Welcome to the Containment mission pack! This is a narrative play mission pack for Crusade armies. On the following pages you will find a whole host of Planetstrike missions, in which the players take on the roles of attacker and defender as they attempt to gain or preserve control of a planet.


For many years, Imperial worlds bordering the Octarius Sector looked on at the immense conflict between the Orks and Tyranids in the region, hoping that the war did not spill out. Their hopes came to nothing, and the two warring xenos races fell upon the Pankallis Sub-sector. Their hordes descended upon Imperial worlds in waves of mycetic spores and ramshackle gunships, and were met by withering hails of fire from anti-air batteries and armies of soldiers on the ground. Such was the slaughter that followed that the war soon became known as the Pankallis Cauldron.

This pack contains a range of Planetstrike missions set in the Octarius Sector. Planetstrike is truly a war on all fronts, in which the enemy can appear at any time from anywhere - especially from above! A Planetstrike mission allows you to recreate glorious invasions and desperate last stands in the battle-ravaged universe of the 41st Millennium.

The missions in this pack are tailored to different battle sizes, from Combat Patrols to full-blown Onslaught engagements. Each mission includes special rules and mission objectives that capture the chaotic and bloody nature of planetary invasions. These missions have been written to be particularly suited to narrative play, and include special bonuses to the victors of Crusade armies. Also included are a series of new Battle Traits and Agendas themed around prosecuting, or defending against, planetary invasions, and suggestions for incorporating these into larger campaigns.

Planetstrike introduces a whole new set of tactical challenges to the battlefields of the 41st Millennium, and whether you are defending against crazed invaders or launching a full-scale invasion, your actions can determine the fate of an entire world. Read on to absorb the full content of this mission pack, and to unlock the countless hours of explosive gaming it will provide.

Books

BookKindEditionVersionLast update
  Crusade Mission Pack: Containment
  Crusade Mission Pack: ContainmentExpansion9October 2021

PLANETSTRIKE MISSION PACK

A Planetstrike 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 1 hour
IncursionUp to 2 hours
Strike ForceUp to 3 hours
OnslaughtUp to 4 hours

2. Determine Attacker and Defender

The players decide who will be the Attacker and who will be the Defender. Alternatively, the players roll off and the winner decides who will be the attacker and who will be the defender.

3. Muster Armies

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

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

The following rules apply to the Attackers and Defenders armies:

Attacker’s Army

Defender’s Army
  • Spearhead Detachments in the Defender’s army gain the following Command Benefit: ‘+3 Command Points if your WARLORD is part of this Detachment.’
  • Outrider Detachments in the Defender’s army have a Command Cost of 4CP instead of 3CP.
  • The first Fortification Network Detachment included in the Defenders army has a Command Cost of 0CP, its Command Benefits are changed to ‘None’, and it does not count towards the maximum number of Detachments the Defender can take. In addition, the Defender can select a number of additional units to use in the battle, depending on the battle size - all these additional units must have the Fortification Battlefield Role and their combined Power Rating cannot exceed the number shown in the table below.

DEFENDER’S ADDITIONAL FORTIFICATION
BATTLE SIZEMAXIMUM POWER RATING OF DEFENDER’S FREE FORTIFICATIONS
Combat Patrol10
Incursion20
Strike Force40
Onslaught60
Units with the Fortification Battlefield Role that are included in the Defender’s Crusade army can be taken from their Order of Battle as normal, but the Defender can also include any number of UNALIGNED units with the Fortification Battlefield Role for the battle, even if they are not part of the Defender’s Order of Battle. These are only used for the duration of that battle, and are not added to the Defender’s Order of Battle (and so can be taken even if a player has reached their Supply Limit).

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.

COMBAT PATROL
If you are playing a Combat Patrol battle:

Select one of your models to be your Warlord (this cannot be a model with the Fortification 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 opponent to read through.

Designer’s Note: While the rules above grant the Defender access to free Fortifications, Planetstrike missions can be played without any such units. Indeed, the Defender will be responsible for creating the entire battlefield, and if they choose to hunker down amidst the ruins of a former city, or within the dense vegetation of a jungle instead, then they can create the battlefield as such. So long as the Defender can create a defensible position they can garrison with their forces to help them repel the planetary invaders, these rules will ensure you have a thematic battle.

4. Determine Mission

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

COMBAT PATROL MISSIONS
D3MISSION
1Vanguard Operations
2Drop and Demolish
3Evac Under Fire



5. 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.

6. 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. The Agendas that players can choose from can be found in the Warhammer 40,000 Core Book. 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

The Attacker must select one Agenda from the Planetstrike Attacker category, and the Defender must select one from the Planetstrike Defender category.

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

7. Create the Battlefield

The Defender now creates the battlefield and sets 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 Patrol44" x 30"
Incursion44" x 30"
Strike Force44" x 60"
Onslaught44" x 90"

At the same time that they set up any other terrain features, the Defender also sets up all of their units that have the Fortification Battlefield Role anywhere on the battlefield that is wholly within their own deployment zone. In these missions, players must use the battlefield terrain rules for terrain features, as described in the Warhammer 40,000 Core Book.

AEGIS DEFENCE LINES
In Planetstrike missions, each time a player sets up an AEGIS DEFENCE LINE, they can set up a single Small Shield Section or Large Shield Section from that datasheet within 3" of a BUILDING from a different datasheet on the battlefield, even though normally Fortifications cannot be set up within 3" of any other terrain feature that is not from their own datasheet.

Designer’s Note: In many of these missions, the Attacker will get to select one battlefield edge to be their deployment zone (see below), so the Defender should beware of placing their Fortifications too close to a battlefield edge.

8. Place Objective Markers

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

9. Choose Deployment Zone

The deployment maps for these missions will tell you which deployment zone is the Defenders. Some deployment maps for these missions will tell you where the Attackers deployment zone is, but many will not. In these cases, the Attacker chooses one battlefield edge to be theirs (the opposite battlefield edge is then the Defender’s). The Attackers deployment zone is then any part of the battlefield within a specified distance of their battlefield edge, that distance defined in the following table:

DEPLOYMENT ZONE
SIZE OF ATTACKER’S DEPLOYMENT ZONE
Combat Patrol/Incursion4"
Strike Force6"
Onslaught10"

10. Declare Reserves and Transports

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

Attacker
  • Unless stated otherwise, no more than two thirds of the total number of units in the Attackers army can be Reserve and/or Reinforcement units, and the combined Power Ratings of all the Attackers 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 two thirds of the Attackers army’s Power Level, even if every unit in the Attacker’s army has an ability that would allow them to be set up elsewhere.
  • It costs the Attacker 0CP to set units up in Strategic Reserves.
  • The Attacker’s Reinforcement units cannot arrive on the battlefield in the first battle round unless they have an ability that specifically states otherwise (e.g. ‘Drop Pod Assault’), but the Attacker’s Strategic Reserve units can attempt to arrive on the battlefield during the first battle round.
  • Each time one of the Attacker’s Strategic Reserves units wishes to arrive from Strategic Reserves, the Attacker must first pass a Reserve roll. To do so, roll one D6 and consult the Reserve Roll table. If the roll does not equal or beat the roll shown, that unit cannot arrive this turn.
  • When they arrive from Strategic Reserves, the Attacker’s units can use the Shock Tactics rule.
Defender
  • Unless stated otherwise, no more than one third of the total number of units in the Defender’s army can be Reserve and/or Reinforcement units, and the combined Power Ratings of all the Defender’s 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 one third of the Defenders army’s Power Level (excluding the Defender’s additional Fortifications), even if every unit in the Defender’s army has an ability that would allow them to be set up elsewhere. Exclude units with the Fortification Battlefield Role when calculating this.
  • The Defender’s Strategic Reserve and Reinforcement units can never arrive on the battlefield in the first battle round, even if they have an ability that specifically states otherwise (e.g. ‘Drop Pod Assault’).
  • Each time one of the Defender’s Strategic Reserves units wishes to arrive from Strategic Reserves, the Defender must first pass a Reserve roll. To do so, roll one D6 and consult the Reserve Roll table. If the roll does not equal or beat the roll shown, that unit cannot arrive this turn.
Any Strategic Reserve or Reinforcement unit that has not arrived on the battlefield by the end of the fourth 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 Defender now sets up all their remaining units, anywhere that is wholly within their deployment zone and more than 6" from the Attackers deployment zone. The Attacker then sets up all their remaining units, anywhere that is wholly within their deployment zone.

If a model from your army is so large that it cannot physically be set up wholly within your deployment zone (i.e. the smallest dimension of that model is greater than the depth of your deployment zone), it must be set up so that it is touching your battlefield edge. In the first battle round, that model’s unit cannot do any of the following: make a Normal Move, Advance, Fall Back, attempt to manifest or deny psychic powers, make any attacks with ranged weapons, declare a charge, perform a Heroic Intervention, perform any actions or psychic actions. Models in such units count as having moved a distance in inches equal to their Move (M) characteristic in their first Movement phase. If the unit has a minimum Move characteristic, it counts as having moved its maximum Move characteristic.

If both players have units with abilities that allow them to be set up ‘after both armies have deployed’, the players must roll off after all other units have been set up and alternate setting up these units, starting with the winner.

12. Determine First Turn

Unless the mission briefing says otherwise, the Attacker has the first turn.

13. Resolve Pre-battle Abilities

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

14. Begin the Battle

The first battle round begins. During the battle, the Attacker will have access to the Planetstrike Attacker Stratagems, and can spend CP to use them, and the Defender will have access to the Planetstrike Defender Stratagems, and can spend CP to use them.

15. Resolve Firestorm

The Attacker resolves their Firestorm at the start of the first battle round, before the first turn begins. After this, the players continue to resolve battle rounds until the battle ends.

16. Ending the Battle

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

17. Determine Victor

At the end of the battle, the player with the most victory points is the winner. If players are tied, the battle is a draw. Each player can score a maximum of 90 victory points from mission objectives (any excess victory points awarded v 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, neither player can claim the bonus.

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.

Max VPs

In Planetstrike missions, each mission objective can only score players a certain number of victory points. This is denoted by ‘Max x VPs’ in parenthesis after the name of the objective in question. Once a player has scored ‘x’ victory points from that objective, they cannot score any more victory points from it, and must instead score from other mission objectives. For example, if a mission objective had ‘(Max 30 Vps)’, each player can score a maximum of 30 victory points from it during that mission.

18. 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 unit’s Crusade card accordingly.

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

2. Update Experience Points
Each unit that had a Crusade card that took part in the battle gains experience points as follows (mark on each unit’s Crusade card accordingly):
  • Battle Experience: Each unit that was part of your army list for this battle gains 1 experience point.
  • Marked for Greatness: Select one unit that was part of your army list for this battle; that unit gains 3 experience points.
  • Dealers of Death: A unit gains 1 experience point for every third enemy unit it has destroyed in total. If a unit’s ‘enemy units destroyed in total’ combat tally has increased 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 unit’s Crusade card must be updated to reflect any and all changes.

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

19. 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.

Planetstrike Mission Rules

A Planetstrike mission will list all the mission rules it has. Certain mission rules are common to many Planetstrike missions and are only referenced on the mission rather than described in full. These are described below:


Reserve Rolls

Reserves are vital to the strategies of many armies. Defensive reserves can plug holes in battle lines. Attacking reserves can smash through a newly made breach in enemy defences.

