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 Many Imperial worlds are abandoned, their defenders withdrawn to man the defensive boundary of the Cordon Impenetra.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.
Book | Kind | Edition | Version | Last update |
Crusade Mission Pack: Catastrophe |
Crusade Mission Pack: Catastrophe | Expansion | 9 | | October 2021 |
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 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. 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.
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 | D3 | TRAIT | 1 | Coordinated 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. | 2 | Honourable 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. | 3 | Staunch 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. |
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TREACHEROUS UNITS | D3 | TRAIT | 1 | Backstabbers
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. | 2 | Distrustful 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. | 3 | Aura 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. |
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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 STRATAGEMSSTAND 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 STRATAGEMSA 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.
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 SIZE | BATTLE DURATION | Combat Patrol | Up to 2 hours | Incursion | Up to 3 hours | Strike Force | Up to 4 hours | Onslaught | Up to 5 hours |
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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 SIZE | MAXIMUM POWER VALUE OF EACH ARMY | COMMAND POINTS | Combat Patrol | 25 | 4 | Incursion | 50 | 6 | Strike Force | 100 | 14 | Onslaught | 150 | 20 |
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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:
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 SIZE | AGENDAS | Combat Patrol | 1 | Incursion | 2 | Strike Force | 3 | Onslaught | 4 |
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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 SIZE | BATTLEFIELD SIZE (Minimum) | Combat Patrol/Incursion | 44" x 60" | Strike Force | 44" x 90" | Onslaught | 66" x 90" |
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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 TestsTake
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 PointsEach 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 HonoursIf 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 TalliesAdd 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
MISSION BRIEFINGMultiple 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 RULESSecure 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 OBJECTIVESVictory 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 BONUSThe victor can select two units from their army to be
Marked for Greatness after the battle, instead of just 1.


MISSION BRIEFINGA 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 RULESThe 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 OBJECTIVESVictory 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 BONUSAfter 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).


MISSION BRIEFINGWe 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 RULESObjective 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 OBJECTIVESVictory 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 BONUSThe victor can use the
Treacherous Nature or
Honourable Nature Requisition up to two times tor 0RP.


MISSION BRIEFINGEnemy 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 RULESObjective 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 OBJECTIVESVictory 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 BONUSThe 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.


MISSION BRIEFINGThe 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 RULESThe 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 OBJECTIVESVictory 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 BONUSThe 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.


MISSION BRIEFINGOur 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 RULESDivert 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 OBJECTIVESVictory 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 BONUSThe victor of this mission gains 2
Requisition points after this battle, instead of just 1.


Incursion Patrol Missions
MISSION BRIEFINGThe 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 RULESReinforcements 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 OBJECTIVESVictory 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 BONUSAfter the battle, the victor can use the
Increase Supply Limit Requisition once for free.


MISSION BRIEFINGSeveral 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 RULESData 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 OBJECTIVESVictory 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 BONUSThe victor can select two units from their army to be
Marked for Greatness after the battle, instead of just 1.


MISSION BRIEFINGOur 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 RULESRecover 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 OBJECTIVESVictory 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 BONUSThe victor of this mission gains 3
Requisition points after this battle, instead of just 1.


MISSION BRIEFINGWe 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 RULESUncertain 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 OBJECTIVESVictory 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 BONUSIf 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.


MISSION BRIEFINGThe 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 RULESPitch 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 OBJECTIVESVictory 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 BONUSThe 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.


MISSION BRIEFINGA 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 RULESSecret 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 OBJECTIVESVictory 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, the secret dice is revealed to all players. The player who controls the Archeotech treasure
objective marker scores 40 victory points.
VICTOR BONUSThe 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
MISSION BRIEFINGOur 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 RULESBreakthrough 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 OBJECTIVESVictory 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 BONUSAfter the battle, the victor can use the
Increase Supply Limit Requisition once for free.


MISSION BRIEFINGAn 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 RULESDefensive 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 OBJECTIVESVictory 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 BONUSThe victor of this mission gains 2
Requisition points after this battle, instead of just 1.


MISSION BRIEFINGEnemy 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 RULESSniper 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 OBJECTIVESVictory 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 BONUSThe victor can select two units from their army to be
Marked for Greatness after the battle, instead of just 1.


MISSION BRIEFINGThis 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 RULESThe 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 OBJECTIVESVictory 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 BONUSIf 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.


MISSION BRIEFINGBeneath 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 RULESThe 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 OBJECTIVESVictory 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 BONUSThe 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.


MISSION BRIEFINGA 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 RULESThe 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 OBJECTIVESVictory 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 BONUSThe victor can use the
Treacherous Nature or
Honourable Nature Requisition up to two times for 0RP.


Onslaught Missions
MISSION BRIEFINGThis 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 RULESOrbital 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 OBJECTIVESVictory 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 BONUSAfter 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.


MISSION BRIEFINGA 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 RULESSecret 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 OBJECTIVESVictory 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 BONUSThe victor of this mission gains 3
Requisition points after this battle, instead of just 1.


MISSION BRIEFINGA 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 RULESSecret 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 OBJECTIVESVictory 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 BONUSThe victor can use the
Treacherous Nature or
Honourable Nature Requisition up to three times for 0RP.

