spacecraft. We must either rescue them and return them to orbit for a reward, or capture them to sell them back for ransom or worse. Other forces in the area will be trying to secure these pods for their own ends. Ensure they cannot do so.

MISSION RULES
Secret Purpose: At the start of the first Alliance step, players must secretly note down whether they are a Raider or a Rescuer. Once all players have done so, in Turn Order they must declare to the other players which of these two options they are (they do not have to tell the truth, however!).

The Stasis Pods: Each stasis pod is represented by an objective marker. A commander can be freed from their stasis pod and escorted if a unit successfully completes the Deactivate Stasis action (see below). If a unit escorting a commander is destroyed (even if it is subsequently resurrected or returns to the battlefield), place an objective marker as close as possible to the spot where the last destroyed model was. While it is escorting a commander, that unit cannot embark within a TRANSPORT, nor can it use any rule that enables it to be removed from the battlefield and set back up again.

Deactivate Stasis: Units can attempt the following action. More than one unit from your army can perform this action in a turn.

Deactivate Stasis (Action): One or more units from your army can start to perform this action at the end of your Movement phase if it is within 1" of an objective marker. The action is completed at the end of your turn so long as the unit performing it is still within 1" of that objective marker and there are no enemy units (excluding AIRCRAFT units) in Engagement Range of it. If this action is successfully completed, remove the objective marker from the battlefield; that unit is now escorting a commander.

MISSION OBJECTIVES
Victory points are awarded as follows:

COME TO AID...
Progressive Objective
At the end of each player’s turn, the player whose turn it is scores 10 victory points for each commander that is being escorted by a unit from their army, and 10 victory points for each objective marker they control (to a maximum of 30 victory points).

This mission objective cannot be scored in the first battle round.
TRUE PURPOSE
End Game Objective
At the end of the battle, each player reveals whether they were really an Raider or a Rescuer.
  • Each Raider player scores 5 victory points for each commander that is being escorted by a unit from a Raider player’s army, and for each objective marker that is controlled by a Raider player.
  • Each Rescuer player scores 5 victory points for each commander that is being escorted by a unit from a Rescuer player’s army, and for each objective marker that is controlled by a Rescuer player.

VICTOR BONUS
The victor of this mission gains 3 Requisition points after this battle, instead of just 1.


Onslaught Mission

Grand Demolition
 3

MISSION BRIEFING
A great monument is suspended over this battlefield, held up by several anti-grav tethers. We can either protect this potent symbol and use it as a rallying point for our next attack, or seek to destroy the tethers and bring it crashing down on the heads of our foes.

MISSION RULES
Secret Purpose: At the start of the first Alliance step, players must secretly note down whether they are a Protector or a Destroyer. Once all players have done so, in Turn Order they must declare to the other players which of these two options they are (they do not have to tell the truth, however!).

Place Explosives: Units can attempt the following action.

Set Explosive Charge (Action): One unit from your army can start to perform this action at the end of your Movement phase if it is within 1" of an objective marker. The action is completed at the end of your turn so long as the unit performing it is still within 1" of that objective marker and there are no enemy units (excluding AIRCRAFT units) in Engagement Range of it. If this action is successfully completed, place a Demolition marker next to that objective marker.

Defuse Explosives: Units can attempt the following action.

Defuse Explosive Charge (Action): One unit from your army can start to perform this action at the end of their Movement phase if it is within 1" of an objective marker that has any Demolition markers next to it. The action is completed at the end of your turn so long as the unit performing it is still within 1" of that objective marker and there are no enemy units (excluding AIRCRAFT units) in Engagement Range of it. If this action is successfully completed, remove all Demolition markers that are next to that objective marker.

Demolition Markers: In each player’s Command phase, if that player has any Demolition markers on the battlefield, they can add one Countdown counter to each Demolition marker they have placed. If a Demolition marker has two Countdown counters on it, that explosive goes off. Each unit within range of that objective marker suffers D3 mortal wounds. Remove that objective marker from the battlefield.

The Monument: When the third objective marker is destroyed, the monument comes crashing down. Each unit within 12" of the centre of the battlefield suffers D3 mortal wounds, or D6 mortal wounds if it is a TITANIC unit or contains 11 or more models. The monument is now said to have been destroyed.

MISSION OBJECTIVES
Victory points are awarded as follows:

DEMOLISH
Progressive Objective
At the end of each player’s turn:
  • If that player has declared that they are a Destroyer, that player scores 10 victory points for each of the following (for a maximum of 30 victory points):
    • One or more objective markers has a Demolition marker next to it.
    • Two or more objective markers each have a Demolition marker next to them.
    • A unit from their army performed the Set Explosive Charge action this turn, or they added one or more Countdown counters to a Demolition marker this turn.
  • If that player has declared that they are a Protector, that player scores 10 victory points for each of the following (for a maximum of 30 victory points):
    • One or more objective markers do not have a Demolition marker.
    • Two or more objective markers do not have a Demolition marker.
    • A unit from their army performed the Defuse Explosive Charge action this turn.
This objective cannot be scored in the first battle round.
TRUE PURPOSE
End Game Objective
At the end of the battle, each player reveals whether they were really a Protector or a Destroyer to the other players.
  • Each Protector player scores 20 victory points if the Monument has not been destroyed.
  • Each Destroyer player scores 20 victory points if the Monument has been destroyed.