Unless stated otherwise, each time one of the Attacker’s or Defender’s Strategic Reserve units wishes to arrive from Strategic Reserves, the controlling player must first pass a Reserve roll for it:

RESERVE ROLL
BATTLE ROUNDATTACKER’S RESERVES ARRIVE ON
Units with the Fast Attack, Dedicated Transport or Flyer Battlefield RolesOther Units
13+4+
22+3+
3Automatic2+
4AutomaticAutomatic
BATTLE ROUNDDEFENDER’S RESERVES ARRIVE ON
Units with the Fast Attack, Dedicated Transport or Flyer Battlefield RolesOther Units
1N/AN/A
23+4+
32+3+
4AutomaticAutomatic

Note that if the entry says automatic, that unit no Reserve roll is required - that unit automatically arrives.

  • Units must pass a Reserve roll in order to arrive from Strategic Reserves.
  • Units always arrive from Strategic Reserves during the fourth battle round.

Shock Tactics

The attacker s forces rain from the skies to assault the defenders.

During the first battle round, each time one of the Attacker’s units arrives from Strategic Reserves, it can either be set up wholly within 6" of the Attacker’s Battlefield Edge or, if it is an INFANTRY unit, a BEAST unit, a SWARM unit or a unit that can FLY, it can be set up anywhere on the battlefield that is more than 9" from any enemy models, even if enemy models have a rule that would otherwise prohibit models from being set up within a specified range of them. All the other rules for setting up Strategic Reserves continue to apply. During the second and subsequent battle round, each time one of the Attacker’s units arrives from Strategic Reserves, if it is an INFANTRY unit, a BEASTS unit, a SWARMS unit or a unit that can FLY, it can be set up anywhere on the battlefield that is more than 9" from any enemy models. All the other rules for setting up strategic reserves continue to apply.

  • In the first battle round, Attacker’s Strategic Reserves units are set up wholly within 6" of their battlefield edge.
  • If the Attacker’s Strategic Reserves unit is INFANTRY, BEAST, SWARM or it can FLY, it can be set up anywhere on the battlefield that is more than 9" from any enemy models (even during the first battle round).

Firestorms

The planetary invasion is preceded by a fierce firestorm, to weaken defences, slay defenders and shatter morale.

At the start of the first battle round, but before the first turn begins, the Attacker launches the Firestorm. To do so, they must first set up six Firestorm markers (or dice) numbered 1 through 6 anywhere on the battlefield that is at least 9" apart from any other Firestorm marker. Once these have all been placed, the Attacker makes a number of Firestorm Attacks.

Unless otherwise specified, the number of Firestorm Attacks made depends on the combined Power Ratings of all the Defender’s units that have the Fortification Battlefield Role, as shown below:

FIRESTORM ATTACKS
Combined Power Ratings of Defender’s units with Fortification Battlefield RoleFirestorm Attacks Made
0-10D3
11-19D3+1
20-29D3+2
30-39D3+3
40-49D3+4
etc.etc.

Each Firestorm Attack must be resolved one at a time. Each time a Firestorm Attack is made, the Attacker must roll one D6 to determine which Firestorm marker is hit: every unit within 3" of the centre of the corresponding Firestorm marker suffers D3+3 mortal wounds, and every other unit within 4-6" of the centre of the corresponding Firestorm marker suffers D3 mortal wounds. Once all Firestorm Attacks have been made, remove all the Firestorm markers (or dice) from the battlefield, and continue with the remainder of the battle round.

Note that if a unit has a rule that lets it be redeployed into Strategic Reserves after the Attacker has launched the Firestorm, and it suffered one or more casualties during the Firestorm Attacks, it only needs to take a Morale test during this turn’s Morale phase if it is actually on the battlefield during this turn’s Morale phase.

  • Attacker launches Firestorm at the start of the first battle round, before the first turn begins.
  • Attacker first sets up six Firestorm markers on battlefield at least 9" apart from each other.
  • The Attacker makes a number of Firestorm Attacks as shown in the above table.
  • Each time a Firestorm Attack is made, roll one D6 to see which Firestorm marker is hit.
  • Every unit within 3" of the centre of the hit Firestorm marker suffers D3+3 mortal wounds; every other unit within 4-6" of the centre of that marker suffers D3 mortal wounds.

Firestorms and Cult Ambush Markers

If the Defender has GENESTEALER CULTS units that have deployed using Cult Ambush markers, then each time a Firestorm Attack is made, if a Cult Ambush marker is within range of a Firestorm marker when it is hit, keep a cumulative note of how many mortal wounds would have been suffered by it if it were an enemy unit. When that Cult Ambush marker is revealed, if a unit is set up it immediately suffers that many mortal wounds.

  • Genestealer Cult Ambush markers accrue mortal wounds inflicted by Firestorms.
  • When a Cult Ambush marker is revealed, if it is a unit, it immediately suffers the mortal wounds its marker had accrued.

If the Defender’s army contains any GENESTEALER CULTS units, they also gain access to the following Stratagem, and can use CPs to use it.

SUBTERRANEAN DEFENCE1CP
Genestealer Cults – Strategic Ploy Stratagem

The cult has long prepared for an orbital bombardment, and can take shelter beneath the ground at a moment’s notice.

Use this Stratagem if your army contains any GENESTEALER CULTS units and you are the Defender in a Planetstrike mission, before revealing your Cult Ambush markers. For each CP spent on this Stratagem, you can select a different one of your Cult Ambush markers. Halve the number of mortal wounds noted for that Cult Ambush marker (rounding down), before revealing it and resolving the remaining mortal wounds (if any).

Planetary Control

When seizing a planet, momentum is everything for an attacker. As soon as they have made a beachhead they must move quickly to capture more territory before the defender can react.

In Planetstrike missions, if you control an objective marker at the end of your Command phase, it remains under your control unless your opponent controls it at the end of any subsequent phase, even if you have no models within range of it.

At the start of the battle, all objective markers are controlled by the Defender, even if there are no models within range of it.

  • In Planetstrike missions, if a player controls an objective marker in their Command phase, it remains under their control even if there are no models in range of it, until the opposing player controls it at the end of any subsequent phase.
  • At the start of a battle, all objective markers are controlled by the Defender.

Strongholds

Planetary forces often form their defences around towering bastions and outposts. Inevitably, these strongholds become vital lynchpins about which the fate of a battle will be decided.

In Planetstrike missions, objective markers can be placed within TRANSPORT BUILDINGS. Only one objective marker can be placed within each such BUILDING. If an objective marker is placed within such a BUILDING, it gains the STRONGHOLD keyword.

The following rules apply when determining who controls a STRONGHOLD (and hence the objective marker inside it):
  • STRONGHOLDS count as objective markers during the battle and can be controlled as such. Any rules that apply to a unit while it is within range of an objective marker apply while it is within the same range of a STRONGHOLD.
  • Like other objective markers in Planetstrike missions, STRONGHOLDS start the battle controlled by the Defender.
  • Models that are embarked within a STRONGHOLD are counted towards the number of models that player has within range of it. If any of these units has the objective secured ability, that player will control that STRONGHOLD (and hence that objective marker), even if there are more enemy models within range of that STRONGHOLD.
  • If both players have models with the objective secured ability (or a similar ability) within range of the same STRONGHOLD, then that STRONGHOLD is Besieged.
  • A Besieged STRONGHOLD is not controlled by either player during the battle, but at the end of the battle, all Besieged STRONGHOLDS count as being controlled by the Attacker.
If a STRONGHOLD is destroyed and the model is removed from the battlefield, then before any unit(s) that were embarked within that STRONGHOLD units are set up on the battlefield, the Attacker first sets up an objective marker as close as possible to the centre of where the destroyed building was. If the STRONGHOLD model is not removed from the battlefield, treat its ‘wreck’ as one large objective marker for the rest of the battle instead.

  • One objective marker can be placed inside each of the Defender’s TRANSPORT BUILDINGS. These are called STRONGHOLDS.
  • STRONGHOLDS are controlled just like objective markers. Units embarked within are counted when determining which player controls it.
  • If both players have models with the objective secured ability within range of the same STRONGHOLD, it is Besieged.
  • A Besieged STRONGHOLD is not controlled by either player during the battle, but is controlled by the Attacker at the end of the battle.
  • If a STRONGHOLD is destroyed and removed from the battlefield, the Attacker replaces it with an objective marker.

Planetstrike Stratagems

If you are playing a Planetstrike mission, then the Attacker has access to the Planetstrike Attacker Stratagems shown here, and the Defender has access to the Planetstrike Defender Stratagems, and the players can spend CPs to use them.

Attacker Stratagems

RAPID DROP ASSAULT1CP
Planetstrike Attacker – Battle Tactic Stratagem

The generals of the attacking forces are adamant that their target should fall, and have tasked their elite troops to spearhead the assault in order to achieve their goal.

Use this Stratagem in your Charge phase, before declaring a charge with a unit from your army that arrived from Strategic Reserves this turn. Until the end of the phase, if that unit has the INFANTRY, BEAST, SWARM or FLY keyword, each time you make a charge roll for that unit, roll one additional D6 and then discard one D6 of your choice.
SCORCHED SKIES3CP
Planetstrike Attacker – Battle Tactic Stratagem

Some invasion forces employ such an unrelenting barrage of Drop Pods and heavy munitions that the skies turn into a roiling maelstrom. In the final moments before a planetfall, the defenders witness the skies themselves tear and burn.

Use this Stratagem before you launch the Firestorm. When you launch the Firestorm, if you are playing a Combat Patrol or Incursion battle, make an 1 additional Firestorm Attack, or if you are playing a Strike Force or Onslaught battle, make D3 additional Firestorm Attacks. You can only use this Stratagem once.
DARKEN THE SKIES2CP/3CP
Planetstrike Attacker – Strategic Ploy Stratagem

Whether by taking advantage of an eclipse, blotting out the sun with the bulk of a vast spacecraft or inducing darkness with even more esoteric means, the attackers bring the shroud of night to the battlefield for a few vital moments.

Use this Stratagem at the start of the battle round. Until the end of the battle round, each time a ranged attack is made against a target unit that is more than 12" away, subtract 1 from that attacks hit roll. You can only use this Stratagem twice during the battle. If it is the first time you are using this Stratagem during a battle, it costs 2CP; otherwise, it costs 3CP.
TECHNO-SPIRIT CURSE1CP/2CP
Planetstrike Attacker – Strategic Ploy Stratagem

The attacker has assailed the enemy strongholds with a terrible electronic affliction, causing their bastions and automated weapons systems to malfunction and even jam at critical moments.

Use this Stratagem at the start of your opponent’s Shooting phase. Select one BUILDING on the battlefield. Until the end of the turn, each time that model makes a ranged attack, subtract 1 from that attack’s hit roll. If that BUILDING is TITANIC, this Stratagem costs 2CP; otherwise, it costs 1CP. Each Building can only be selected for this Stratagem once per battle.
GROUND OBSERVER1CP
Planetstrike Attacker – Strategic Ploy Stratagem

The attacking forces have planted forward observers deep within the enemy territory. Their covert signals enable not only the main invasion force a far greater chance of making a successful planetfall, but also their ordnance to slam home with unfailing accuracy.

Use this Stratagem when resolving a Firestorm Attack, after rolling to determine which Firestorm marker is hit, or in your Movement phase, after you have failed a Reserve roll.
  • If you use this Stratagem when resolving a Firestorm Attack, you can change the result of the D6 roll by +1 or -1 (if you modify a roll of 1 by -1, it becomes a 6, and if you modify a roll of a 6 by +1, it becomes a l).
  • If you use this Stratagem in your Movement phase, that Reserve roll is considered to have been passed instead.
You can only use this Stratagem twice, unless you are playing an Incursion mission (in which case you can use it up to three times), or a Strike Force Mission (in which case you can use it up to four times), or an Onslaught mission (in which case you can use it up to five times).
HEAVY DUTY DROP1CP
Planetstrike Attacker – Strategic Ploy Stratagem

The bulk lifter pilots who deploy an invasion’s support fighters can, in desperate circumstances, drop their cargo directly onto the field of battle. These emergency drops are notoriously risky, as no bulk lifter wants to hang about over a battlefield for long!

Use this Stratagem in your Movement phase, when a VEHICLE or MONSTER unit from your army (excluding TITANIC units) arrives from Strategic Reserves, before setting that unit up. That unit can be set up anywhere on the battlefield that is more than 9" from any enemy models.
LASERBURN2CP
Planetstrike Attacker – Strategic Ploy Stratagem

In the still of the void above, crosshairs fall upon the image of a doomed stronghold. Without warning, a pillar of searing ruby light flashes downwards and carves a great scar across the planet’s surface.

Use this Stratagem in your Command phase. Place three Firestorm markers (or dice), numbered 1-3, anywhere on the battlefield such that all three are within 12" of each other. At the start of your next Command phase, roll two D3s (roll again if a double is rolled until two different results are rolled). Draw a straight, imaginary line between the two corresponding Firestorm markers, and then roll one D6 for each unit that this line crosses over, adding 1 to the result if that unit is a BUILDING: on a 2-5, that unit suffers D3 mortal wounds; on a 6+, it suffers D3+3 mortal wounds instead. The Firestorm markers are then removed. You can only use this Stratagem once.
HIGH YIELD FIRESTORM1CP
Planetstrike Attacker – Wargear Stratagem

With a tremendous roar, massive, high-yield ordnance hurtles out of the bruised skies into the ranks of the warriors below, destroying every structure caught in the resultant explosion in a blinding conflagration.

Use this stratagem when resolving a Firestorm Attack, before rolling to determine which Firestorm marker is hit. When resolving that Firestorm Attack, each BUILDING unit within 6" of the centre of the corresponding Firestorm marker suffers an additional D3 mortal wounds.

Defender Stratagems

RAPID REINFORCEMENTS1CP/2CP
Planetstrike Defender – Battle Tactic Stratagem

The planetary defenders maintain strong supply lines. This enables them to react swiftly to repulse the invader's forces.

Use this Stratagem in your Movement phase, before making any Reserve rolls. If you spent 2CP on this Stratagem, select up to two of your Strategic Reserves units; otherwise, select one of your Strategic Reserves units. Those units automatically arrive this turn - no Reserve rolls are required.
COORDINATED REDEPLOYMENT2CP
Planetstrike Defender – Strategic Ploy Stratagem

As the invaders’ deployment patterns reveal themselves and fresh intel on their attack plans is assessed, the defenders must redress their lines to ensure that they can survive the initial onslaught and strike the foe where they are weakest.

Use this Stratagem at the start of the first battle round after the Attacker has set up their Firestorm markers, but before they have launched the Firestorm. Select up to three units from your army that are in your deployment zone and redeploy them (you cannot select units with the Fortification Battlefield Role). Any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first. You can only use this Stratagem once.
FOXHOLES2CP
Planetstrike Defender – Strategic Ploy Stratagem

The defenders have wasted no time in digging themselves in, honeycombing the land with makeshift trenches and foxholes.

Use this Stratagem at the start of the first battle round, after the Firestorm has been resolved. Until the end of the battle round, all units in your army (except AIRCRAFT, BUILDING and TITANIC units) that are wholly within your deployment zone gain the benefit of Light Cover and Heavy Cover.
TARGETING JAMMERS1CP/3CP
Planetstrike Defender – Wargear Stratagem

The defender has deployed powerful jamming emitters that scramble orbital targeting sensors, throwing the invader's bombardments off.

Use this Stratagem at the start of the first battle round, after the Attacker has set up their Firestorm markers but before they launch the Firestorm. If you spent 1CP, you can select one of those markers; if you spent 3CP, you can select two of those markers. You can move each of the Firestorm markers you selected by up to 2D6" in any direction, rolling separately for each marker. The markers cannot be moved off the battlefield.
DROP ZONE DENIAL2CP/3CP
Planetstrike Defender – Strategic Ploy Stratagem

The defenders expect an orbital drop from the invaders, and have sought to make it as hazardous as possible. Flooded fields, obstacles and raging fires all render areas impossible for a landing.

Use this Stratagem at the start of the battle round. Select one battlefield edge that is not the Attacker’s battlefield edge. Until the end of that battle round, none of the Attackers Strategic Reserves can be set up within 6" of that battlefield edge. You can only use this Stratagem twice during the battle. If it is the first time you are using this Stratagem during a battle, it costs 2CP; otherwise, it costs 3CP.
STASIS TRAP2CP
Planetstrike Defender – Strategic Ploy Stratagem

The defender has secreted one of the most arcane weapons in the 41st Millennium - a stasis field trap. When triggered, the unfortunate attacker is wreathed in a shimmering force field that temporarily holds it imprisoned in a pocket of time like an insect in amber.

Use this Stratagem at the start of the Fight phase. Select one unit in your opponent’s army that made a charge move during this turn. That unit is not eligible to fight until after all other eligible units have fought this phase.
DIRECTIONAL POWER FIELD1CP
Planetstrike Defender – Strategic Ploy Stratagem

The defenders have activated an ancient device that can generate a localised power field, and though it will provide only temporary reprieve from the orbital barrage, it should hold out long enough.

Use this Stratagem at the start of the first battle round, when your opponent launches the Firestorm and before any Firestorm Attacks are made. Select one unit from your army. Until the Firestorm has been resolved, each time a model in that unit suffers a mortal wound, roll one D6: on a 4+, that wound is not lost.
KRAK MINES2CP
Planetstrike Defender – Strategic Ploy Stratagem

The defender has placed a series of minefields across the wastes of no man’s land, each surrounded by nests of krak grenades on hair-thin triggers. Should the enemy use these as coordinates for their planetary landing they are in for a very nasty surprise...

Use this Stratagem in your opponent’s Movement phase, after they have set up a Reinforcement or Strategic Reserves unit on the battlefield anywhere that is not wholly within the Attacker’s deployment zone. Roll three D6s for each VEHICLE or MONSTER model in that unit, and one D6 for every other model in that unit. For each roll of 5+, that unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). You can only use this Stratagem once.

Agendas

These Agendas can be selected for Planetstrike games in addition to those in other publications. Only the Attacker can select from the Planetstrike Attacker category, and only the Defender can select from the Planetstrike Defender category. These are new categories of Agendas, and follow all the normal rules for Agendas (for example, when you select Agendas, you cannot choose more than one from each category).

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

Planetstrike Attacker Agendas

DESPERATE LAST PUSH
Planetstrike Attacker Agenda
At the end of the battle, for each objective marker on the battlefield you control, you can select one unit from your army that is within range of that objective marker (excluding AIRCRAFT units). That unit gains 1 experience point (if that unit has the objective secured ability, it gains 2 experience points instead). In addition, if there are at least four objective markers on the battlefield,and you control every objective marker, you gain 1 Requisition point.
DEATH FROM ABOVE
Planetstrike Attacker Agenda
Keep a Death From Above tally for each unit from your army. During the turn in which one of your units arrived from Strategic Reserves:
  • Add 2 to that unit’s Death From Above tally each time it destroys an enemy unit.
  • At the end of each phase, add 1 to that unit’s Death From Above tally if it failed to destroy any enemy units, but it destroyed one or more enemy models during that turn.
Each unit gains 1 experience point for every mark on its Death From Above tally.
PLANETQUAKE BOMB
Planetstrike Attacker Agenda
If you selected this Agenda, then after both sides have finished deploying, your opponent must set up one objective marker anywhere on the battlefield. This objective marker represents the planetquake bomb, but does not count as an objective marker for any rules purposes other than for this Agenda. Keep a Planetquake Bomb tally for each unit in your army. INFANTRY units in your army can attempt the following action:

Prime Planetquake Bomb (Action): At the end of your Movement phase, one INFANTRY unit from your army that is within 3" of the Planetquake Bomb 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. If completed, add 1 to that unit’s Planetquake Bomb tally.

If this action has been completed two or more times during the battle, then each unit gains 4 experience points for every mark on its Planetquake Bomb tally (to a maximum of 6 experience points).
RAZE AND RUIN
Planetstrike Attacker Agenda
Keep a Raze and Ruin tally for each unit from your army.
  • Add 1 to your WARLORD’s Raze and Ruin tally if one or more STRONGHOLD units were destroyed during the battle.
  • Add 1 to a unit’s Raze and Ruin tally each time it destroys an enemy BUILDING model with a Wounds characteristic of 10 or more (add 2 to its tally instead if the BUILDING model has a Wounds characteristic of 20 or more).
Each unit gains 3 experience points for every mark on its Raze and Ruin tally.

Planetstrike Defender Agendas

THE TABLES TURNED
Planetstrike Defender Agenda
Keep a Tables Turned tally for each unit from your army. Add 1 to a unit’s Table’s Turned tally each time it destroys an enemy unit that arrived from Strategic Reserves during this battle.
  • Each unit gains 1 experience point for every mark on its Tables Turned tally.
  • If 5 or more units from your army have at least 1 mark each on their Tables Turned tally, you gain 1 Requisition point.
REPEL THE FOE
Planetstrike Defender Agenda
At the end of each battle round, for each objective marker on the battlefield you control, you can select one unit from your army that is within range of that objective marker (excluding AIRCRAFT units, but including units embarked within STRONGHOLDS). Add 1 to that unit’s Repel the Foe tally.
  • At the end of the battle, the unit in your army that has the highest Repel the Foe tally earns 2 experience points. If two or more units are tied, you choose which unit achieves this Agenda.
  • If there are at least three objective markers on the battlefield, and you control at least half of them at the end of the battle, every unit with at least one mark on its Repel the Foe tally earns 1 experience point (this is cumulative with the bullet point above).
COORDINATE THE DEFENCE
Planetstrike Defender Agenda
Keep a Coordinate the Defence tally for each CHARACTER unit from your army. Add 1 to a unit’s Coordinate the Defence tally each time it successfully completes the following action:

Coordinate the Defence (Action): One CHARACTER unit from your army can start to perform this action at the end of your Command phase if it is within 6" of the centre of the battlefield. The action is completed at the start of your next Command phase. Each time this action is completed by your WARLORD, roll one D6: on a 4+, you gain 1 Command point.
  • If a CHARACTER unit’s Coordinate the Defence tally is 3 or more, it earns 3 experience points.
  • If a CHARACTER unit’s Coordinate the Defence tally is 4 or more, you earn 1 Requisition point.
DEFIANT TO THE END
Planetstrike Defender Agenda
At the end of the battle, so long as you control at least one objective marker, each unit from your army that is on the battlefield, including units that are embarked in TRANSPORTS that are on the battlefield, gains 1 experience point.

Planetstrike Battle Traits

When a unit gains a Battle Trait after a Planetstrike battle, you can use one of the tables below, depending on whether you were the Attacker or the Defender during that battle. If you do, roll one D6 and consult the appropriate table to randomly determine what Battle Trait the unit gains, or choose one 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.