VICTOR BONUS
The victor can use the Treacherous Nature or Honourable Nature Requisition up to three times for 0RP.


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.
Crusade Blessings
When two Battle-forged Crusade armies battle each other, it is likely that one or the other will be more experienced. To determine this, after players have mustered their armies, both players should compare the combined Crusade points of all the units that are on their army rosters. If there is a difference, then the player whose army roster has the lower total number of Crusade points gains a number of bonus Command points to use in that battle equal to half the difference (rounding up). This represents high command funnelling additional resources to the underdog to help them combat a more elite foe.

For example: Joel and Ruby have finished mustering their armies. The total number of Crusade points of the units on Joel’s army roster is 7. The total number of Crusade points of the units in Ruby's army is 4. Ruby therefore gains 2 bonus Command points to spend on Stratagems in the forthcoming battle (because half the difference between 7 and 4, rounded up, is 2).

  • Crusade Blessings: Both players add up Crusade points of all units on their army roster.
  • Player with lowest total gains a number of bonus Command points equal to half the difference.
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.
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.
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.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
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.
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.
Heavy Cover
When an attack made with a melee 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 unless the model that the attack is allocated to made a charge move this turn (invulnerable saving throws are not affected).

  • +1 to saving throws against melee weapons unless model has made a charge move this turn.
  • Invulnerable saving throws unaffected.
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.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
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).
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.

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.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
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.
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.
Army Faction
In a Battle-forged army, all of the units in your army - with the exception of those that are UNALIGNED — must have at least one Faction keyword in common (e.g. IMPERIUM or CHAOS) even if they are in different Detachments. If a unit does not have the correct Faction keyword, it cannot be included in your army.

  • Army Faction: All units in army must share at least one Faction keyword.
  • UNALIGNED units are exempt.
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.
Embark
If a unit makes a Normal Move, an Advance or it Falls Back, and every model in that unit ends that move within 3" of a friendly TRANSPORT model they can embark within it. A unit cannot embark within a TRANSPORT model that is within Engagement Range of enemy models, and it cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within the model.

Units cannot normally do anything or be affected in any way while they are embarked. Unless specifically stated, other units’ abilities have no effect on units while they are embarked, and Stratagems cannot be used to affect units while they are embarked. For all rules purposes, units that are embarked within a TRANSPORT model that has made a Normal Move, Advanced, Fallen Back or Remained Stationary also count as having made the same kind of move that turn.

  • Units can embark in a friendly TRANSPORT if every model ends a Normal Move, an Advance or a Fall Back within 3" of it.
  • A unit cannot embark within a TRANSPORT that is within Engagement Range of any enemy models.
  • A unit cannot embark and disembark in the same phase.
  • Units cannot do anything, or be affected in any way, while they are embarked within a TRANSPORT.
Reinforcement Units
If a unit is ever added to a Battle-forged army during the battle, it is never considered to be part of a Detachment. This means that it never costs CPs to include them in your army but they will never benefit from any Detachment abilities.

  • Units added to your army during the battle are never part of a Detachment.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

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

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

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
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.
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.
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.
TREACHEROUS NATURE1RP
Treachery and Honour Requisition

For some, breaking their promises comes as easily as breathing. To them an agreement is simply something for others to worry about upholding.

Use this Requisition at any time. Select up to two units from your Order of Battle (excluding HONOURABLE units). Each selected unit gains the TREACHEROUS keyword.
HONOURABLE NATURE1RP
Treachery and Honour Requisition

For some warriors, a promise made is an oath, unbreakable, even in the face of the most dire circumstances. Death is preferable to breaking these sworn pacts.

Use this Requisition at any time. Select up to two units from your Order of Battle (excluding TREACHEROUS units). Each selected unit gains the HONOURABLE keyword.
INCREASE SUPPLY LIMIT1RP
Purchase this Requisition at any time. Increase your Crusade force's Supply Limit by 5 Power.
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.
Defensible (Set to Defend/Hold Steady)
If every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it.

If every model in an INFANTRY unit is within 3" of an Obstacle terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it if, were you to draw a straight line, 1mm in thickness, between the closest parts of the bases (or hulls) of the two closest models in the two units, that line would pass over or through that terrain feature.

A unit cannot Hold Steady or Set to Defend while it is within Engagement Range of any enemy units.

If a unit Holds Steady, any Overwatch attacks made by that unit this phase will score hits on rolls of 5+. If a unit Sets to Defend, it cannot fire Overwatch this phase, but you add 1 to hit rolls when resolving attacks made with melee weapons by models in that unit until the end of the next Fight phase.

  • INFANTRY units can Hold Steady or Set to Defend (if no enemy within Engagement Range).
  • Hold Steady: Overwatch attacks hit on 5+.
  • Set to Defend: Cannot fire Overwatch but add 1 to hit rolls in next Fight phase.
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.
© Vyacheslav Maltsev 2013-2022