BATTLE TRAITS (ATTACKER ONLY)
D6TRAIT
1Siege Breaker
You can re-roll charge rolls for this unit during a turn in which it declares a charge against one or more of the following:
2Burner of Worlds
  • When this unit arrives from Strategic Reserves, until the end of the turn, each time a model in this unit makes an attack, the target does not receive the benefits of cover against that attack.
  • If you are playing a Planetstrike mission, when you unleash the Firestorm, for each unit with this trait that is in your Crusade army, you can re-roll one dice when determining which Firestorm marker is hit.
3Fortress Destroyer
Each time a model in this unit makes an attack against a BUILDING unit, re-roll a wound roll of 1.
4Masters of Timing
  • This unit can treat the battle round as being 1 higher than it actually is for the purposes of arriving from Strategic Reserves.
  • If a Reserve roll is required to determine if this unit arrives from Strategic reserves, add 1 to the Reserve roll.
5Precision Target
When this unit arrives from Strategic Reserves, make a note of the closest visible enemy unit to that unit. Until the end of the battle, each time a model in this unit makes an attack against that enemy unit, add 1 to that attack’s hit roll.
6Strategic Attacker
  • If you are the Attacker, then at the start of your first Command phase, roll one D6 for each unit in your Crusade army that has this trait. If one or more results of 4+ are rolled, you gain 1CP.
  • If you are playing a Planetstrike battle, then once per battle, when you use a Planetstrike Attacker Stratagem, that Stratagem costs one fewer CP to use (to a minimum of 0CP) for each unit in your Crusade army with this trait. Note that the CP cost is only reduced by 1CP for that use of the Stratagem, any future usages of it cost the normal amount of CPs.
BATTLE TRAITS (DEFENDER ONLY)
D6TRAIT
1Protector of Worlds
  • While this unit is wholly within its own deployment zone, it has the Objective Secured ability
  • While this unit is receiving the benefits of cover, enemy models cannot use rules that would allow their ranged attacks to ignore the benefits of cover against this unit.
2Fortress Commanders
  • While this unit is embarked within a BUILDING, each time an attack is made against that BUILDING, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making the attack may have.
  • Each time this unit is selected to shoot while it is either embarked within a BUILDING unit, or while it is within 6" of a friendly BUILDING, you can re-roll one hit roll or one wound roll.
3Lords of Ambush
  • If the mission uses the Strategic Reserves rules, this unit can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves.
  • If a Reserve roll is required to determine if this unit arrives from Strategic Reserves, add 1 to the Reserve roll.
4Prescient Defender
  • Each time a wound is allocated to a model in this unit, if the attacking model arrived from Strategic Reserves this turn, models in this unit have a 4+ invulnerable save against that attack.
  • If you are playing a Planetstrike mission, until the Firestorm has been resolved, roll one D6 each time a model in this unit suffers a mortal wound: on a 5+, that wound is not lost.
5Counterfire Masters
Each time a model in this unit makes a ranged attack, if the target of that attack arrived from Strategic Reserves during this battle, add 1 to that attack’s hit roll.
6Strategic Defender
  • If you are the Defender, then at the start of your first Command phase, roll one D6 for each unit in your Crusade army that has this trait. If one or more results of 4+ are rolled, you gain 1CP.
  • If you are playing a Planetstrike battle, then once per battle, when you use a Planetstrike Defender Stratagem, that Stratagem costs one fewer CP to use (to a minimum of 0CP) for each unit in your Crusade army with this trait. Note that the CP cost is only reduced by 1CP for that use of the Stratagem, any future usages of it cost the normal amount of CPs.

Planetstrike Missions in a Pankallis Assault Campaign

War Zone Octarius Act 1: Rising Tide is not only set in the Octarius Sector, but also describes how to run a campaign all about planetary invasions. As such, the Planetstrike missions in this pack are ideally suited to be incorporated into that campaign system. If you are running a Pankallis Assault Campaign from that book, then the Campaign Master should feel free to make use of this mission pack as they see fit. Below you will find some ready to use campaign trees that you can use for one or more phases of a Pankallis Assault Campaign. These only use missions that are found in this mission pack. Note that the stage 3 bonus for the final phase must always be Death or Glory (but if this is not the final phase in the campaign, an alternative is suggested). The Campaign Master should feel free to photocopy and use these, modify them, or simply use them as inspiration when making their own campaign trees.

Example Campaign Trees

Example 1: Planetary Incursion (Combat Patrol and Incursion)

Example 2: Planetary Invasion (Incursion and Strike Force)

Example 3: Planetary Onslaught (Strike Force and Onslaught)

Combat Patrol Missions

Combat Patrol Mission

Vanguard Operations
 1

MISSION BRIEFING
Prior to the main fleet making orbit, the invaders have launched a small vanguard force to disable an early-warning sensor array in a sudden assault, aiming to overwhelm the garrison and disable the site before they can raise the alarm.

MISSION RULES
Firestorms, Planetary Control, Reserve Rolls, Shock Tactics, Strongholds

Objective Markers: The Defender places three objective markers on the battlefield. If there are any TRANSPORT BUILDINGS on the Battlefield, one objective marker can be placed within each, as described in the rules for STRONGHOLDS. Other objective markers can be placed anywhere on the battlefield that is more than 6" from any battlefield edge, 6" from any STRONGHOLD, and 9" from any other objective marker.

Raise the Alarm: INFANTRY units in the Defender’s army can attempt to perform the following action:

Raise the Alarm (Action): One INFANTRY unit from your army can start to perform this action at the end of your Movement phase if it is within range of an objective marker you control. A unit cannot start this action while there are any enemy units (excluding AIRCRAFT) in range of the same objective marker. The action is completed at the start of your next Command phase so long as the unit is still within range of the same objective marker and you still control that objective marker.

MISSION OBJECTIVES
Victory points are awarded as follows (remember that STRONGHOLDS count as objective markers):

SECURE DROP SITES
Progressive Objective (Max 60 Vps)
At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
This objective cannot be scored in the first battle round.
DROP ZONE SECURE
End Game Objective (Max 40 Vps)
  • A player scores 10 victory points for each objective marker they control.
  • The Attacker scores 5 victory points for each of the Defender’s STRONGHOLDS that was destroyed during the battle.
ALARM RAISED
End Game Objective (Max 15 Vps)
  • If the Raise the Alarm action was completed three or more times during the battle by units in the Defender’s army, the Defender scores 15 victory points.
  • If the Raise the Alarm action was not completed at all during the battle by units in the Defender’s army, the Attacker scores 10 victory points.

VICTOR BONUS
The victor can select one unit from their army. If that unit can gain a Battle Honour, it gains a Planetstrike Battle Trait of your choice. Make a note of that Battle Trait on that unit’s Crusade card and increase its Crusade points accordingly.

Combat Patrol Mission

Drop and Demolish
 2

MISSION BRIEFING
A lone outpost, situated in a remote location so as not to draw attention, secretly contains an uplink to the planetary defence network. If this relay can be demolished or subverted, the orbiting defence guns will be silenced, paving the way for a full scale invasion.

MISSION RULES
Firestorms, Planetary Control, Reserve Rolls, Shock Tactics, Strongholds

Vital Outpost: When the Defender creates the battlefield, the first Fortification or terrain feature they set up must be placed on the centre of the battlefield. If the Defenders army includes any TRANSPORT BUILDINGS, they must set up one of these first; otherwise, if their army includes any other BUILDINGS, they must instead set up one of these first.

The terrain feature set up in the centre of the battlefield is the Defenders Vital Outpost. If the Vital Outpost is a BUILDING, then for the duration of the battle, roll one D6 each time a model in that unit suffers a mortal wound; on a 4+, that wound is not lost.

If the Vital Outpost is an Obstacle or Area Terrain feature, it gains the Light Cover and Heavy Cover terrain traits, as described in the Warhammer 40,000 Core Book.

Objective Markers: The Defender places one objective marker on the battlefield. If the Defenders Vital Outpost is a TRANSPORT BUILDING, it must be within it, as described in the rules for STRONGHOLDS. Otherwise, this objective marker must be placed as close to the centre of the battlefield as possible and this is their Vital Outpost (it must be placed in a position that is accessible to models).

Disable: Units in the Attackers army can attempt the following action:

Disable (Action): One unit from your army can start to perform this action at the end of your Movement phase if it is within range of an objective marker (excluding a STRONGHOLD), and no enemy units (excluding AIRCRAFT) are within range of that objective marker.

The action is completed at the end of your turn. If this action is successfully completed, that objective marker is disabled.

MISSION OBJECTIVES
Victory points are awarded as follows (remember that STRONGHOLDS count as objective markers):

STORM STRONGPOINT
Progressive Objective (Max 60 Vps)
At the end of each players Command phase, the player who controls the objective marker scores 15 victory points. This objective cannot be scored in the first battle round.
DEMOLISH, DISABLE OR DEFEND
End Game Objective (Max 60 Vps)
  • If the Defender controls the Vital Outpost, they score 30 victory points.
  • If the Vital Outpost was a STRONGHOLD, and it is besieged, the Attacker scores 15 victory points.
  • If the Vital Outpost was a STRONGHOLD that has been destroyed during the battle, the Attacker scores 30 victory points.
  • If the Disable action was completed by a unit in the Attackers army during the battle, the Attacker scores 30 victory points.

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



Designer’s Note: If possible, we recommend the Vital Outpost be a single small Fortification, such as an Imperial Bunker or an Aegis Defence Line with a Weapon Emplacement. Alternatively, a ruin or any impressive terrain feature that the Defender can protect with a garrison of warriors will suffice.

Combat Patrol Mission

Evac Under Fire
 3

MISSION BRIEFING
A sudden bombardment heralds an attack against an installation protecting a rare and valuable artefact. The defenders must hold their ground and maintain their flakk attacks. If they do not, they will be overrun and the artefact will fall into enemy hands.

MISSION RULES
Firestorms, Planetary Control, Reserve Rolls, Shock Tactics, Strongholds

The Relic: The Relic is represented by an objective marker that starts the battle in the centre of the battlefield. No Fortifications or terrain features can be set up within 3" of the centre of the battlefield. The Relic can be carried if a unit successfully completes the Carry Relic action (see below). If this model is destroyed (even if it is subsequently resurrected or returns to the battlefield), place the Relic objective marker as close as possible to the spot where the destroyed model was. While it is carrying the Relic, that model’s unit cannot embark within a TRANSPORT unless it is a STRONGHOLD, nor can it use any rule that enables it to be removed from the battlefield and set back up again.

INFANTRY units from either players army can attempt to perform the following action:

Carry Relic (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 Relic 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 the Relic.

Objective Markers: The Defender places three other objective markers on the battlefield. One (and only one) must be placed within the Defenders Evac Zone. If there are any TRANSPORT BUILDINGS on the battlefield, one objective marker can be placed within each, as described in the rules for STRONGHOLDS. Other objective markers can be placed anywhere on the battlefield that is more than 6" from any battlefield edge, 6" from any STRONGHOLD, and 9" from any other objective marker.

Flakk Attack: Each time the Attacker makes a Reserve roll in this mission, subtract 1 from the result.

MISSION OBJECTIVES
Victory points are awarded as follows (remember that STRONGHOLDS count as objective markers):

SECURE DROP SITES
Progressive Objective (Max 60 Vps)
At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
This objective cannot be scored in the first battle round.
THE RELIC
End Game Objective (Max 40 Vps)
If a model from the Defender’s army is carrying the Relic, and that model is wholly within the Defender’s Evac Zone (or is within a STRONGHOLD that is wholly within the Defender’s Evac Zone), the Defender scores 40 victory points. Otherwise, the Attacker scores 40 victory points.

VICTOR BONUS
After the battle, the victor selects 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.

Incursion Missions

Incursion Mission

Planetary Assault
 1

MISSION BRIEFING
Invading forces orbit above, raining fire upon the foe, their landing parties inbound to take for themselves any fortresses still standing. The defender must weather the storm and repel the enemy, no matter the cost. The attacker must not rest until the world is theirs.

MISSION RULES
Firestorms, Planetary Control, Reserve Rolls, Shock Tactics, Strongholds

Objective Markers: The Defender places three objective markers on the battlefield. If there are any TRANSPORT BUILDINGS on the battlefield, one objective marker can be placed within each, as described in the rules for STRONGHOLDS. Other objective markers can be placed anywhere on the battlefield that is more than 6" from any battlefield edge, 6" from any STRONGHOLD, and 9" from any other objective marker.

MISSION OBJECTIVES
Victory points are awarded as follows (remember that STRONGHOLDS count as objective markers):

SECURE DROP SITES
Progressive Objective (Max 60 Vps)
At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
This objective cannot be scored in the first battle round.
DROP ZONE SECURE
End Game Objective (Max 40 Vps)
  • A player scores 10 victory points for each objective marker they control.
  • The Attacker scores 5 victory points for each of the Defender’s STRONGHOLDS that was destroyed during the battle.

VICTOR BONUS
The victor can select one unit from their army. If that unit can gain a Battle Honour, it gains a Planetstrike Battle Trait of your choice. Make a note of that Battle Trait on that unit’s Crusade card and increase its Crusade points accordingly.

Incursion Mission

Wrack and Ruin
 2

MISSION BRIEFING
The defenders will stand defiant, manning their fortress walls and refusing to yield. The invaders will reduce their defences to nought but rubble and wreckage to show them the error of their ways.

MISSION RULES
Firestorms, Planetary Control, Reserve Rolls, Shock Tactics, Strongholds

Objective Markers: The Defender places three objective markers on the battlefield. If there are any TRANSPORT BUILDINGS on the battlefield, one objective marker can be placed within each, as described in the rules for STRONGHOLDS. Other objective markers can be placed anywhere on the battlefield that is more than 6" from any battlefield edge, 6" from any STRONGHOLD, and 9" from any other objective marker.

Wrack and Ruin: Each time a STRONGHOLD is destroyed in this mission, no objective marker is placed on the battlefield, as would normally be the case (see Strongholds).

Raze: Units in the Attackers army can attempt the following action:

Raze (Action): One unit from your army can start to perform this action at the end of your Movement phase if it is within range of an objective marker or STRONGHOLD that is in your opponents deployment zone, and no enemy units (excluding AIRCRAFT units) are within range of that objective marker.

The action is completed at the end of your turn. If this action is successfully completed, if that objective marker is a STRONGHOLD, it suffers D3+3 mortal wounds, otherwise that objective marker is razed and removed from the battlefield.

MISSION OBJECTIVES
Victory points are awarded as follows (remember that STRONGHOLDS count as objective markers):

SECURE DROP SITES
Progressive Objective (Max 60 Vps)
At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
This objective cannot be scored in the first battle round.
INVIOLATE DEFENCES
End Game Objective (Max 40 Vps)
  • The Defender scores 15 victory points for each objective marker and STRONGHOLD that is still on the battlefield.
  • The Defender scores 5 victory points for each objective marker they control.
RUBBLE AND RUIN
End Game Objective (Max 60 Vps)
  • The Attacker scores 10 victory points for each objective marker they control.
  • The Attacker scores 15 victory points for each of the Defenders STRONGHOLDS that was destroyed during the battle.
  • The Attacker scores 15 victory points for each objective marker that was removed from the battlefield due to a successful Raze action performed by a unit from their army during the battle.

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

Vital Strongpoint
 3

MISSION BRIEFING
Far from the bedlam of the front lines lies an emplacement of utmost importance - if the invaders capture it, their foes will find a coordinated defence almost impossible to achieve. The defender must keep the attacking forces at bay lest they gain control of this vital stronghold and the supplies it contains.

MISSION RULES
Firestorms, Planetary Control, Reserve Rolls, Shock Tactics, Strongholds

Vital Strongpoint: When the Defender creates the battlefield, the first Fortification or terrain feature they set up must be placed on the centre of the battlefield. If the Defenders army includes any TRANSPORT BUILDINGS, they must set up one of these first; otherwise, if their army includes any other BUILDINGS, they must instead set up one of these first.

The terrain feature set up in the centre of the battlefield is the Defenders Vital Strongpoint. If the Vital Strongpoint is a BUILDING, then for the duration of the battle, roll one D6 each time a model in that unit suffers a mortal wound: on a 4+, that wound is not lost. In addition, if this BUILDING is besieged at the end of the battle, no player controls it (even though normally the attacker would control it).

If the Vital Strongpoint is an Obstacle or Area Terrain feature, it gains the Light Cover and Heavy Cover terrain traits, as described in the Warhammer 40,000 Core Book.

Objective Markers: The Defender places three objective markers on the battlefield. If the Defender’s Vital Strongpoint is a TRANSPORT BUILDING, the first objective marker placed must be within it, as described in the rules for STRONGHOLDS. Otherwise, the first objective marker set up must be placed as close to the centre of the battlefield as possible and this is their Vital Strongpoint (it must be placed in a position that is accessible to models). If there are any other TRANSPORT BUILDINGS on the battlefield, one objective marker can be placed within each. Other objective markers can be placed anywhere on the battlefield that is more than 6" from any battlefield edge, 6" from any STRONGHOLD, and 9" from any other objective marker.

Outnumbered Garrison: At least half the Defender’s units must start the battle in Strategic Reserves (and the combined Power Ratings of all these units must be at least half the Power Level of the army). No more than three quarters of the total number of the Defender’s units can be Reserve and/or Reinforcement units (and the combined Power Ratings of all such units, including those embarked within TRANSPORTS that are Strategic Reserve and/or Reinforcement units, must be less than three quarters of the Defender’s army’s Power Level), even if every unit has an ability that would allow them to be set up elsewhere. It does not cost the Defender any Command points to place units in Strategic Reserves in this mission.

MISSION OBJECTIVES
Victory points are awarded as follows (remember that STRONGHOLDS count as objective markers):

SECURE VITAL STRONGPOINT
Progressive Objective (Max 60 Vps)
At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • Control one or more objective markers.
  • Control two or more objective markers.
  • Control the Vital Strongpoint.
This objective cannot be scored in the first battle round.
PRIORITY OBJECTIVE
End Game Objective (Max 40 Vps)
  • The player who controls the Vital Strongpoint scores 40 victory points.
  • If the Vital Strongpoint was a STRONGHOLD that has been destroyed during the battle, the Attacker scores 20 victory points.

VICTOR BONUS
The victor can use the Increase Supply Limit and Rearm and Resupply Requisitions once each for free.



Designer’s Note: If possible, we recommend the Vital Strongpoint be a single medium-sized Fortification, ideally a Bastion, though a Void Shield Generator or a Skyshield Landing Pad will also work well. Alternatively, a multi-level ruin or any impressive terrain feature that the Defender can protect with a garrison of warriors will suffice.

Incursion Mission

The Lure
 4

MISSION BRIEFING
The defenders have prepared an ambush around an installation too tempting for the invaders to resist. This presents an opportunity to catch them in a trap, but risks a critical location falling to the enemy.

MISSION RULES
Firestorms, Planetary Control, Reserve Rolls, Shock Tactics, Strongholds

Objective Markers: The Defender places four objective markers on the battlefield. If there are any TRANSPORT BUILDINGS on the Battlefield, one objective marker can be placed within each, as described in the rules for STRONGHOLDS. Other objective markers can be placed anywhere on the battlefield that is more than 6" from any battlefield edge, 6" from any STRONGHOLD, and 9" from any other objective marker.

The Trap is Sprung: The Attacker does not automatically get the first turn. Instead, the Defender decides.

Lying in Ambush: At least half the Defender’s units must start the battle in Strategic Reserves (and the combined Power Ratings of all these units must be at least half the Power Level of the army). No more than three quarters of the total number of the Defenders units can be Reserve and/or Reinforcement units (and the combined Power Ratings of all such units, including those embarked within TRANSPORTS that are Strategic Reserve and/or Reinforcement units, must be less than three quarters of the Defenders army’s Power Level), even if every unit has an ability that would allow them to be set up elsewhere. It does not cost the Defender any Command points to place units in Strategic Reserves in this mission. In addition, each time the Defender makes a Reserve roll during this mission, add 1 to the result.

Hidden Explosives: Once per battle, at the start of either player’s Shooting phases, the Defender can trigger their buried explosives. To do so, they must first set up six Explosives markers (or dice) numbered 1 through 6 anywhere on the battlefield that is at least 9" apart from any other Explosives marker. Once these have all been placed, the Defender makes three Explosives Attacks. Each must be resolved one at a time. Each time a Explosives Attack is made, the Defender must roll one D6 to determine which Explosives marker is hit: every unit within 3” of the centre of the corresponding Explosives marker suffers D6 mortal wounds, and every other unit within 4-6" of the centre of the corresponding Explosives marker suffers D3 mortal wounds. Once all Explosives Attacks have been made, remove all the Explosives markers (or dice) from the battlefield.

MISSION OBJECTIVES
Victory points are awarded as follows (remember that STRONGHOLDS count as objective markers):

SECURE DROP SITES
Progressive Objective (Max 60 Vps)
At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
This objective cannot be scored in the first battle round.
AN IRRESISTIBLE PRIZE
End Game Objective (Max 50 Vps)
  • The Attacker scores 10 victory points for each objective marker they control.
  • The Attacker scores 5 victory points for each of the Defender’s STRONGHOLDS that was destroyed during the battle.
CUT THEM DOWN
End Game Objective (Max 50 VPs)
At the end of the battle, the Attacker adds up the Power Ratings of each of their units that have been destroyed during the battle. The Defender scores a number of victory points equal to the result. If a unit splits during the battle, then for the purposes of this mission objective, divide the unit’s original Power Rating as equally as possible between the individual units. The only exception to this are units of T’AU EMPIRE DRONES that split from a larger unit during the battle - these DRONE units are considered to have a Power Rating of 0, and the Power Rating of the unit they split from remains unchanged.

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

Incursion Mission

Staging Post
 5

MISSION BRIEFING
The attacking forces have captured one of the defender's installations. They are using it as a staging post to coordinate further attacks and call for reinforcements. The defenders must mount a counter-attack to retake the installation, or destroy it.

MISSION RULES
Firestorms, Planetary Control, Reserve Rolls, Shock Tactics, Strongholds

Beachhead: When creating the battlefield, the Defender cannot set up any terrain features within 3" of the Attackers deployment zone.

Forward Outpost: The Attacker can include one Fortification Network Detachment in their army. This has a Command Cost of 0CP, its Command Benefits are changed to ‘None’, and it does not count towards the maximum number of Detachments the Attacker can take. In addition, the Attacker can select a number of additional units to use in the battle; all these additional units must have the Fortification Battlefield Role and their combined Power Level cannot exceed 10. These units can be taken from the Attacker’s Order of Battle as normal, but the Attacker can also include any number of UNALIGNED units with the Fortification Battlefield Role for the battle, even if they are not part of the Attacker’s Order of Battle. These are only used for the duration of that battle, and are not added to the Attacker’s Order of Battle (and so can be taken even if a player has reached their Supply Limit). When the Attacker deploys their army, these additional units must be set up first, wholly within their own deployment zone.

Objective Markers: The Attacker places one objective marker anywhere that is wholly within their deployment zone. Then the Defender places two objective markers anywhere that is wholly within their deployment zone. If there are any TRANSPORT BUILDINGS on the battlefield, one objective marker can be placed within each, as described in the rules for STRONGHOLDS. Other objective markers can be placed anywhere on the battlefield that is more than 6” from any battlefield edge, 6" from any STRONGHOLD, and 9" from any other objective marker. Any STRONGHOLDS and objective markers that start the battle within the Attacker’s deployment zone start the battle controlled by the Attacker.

MISSION OBJECTIVES
Victory points are awarded as follows (remember that STRONGHOLDS count as objective markers):

SECURE DROP SITES
Progressive Objective (Max 60 Vps)
At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
This objective cannot be scored in the first battle round.
PUSH FORWARDS
End Game Objective (Max 35 Vps)
  • The Attacker scores 15 victory points for each objective marker they control that is within the Defender’s deployment zone.
  • The Attacker scores 5 victory points for each of the Defender’s STRONGHOLDS that was destroyed during the battle.
DRIVE THEM BACK
End Game Objective (Max 35 VPs)
  • The Defender scores 25 victory points if they control the objective marker within the Attacker’s deployment zone.
  • The Defender scores 5 victory points for each of the Attacker’s STRONGHOLDS that was destroyed during the battle.

VICTOR BONUS
The victor can select one unit from their army that is wholly within the enemy’s deployment zone at the end of the battle. If that unit can gain a Battle Honour, it gains a Battle Trait of the victor's choice. Make a note of that Battle Trait on that unit’s Crusade card and increase its Crusade points accordingly.

Incursion Mission

Surgical Strike
 6

MISSION BRIEFING
The invaders have located the position of a high-ranking enemy officer, and they launch an immediate orbital assault to slay them and destroy their command and control centre. The defenders have not left their leader defenceless, however...

MISSION RULES
Firestorms, Planetary Control, Reserve Rolls, Shock Tactics, Strongholds

Objective Markers: The Defender places three objective markers on the battlefield. If there are any TRANSPORT BUILDINGS on the battlefield, one objective marker can be placed within each, as described in the rules for STRONGHOLDS. Other objective markers can be placed anywhere on the battlefield that is more than 6" from any battlefield edge, 6" from any STRONGHOLD, and 9" from any other objective marker.

Personal Stasis Shelter: The Defender’s WARLORD is not set up on the battlefield until after the Attacker has resolved their Firestorm, after which they must be set up wholly within the Warlord Deployment Zone, as shown below. This unit cannot be set up in Strategic Reserves, nor can it use any rule that allows it to set up elsewhere (whether elsewhere on the battlefield or on a location other than the battlefield), but it can be set up within a STRONGHOLD that is itself within the WARLORD Deployment Zone. If the Defenders WARLORD cannot be set up after the Firestorm, it is destroyed.

Oversee the Defences: The Defender’s Warlord cannot be removed from the battlefield for any reason other than to embark within a STRONGHOLD that is itself within the Warlord’s Deployment Zone. This means they cannot use rules to embark on other TRANSPORTS, enter Strategic Reserves or ‘teleport’ about the battlefield.

MISSION OBJECTIVES
Victory points are awarded as follows (remember that STRONGHOLDS count as objective markers):

SECURE DROP SITES
Progressive Objective (Max 60 Vps)
At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
This objective cannot be scored in the first battle round.
I STILL STAND
Progressive Objective (Max 50 Vps)
At the end of each battle round, the Defender scores 10 victory points if their WARLORD is on the battlefield, or is embarked within a STRONGHOLD that is on the battlefield.
EXECUTE
End Game Objective (Max 50 VPs)
  • If the Defender’s WARLORD is destroyed at the end of the battle, the Attacker scores 50 victory points.
  • If the Defender’s WARLORD is not destroyed at the end of the battle, but it either embarked within a besieged STRONGHOLD, or has half or fewer its starting number of wounds remaining, the Attacker scores 25 victory points.

VICTOR BONUS
If the Attacker is the victor, the unit in their army that destroyed the enemy 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.

If the Defender is the victor, their 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.

Strike Force Missions

Strike Force Mission

Planetfall
 1

MISSION BRIEFING
The skies over the planet grow dark with smoke and ash. Invading forces orbit the world, raining fire upon fortresses, armies and cities. Landing parties are ready to invade and capture what is left. The defenders must weather the storm and repulse the enemy, or they will die.

MISSION RULES
Firestorms, Planetary Control, Reserve Rolls, Shock Tactics, Strongholds

Objective Markers: The Defender places five objective markers on the battlefield. If there are any TRANSPORT BUILDINGS on the battlefield, one objective marker can be placed within each, as described in the rules for STRONGHOLDS. Other objective markers can be placed anywhere on the battlefield that is more than 6" from any battlefield edge, 6" from any STRONGHOLD, and 9" from any other objective marker.

MISSION OBJECTIVES
Victory points are awarded as follows (remember that STRONGHOLDS count as objective markers):

STORM DROP SITE
Progressive Objective (Max 60 Vps)
At the end of the Attacker’s Command phase, the Attacker scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
This objective cannot be scored in the first battle round.
PLANETARY DEFENCE
Progressive Objective (Max 60 Vps)
At the end of the Defender’s Command phase, the Defender scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • Control two or more objective markers.
  • Control more objective markers than your opponent.
  • Control one or more STRONGHOLDS.
This objective cannot be scored in the first battle round.
DROP ZONE SECURE
End Game Objective (Max 40 VPs)
  • A player scores 10 victory points for each objective marker they control.
  • The Attacker scores 5 victory points for each of the Defender’s STRONGHOLDS that was destroyed during the battle.

VICTOR BONUS
The victor can select one unit from their army. If that unit can gain a Battle Honour, it gains a Planetstrike Battle Trait of your choice. Make a note of that Battle Trait on that unit’s Crusade card and increase its Crusade points accordingly.

Strike Force Mission

Desperate Assault
 2

MISSION BRIEFING
The attacking forces have but a tenuous presence upon the planet’s surface. The defender must take this chance to rout the enemy from their drop site before the invaders establish a permanent beachhead.

MISSION RULES
Firestorms, Planetary Control, Reserve Rolls, Shock Tactics, Strongholds

Beachhead: When creating the battlefield, the Defender cannot set up any terrain features within 3" of the Attacker’s deployment zone.

Forward Outpost: The Attacker can include one Fortification Network Detachment in their army. This has a Command Cost of 0CP, its Command Benefits are changed to ‘None’, and it does not count towards the maximum number of Detachments the Attacker can take. In addition, the Attacker can select a number of additional units to use in the battle; all these additional units must have the Fortification Battlefield Role and their combined Power Level cannot exceed 15. These units can be taken from the Attacker’s Order of Battle as normal, but the Attacker can also include any number of UNALIGNED units with the Fortification Battlefield Role for the battle, even if they are not part of the Attacker’s Order of Battle. These are only used for the duration of that battle, and are not added to the Attacker’s Order of Battle (and so can be taken even if a player has reached their Supply Limit). When the Attacker deploys their army, these additional units must be set up first, wholly within their own deployment zone.

Objective Markers: The Attacker places one objective marker anywhere that is wholly within their deployment zone. Then the Defender places three objective markers anywhere that is wholly within their deployment zone. If there are any TRANSPORT BUILDINGS on the battlefield, one objective marker can be placed within each, as described in the rules for STRONGHOLDS. Other objective markers can be placed anywhere on the battlefield that is more than 6" from any battlefield edge, 6" from any STRONGHOLD, and 9" from any other objective marker. Any STRONGHOLDS that start the battle within the Attackers deployment zone start the battle controlled by the Attacker.

MISSION OBJECTIVES
Victory points are awarded as follows (remember that STRONGHOLDS count as objective markers):

SEIZE GROUND
Progressive Objective (Max 60 Vps)
At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
This objective cannot be scored in the first battle round.
PUSH FORWARDS
End Game Objective (Max 35 Vps)
  • The Attacker scores 15 victory points for each objective marker they control that is within the Defender’s deployment zone.
  • The Attacker scores 5 victory points for each of the Defender’s STRONGHOLDS that was destroyed during the battle.
DRIVE THEM BACK
End Game Objective (Max 35 VPs)
  • The Defender scores 25 victory points if they control the objective marker within the Attacker’s deployment zone.
  • The Defender scores 5 victory points for each of the Attacker’s STRONGHOLDS that was destroyed during the battle.

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

Strike Force Mission

Seize and Destroy
 3

MISSION BRIEFING
As the attacker’s mailed fist closes around their foe’s throat in a vital theatre of war, victory approaches. But the defenders still refuse to yield, a stubborn pocket of resistance that will defend their ground to the last.

MISSION RULES
Firestorms, Planetary Control, Reserve Rolls, Shock Tactics, Strongholds

Objective Markers: The Defender places four objective markers on the battlefield. No objective marker can be placed within 9" of the centre of the battlefield, and one must be placed in each battlefield quarter. If there are any TRANSPORT BUILDINGS on the battlefield, one objective marker can be placed within each, as described in the rules for STRONGHOLDS, but remember that each battlefield quarter can only contain a single objective marker (or STRONGHOLD). Other objective markers can be placed anywhere that is more than 6" from any battlefield edge and 9" from any other objective marker (or STRONGHOLD).

Wrack and Ruin: Each time a STRONGHOLD is destroyed in this mission, no objective marker is placed on the battlefield, as would normally be the case (see Strongholds).

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

Raze (Action): One unit from your army can start to perform this action at the end of your Movement phase if it is within range of an objective marker or STRONGHOLD that is in your opponents deployment zone, and no enemy units (excluding AIRCRAFT units) are within range of that objective marker.

The action is completed at the end of your turn. If this action is successfully completed:
  • If that objective marker is a STRONGHOLD, it suffers D3+3 mortal wounds.
  • If that objective marker is not a STRONGHOLD, it is razed and removed from the battlefield.

MISSION OBJECTIVES
Victory points are awarded as follows (remember that STRONGHOLDS count as objective markers):

SECURE DROP SITES
Progressive Objective (Max 60 Vps)
At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
This objective cannot be scored in the first battle round.
UNYIELDING DEFENCES
End Game Objective (Max 60 Vps)
  • The Defender scores 10 victory points for each objective marker and STRONGHOLD that is still on the battlefield.
  • The Defender scores 5 victory points for each objective marker they control.
RAIN FIRE AND DESTRUCTION
End Game Objective (Max 60 VPs)
  • The Attacker scores 10 victory points for each of the Defender’s STRONGHOLDS that was destroyed during the battle.
  • The Attacker scores 5 victory points for each of the Defender’s STRONGHOLDS that they control.
  • The Attacker scores 10 victory points for each objective marker that was removed from the battlefield due to a successful Raze action performed by a unit from their army during the battle.

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

Strike Force Mission

Stranglehold
 4

MISSION BRIEFING
Though the battle for the fate of the planet still rages fiercely, the attackers conquest is reaching its culmination in one quadrant vital to the war effort. Victory on this battlefield could well end the war in a single blow, so the defender must do whatever it takes to deny their enemy - even if it means setting their own defences to self-destruct.

MISSION RULES
Firestorms, Planetary Control, Reserve Rolls, Shock Tactics, Strongholds

Objective Markers: The Defender places four objective markers on the battlefield. If there are any TRANSPORT BUILDINGS on the battlefield, one objective marker can be placed within each, as described in the rules for STRONGHOLDS. Other objective markers can be placed anywhere on the battlefield that is more than 9" from any battlefield edge, 6" from any STRONGHOLD, and 9" from any other objective marker.

Backs to the Wall: The Defender’s units automatically pass Morale tests in this mission.

Denial: INFANTRY units in the Defenders army can attempt to perform the following action:

Remote Self-destruct (Action): One INFANTRY unit from your army can start to perform this action at the end of your Movement phase if it is within range of a STRONGHOLD. The action is completed at the end of your Shooting phase. If this action is successfully completed, that STRONGHOLD is destroyed and automatically explodes (no roll is needed). In addition, each time you roll to see if a nearby unit suffers any mortal wounds as a result of the explosion or not, and each time you roll to see how many mortal wounds are inflicted as a result of that explosion, roll one additional dice and discard the lowest result (in the case of a tie, discard either dice).

MISSION OBJECTIVES
Victory points are awarded as follows (remember that STRONGHOLDS count as objective markers):

STORM DROP SITE
Progressive Objective (Max 60 Vps)
At the end of the Attackers Command phase, the Attacker scores 5 victory points for each of the
following conditions they satisfy (for a maximum of 15 victory points):
This objective cannot be scored in the first battle round.
BLUNT THE ASSAULT
End Game Objective (Max 80 Vps)
  • At the end of the battle, the Attacker adds up the Power Ratings of each of their units that have been destroyed during the battle. The Defender scores a number of victory points equal to the result. If a unit splits during the battle, then for the purposes of this mission objective, divide the unit’s original Power Rating as equally as possible between the individual units. The only exception to this are units of T’AU EMPIRE DRONES that split from a larger unit during the battle - these Drone units are considered to have a Power Rating of 0, and the Power Rating of the unit they split from remains unchanged.
  • For each time a unit in the Defenders army completed the Remote Self-destruct action during the battle, the Defender loses 5 victory points (to a minimum of 0).
SECURE BATTLEFIELD
End Game Objective (Max 40 VPs)
A player scores 10 victory points for each objective marker they control.

VICTOR BONUS
If the Attacker is the victor, they can select one unit from their army that has a Crusade card that ended the battle within range of an objective marker (you must select a unit that can gain Battle Honours) - after the battle that unit gains a Battle Trait of your choice (make a note on the unit’s Crusade card and increase its Crusade points accordingly).

If the Defender is the victor, they can use the Increase Supply Limit Requisition twice, for free, unless the Remote Self-destruct action was successfully completed twice or more during the battle, in which case they can only use the Increase Supply Limit Requisition once, for free.

Strike Force Mission

Forlorn Hope
 5

MISSION BRIEFING
As a sign of the importance of this great assault, the invader’s general will entrust his personal banner to his chosen warriors, ordering them to plant the standard atop the burning ruins of the enemy fortifications. Such a task is seen as a great honour by some, and a suicide mission by others.

MISSION RULES
Firestorms, Planetary Control, Reserve Rolls, Shock Tactics, Strongholds

Objective Markers: The Defender places three objective markers on the battlefield. If there are any TRANSPORT BUILDINGS on the battlefield, one objective marker can be placed within each, as described in the rules for STRONGHOLDS. Other objective markers can be placed anywhere on the battlefield that is more than 6" from any battlefield edge, 6" from any STRONGHOLD, and 9" from any other objective marker.

Raise the General’s Banner: Units in the Attacker’s army that have the Objective Secured ability can attempt to perform the following action:

Raise the General’s Banner (Action): One unit from your army can start to perform this action at the end of your Movement phase if they are in range of an objective marker (excluding a STRONGHOLD) that you control. A unit cannot start this action while there are any enemy units (excluding AIRCRAFT units) in range of the same objective marker.

If a unit is destroyed while it is performing this action, subtract 1 from that unit’s subsequent Out of Action test.

The action is completed at the start of your next Command phase so long as the unit is still within range of the same objective marker and no enemy units with the Objective Secured ability are now within range of it.

The first time this action is successfully completed on an objective marker, that objective marker is controlled by the Attacker for the remainder of the battle, even if you have no models within range of it, and the Defender can never regain control of this objective marker. If this action is successfully completed for a second time on the same objective marker, the battle immediately ends.

MISSION OBJECTIVES
Victory points are awarded as follows (remember that STRONGHOLDS count as objective markers):

DEFEND DROP SITE
Progressive Objective (Max 60 Vps)
At the end of the Defender’s Command phase, the Defender scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
This objective cannot be scored in the first battle round.
LOOK TO THE COLOURS
End Game Objective (Max 40 Vps)
If the Attacker successfully completed the Raise the General’s Banner action (see above) twice on the same objective marker during the battle, the Attacker scores 40 victory points. Otherwise, the Defender scores 20 victory points.
FORLORN ASSAULT
End Game Objective (Max 60 VPs)
  • The Attacker scores 15 victory points for each objective marker they control.
  • The Attacker scores 10 victory points for each of the Defenders STRONGHOLDS that was destroyed during the battle.

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.



Designer’s Note: Obviously not all armies make use of banners as such, so players are encouraged to imagine what their army might use to signal their ultimate victory. Necrons might erect some arcane soul-harvesting device, while Tyranids might plant a pulsating brain-like hive node.

Strike Force Mission

Planetquake
 6

MISSION BRIEFING
The skies glow like the firmament of hell as a punishing bombardment of fire rains down, and the shattered earth begins to crumble and break apart under the massive forces wreaked upon it. The battlefield is utterly consumed by war. Can the defenders hold fast as their fortifications crumble around them?

MISSION RULES
Firestorms, Planetary Control, Reserve Rolls, Shock Tactics, Strongholds

Objective Markers: The Defender places five objective markers on the battlefield. If there are any TRANSPORT BUILDINGS on the battlefield, one objective marker can be placed within each, as described in the rules for STRONGHOLDS. Other objective markers can be placed anywhere on the battlefield that is more than 6" from any battlefield edge, 6" from any STRONGHOLD, and 9" from any other objective marker.

Shellstorm: After the Attacker has launched their Firestorm, do not remove Firestorm markers 1-3 from the battlefield. Starting from the second battle round, at the start of the battle round, the Attacker must roll three D3, one at a time. Each time they do so, every unit within 3" of the centre of the corresponding Firestorm marker suffers D3+3 mortal wounds, and every other unit within 4-6" of the centre of the corresponding Firestorm marker suffers D3 mortal wounds. Though they use Firestorm marker, these are not Firestorm Attacks for rules purposes.

Tectonic Upheaval: At the start of the third, fourth and fifth battle rounds, before resolving the Shellstorm mission rule, for each BUILDING that is on the battlefield, the Defender must roll one D6 and apply the result from the table below to that BUILDING:

TECTONIC UPHEAVAL
D6RESULT
1-2Ominous Rumblings: The BUILDING rumbles and shakes, but suffers no adverse effects.
3Ker-rack!: That BUILDING suffers D3 mortal wounds.
4Cave In: That BUILDING suffers D3+3 mortal wounds.
5She’s Coming Apart!: That BUILDING suffers D6+3 mortal wounds.
6Total Collapse: That BUILDING is destroyed.

MISSION OBJECTIVES
Victory points are awarded as follows (remember that STRONGHOLDS count as objective markers):

STORM DROP SITE
Progressive Objective (Max 60 Vps)
At the end of the Attackers Command phase, the Attacker scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
This objective cannot be scored in the first battle round.
PLANETARY DEFENCE
Progressive Objective (Max 60 Vps)
At the end of the Defender’s Command phase, the Defender scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • Control two or more objective markers.
  • Control more objective markers than your opponent.
  • Control one or more STRONGHOLDS.
This objective cannot be scored in the first battle round.
SECURE BATTLEFIELD
End Game Objective (Max 40 VPs)
A player scores 10 victory points for each objective marker they control.

VICTOR BONUS
After the battle, every unit in the victor’s army gains 2 experience points because of Battle Experience, instead of only 1.

Onslaught Missions

Onslaught Mission

Planetary Onslaught
 1

MISSION BRIEFING
The air is filled with deafening shrieks and earth-shattering explosions, a mere prelude to the destruction to come as invading forces hammer down onto the planet below.

MISSION RULES
Firestorms, Planetary Control, Reserve Rolls, Shock Tactics, Strongholds

Objective Markers: The Defender places six objective markers on the battlefield. If there are any TRANSPORT BUILDINGS on the battlefield, one objective marker can be placed within each, as described in the rules for STRONGHOLDS. Other objective markers can be placed anywhere on the battlefield that is more than 6" from any battlefield edge, 6" from any STRONGHOLD, and 9" from any other objective marker.

MISSION OBJECTIVES
Victory points are awarded as follows (remember that STRONGHOLDS count as objective markers):

STORM DROP SITE
Progressive Objective (Max 60 Vps)
At the end of the Attacker’s Command phase, the Attacker scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
This objective cannot be scored in the first battle round.
PLANETARY DEFENCE
Progressive Objective (Max 60 Vps)
At the end of the Defender’s Command phase, the Defender scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • Control two or more objective markers.
  • Control more objective markers than your opponent.
  • Control one or more STRONGHOLDS.
This objective cannot be scored in the first battle round.
DROP ZONE SECURE
End Game Objective (Max 40 VPs)
  • A player scores 10 victory points for each objective marker they control.
  • The Attacker scores 5 victory points for each of the Defender’s STRONGHOLDS that was destroyed during the battle.

VICTOR BONUS
The victor can select one unit from their army. If that unit can gain a Battle Honour, it gains a Planetstrike Battle Trait of your choice. Make a note of that Battle Trait on that unit’s Crusade card and increase its Crusade points accordingly.

Onslaught Mission

Hammer and Anvil
 2

MISSION BRIEFING
The only possible landing zone in this quadrant is a patch of no man's land surrounded by two imposing fortification networks. The invaders will likely suffer heavy casualties as they face these defences, but face them they must.

MISSION RULES
Firestorms, Planetary Control, Reserve Rolls, Shock Tactics, Strongholds

Objective Markers: The Defender places six objective markers on the battlefield. A minimum of one objective marker must be placed in each of the Defender’s two deployment zones and a maximum of two objective markers can be placed in each. If there are any TRANSPORT BUILDINGS on the battlefield, one objective marker can be placed within each, as described in the rules for STRONGHOLDS, up to two in each of the Defender’s two deployment zones. Objective markers can be placed anywhere on the battlefield that is more than 9" from any battlefield edge, 9" from any STRONGHOLD, and 12" from any other objective marker.

Caught in a Crossfire: During this battle, the Attacker’s Strategic Reserves units cannot be set up within the Defender’s deployment zones unless they are being set up using the Shock Tactics ability, in which case they cannot be set up within the defender’s deployment zones during the first battle round.

MISSION OBJECTIVES
Victory points are awarded as follows (remember that STRONGHOLDS count as objective markers):

STORM DROP SITE
Progressive Objective (Max 60 Vps)
At the end of the Attacker’s Command phase, the Attacker scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
This objective cannot be scored in the first battle round.
CROSSFIRE DEFENCE
Progressive Objective (Max 60 Vps)
At the end of the Defender’s Command phase, the Defender scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • Control one or more objective markers within each of their deployment zones.
  • Control more objective markers than their opponent.
  • Control one or more STRONGHOLDS within each of their deployment zones.
This objective cannot be scored in the first battle round.
DROP ZONE SECURE
End Game Objective (Max 40 VPs)
  • A player scores 10 victory points for each objective marker they control.
  • The Attacker scores 5 victory points for each of the Defender’s STRONGHOLDS that was destroyed during the battle.

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

Onslaught Mission

War on All Fronts
 3

MISSION BRIEFING
The invaders must seize a vital objective, no matter the cost. If it falls, it will be disaster for the defenders. Both sides call in reinforcements to ensure victory.

MISSION RULES
Firestorms, Planetary Control, Reserve Rolls, Shock Tactics, Strongholds

Vital Strongpoint: When the Defender creates the battlefield, the first Fortification or terrain feature they set up must be placed on the centre of the battlefield. If the Defenders army includes any TRANSPORT BUILDINGS, they must set up one of these first; otherwise, if their army includes any other BUILDINGS, they must instead set up one of these first.

The terrain feature set up in the centre of the battlefield is the Defender’s Vital Strongpoint. If the Vital Strongpoint is a BUILDING, then for the duration of the battle, roll one D6 each time a model in that unit suffers a mortal wound; on a 4+, that wound is not lost. In addition, if this BUILDING is besieged at the end of the battle, no player controls it (even though normally the attacker would control it).

If the Vital Strongpoint is an Obstacle or Area Terrain feature, it gains the Light Cover and Heavy Cover terrain traits, as described in the Warhammer 40,000 Core Book.

Objective Markers: The Defender places four objective markers on the battlefield. If the Defender’s Vital Strongpoint is a TRANSPORT BUILDING, the first objective marker placed must be within it, as described in the rules for STRONGHOLDS. Otherwise, the first objective marker set up must be placed as close to the centre of the battlefield as possible and this is their Vital Strongpoint (it must be placed in a position that is accessible to models). If there are any other TRANSPORT BUILDINGS on the battlefield, one objective marker can be placed within each. Other objective markers can be placed anywhere on the battlefield that is more than 6" from any battlefield edge, 6" from any STRONGHOLD, and 9" from any other objective marker.

Reinforcements Requested: During the second, third and fourth battle rounds, at the end of each of each player’s Movement phases, the player whose turn it one D6 for each of their units that has been destroyed, adding 1 to the result if that unit has the Troops Battlefield Role: on a 6+, a unit that is identical to the destroyed unit is added to your army and set up as if it had just arrived from Strategic Reserves. This replacement unit has no Battle Honours, Battle Scars, Relics or Warlord Traits - even if the original did. Also note that you must still take an Out of Action test for the original unit at the end of the battle, even if its replacement unit is still on the battlefield. A maximum of three units can return to each player’s army per battle round via this rule.

A player can, at the end of any of their turns, remove any of their units from the battlefield that have a quarter or fewer of their starting number of models (or, in the case of single-model units, a quarter or fewer of its starting number of wounds). This unit then counts as having been destroyed for all purposes.

MISSION OBJECTIVES
Victory points are awarded as follows (remember that STRONGHOLDS count as objective markers):

SECURE VITAL STRONGPOINT
Progressive Objective (Max 60 Vps)
At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • Control one or more objective markers.
  • Control two or more objective markers.
  • Control the Vital Strongpoint.
This objective cannot be scored in the first battle round.
PRIORITY OBJECTIVE
End Game Objective (Max 40 VPs)
  • The player who controls the Vital Strongpoint scores 40 victory points.
  • If the Vital Strongpoint was a STRONGHOLD, and it is besieged, both players score 20 victory points.
  • If the Vital Strongpoint was a STRONGHOLD that has been destroyed during the battle, the Attacker scores 20 victory points.

VICTOR BONUS
The victor selects two units from their army to be Marked for Greatness after the battle, instead of just 1. If the victor selects a unit that is within range of the Vital Strongpoint at the end of the battle (excluding replacement units - see Reinforcements Requested, above), that unit earns 5 experience points from being Marked for Greatness, instead of just 3.

Designer’s Note: If possible, we recommend the Vital Strongpoint be a single large Fortification, such as a Fortress of Redemption. However, a large, multi-level ruin or any impressive terrain feature that the defender can protect with a garrison of warriors will suffice.

Onslaught Mission

Dust and Ashes
 4

MISSION BRIEFING
All around the planet is cast into ruin, and the corpses of invader and defender alike litter the ground. The death toll has reached epic proportions, but neither side will concede defeat and surrender is unthinkable. The attacker will not rest until the defences of this world have been cast down, but the defender’s still refuse to yield.

MISSION RULES
Firestorms, Planetary Control, Reserve Rolls, Shock Tactics, Strongholds

Objective Markers: The Defender places two objective markers in each battlefield quarter on the battlefield. If there are any TRANSPORT BUILDINGS on the battlefield, one objective marker can be placed within up to four of them, as described in the rules for STRONGHOLDS, but remember that each battlefield quarter can only contain a maximum of two objective markers (or STRONGHOLDS). No objective marker can be placed within 12" of the centre of the battlefield, within 6" of any battlefield edge or within 9" of any other objective marker (or STRONGHOLD).

Wrack and Ruin: Each time a STRONGHOLD is destroyed in this mission, no objective marker is placed on the battlefield, as would normally be the case (see Strongholds).

Raze: Units in the Attackers army can attempt the following action:

Raze (Action): One unit from your army can start to perform this action at the end of your Movement phase if it is within range of an objective marker or STRONGHOLD that is in your opponents deployment zone, and no enemy units (excluding AIRCRAFT units) are within range of that objective marker.

The action is completed at the end of your turn. If this action is successfully completed, if that objective marker is a STRONGHOLD, it suffers D3+3 mortal wounds, otherwise that objective marker is razed and removed from the battlefield.

MISSION OBJECTIVES
Victory points are awarded as follows (remember that STRONGHOLDS count as objective markers):

SECURE BATTLEZONE
Progressive Objective (Max 60 Vps)
At the end of each players Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
DUST AND ASHES
End Game Objective (Max 60 VPs)
  • The Defender scores 10 victory points for each battlefield quarter that has one or more objective markers and/or STRONGHOLDS on it.
  • The Attacker scores 20 victory points for each battlefield quarter that has no objective markers and/or STRONGHOLDS on it.

VICTOR BONUS
The victor can select one unit from their army. If that unit can gain a Battle Honour, it gains a Battle Trait of your choice. Make a note of that Battle Trait on that unit’s Crusade card and increase its Crusade points accordingly.

Onslaught Mission

Counterpunch
 5

MISSION BRIEFING
The attacking forces have almost succeeded in overrunning the defender’s entire planetary defence network, having razed or captured a string of fortifications. Now, the defenders prepare to take back what is rightfully theirs.

MISSION RULES
Firestorms, Planetary Control, Reserve Rolls, Shock Tactics, Strongholds

Beachhead: When creating the battlefield, the Defender cannot set up any terrain features within 6" of the Attackers deployment zone.

Forward Outposts: The Attacker can include one Fortification Network Detachment in their army. This has a Command Cost of 0CP, its Command Benefits are changed to ‘None’, and it does not count towards the maximum number of Detachments the Attacker can take. In addition, the Attacker can select a number of additional units to use in the battle; all these additional units must have the Fortification Battlefield Role and their combined Power Rating cannot exceed 25. These units can be taken from the Attacker’s Order of Battle as normal, but the Attacker can also include any number of UNALIGNED units with the Fortification Battlefield Role for the battle, even if they are not part of the Attacker’s Order of Battle. These are only used for the duration of that battle, and are not added to the Attacker’s Order of Battle (and so can be taken even if a player has reached their Supply Limit). When the Attacker deploys their army, these additional units must be set up first, wholly within their own deployment zone.

Objective Markers: The Attacker places two objective markers anywhere that is wholly within their deployment zone. Then the Defender places four objective markers anywhere that is wholly within their deployment zone. If there are any TRANSPORT BUILDINGS on the Battlefield, one objective marker can be placed within each, as described in the rules for STRONGHOLDS. Other objective markers can be placed anywhere on the battlefield that is more than 6" from any battlefield edge, 9" from any STRONGHOLD, and 12" from any other objective marker. Any STRONGHOLDS that start the battle within the Attacker’s Deployment zone start the battle controlled by the Attacker.

MISSION OBJECTIVES
Victory points are awarded as follows (remember that STRONGHOLDS count as objective markers):

SEIZE GROUND
Progressive Objective (Max 60 Vps)
At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
This objective cannot be scored in the first battle round.
RUSH FORWARDS
End Game Objective (Max 60 VPs)
  • The Attacker scores 15 victory points for each objective marker they control that is within the Defender’s deployment zone.
  • The Attacker scores 5 victory points for each of the Defender’s STRONGHOLDS that was destroyed during the battle.
DRIVE THEM BACK
End Game Objective (Max 60 VPs)
  • The Defender scores 25 victory points for each objective marker they control within the Attackers deployment zone.
  • The Defender scores 5 victory points for each of the Attacker’s STRONGHOLDS that was destroyed during the battle.

VICTOR BONUS
The victor of this mission can use the Increase Supply Limit Requisition twice before the next battle without spending any Requisition points.

Onslaught Mission

Storm of Fire
 6

MISSION BRIEFING
The fury of the invasion is cataclysmic. The planet is afire. Rage has consumed invader and defender both - all notions of conquest are secondary as all seek little but slaughter.

MISSION RULES
Firestorms, Planetary Control, Reserve Rolls, Shock Tactics, Strongholds

Objective Markers: The Defender places four objective markers on the battlefield. If there are any TRANSPORT BUILDINGS on the battlefield, one objective marker can be placed within each, as described in the rules for STRONGHOLDS. Other objective markers can be placed anywhere on the battlefield that is more than 6" from any battlefield edge, 6" from any STRONGHOLD, and 9" from any other objective marker.

Storm of Fire: After the Attacker has launched their Firestorm, do not remove any Firestorm markers from the battlefield. Starting from the second battle round, at the start of the battle round, the Attacker must roll three D6, one at a time. Each time they do so, every unit within 3" of the centre of the corresponding Firestorm marker suffers D3+3 mortal wounds, and every other unit within 4-6" of the centre of the corresponding Firestorm marker suffers D3 mortal wounds. Though they use Firestorm markers, these are not Firestorm Attacks for rules purposes.

Ablaze: At the start of the third, fourth and fifth battle rounds, before resolving the Storm of Fire mission rule, for each BUILDING that is on the battlefield, the Defender must roll one D6 and apply the result from the table below to that BUILDING:

ABLAZE
D6RESULT
1-2Fire Contained: The BUILDING suffers no adverse effects.
3Fire Spreads: That BUILDING suffers D3 mortal wounds.
4Interior Inferno: That BUILDING suffers D3+3 mortal wounds. If any units are embarked within the BUILDING, the controlling player must roll one D6 for each model embarked inside. For each result of 1, a model embarked within (controlling player’s choice) is destroyed.
5Flaming Collapse: That BUILDING is destroyed.
6Magazine Explosion: That BUILDING is destroyed. If it has the Explodes ability, it automatically explodes (no roll is required).

MISSION OBJECTIVES
Victory points are awarded as follows (remember that STRONGHOLDS count as objective markers):

BLOOD AND FIRE
End Game Objective (Max 75 Vps)
At the end of the battle, each player adds up the Power Ratings of each of their units that have been destroyed during the battle (excluding units with the Fortification Battlefield Role). Their opponent scores a number of victory points equal to half the result (rounding up).

Remember to add the Power Ratings of any units that were added to your army during the battle but were subsequently destroyed.

Units that merged during the battle to form larger units are only added to your total if the entire merged unit has been destroyed by the end of the battle, but if it is, add together all the Power Ratings of all the units that made it up (and then halve that, as described above).

If a unit splits during the battle, then for the purposes of this mission objective, divide the unit’s original Power Rating as equally as possible between the individual units. The only exception to this are units of T’AU EMPIRE DRONES that split from a larger unit during the battle - these DRONE units are considered to have a Power Rating of 0, and the Power Rating of the unit they split from remains unchanged.
SECURE BATTLEFIELD
End Game Objective (Max 30 VPs)
  • A player scores 10 victory points for each objective marker they control.

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.

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.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
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.
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.
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.
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.
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.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
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.
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.
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.
Flying
If a unit’s datasheet has the FLY keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • FLY models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • FLY models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.
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.
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.
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.
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.
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.
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.
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).
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.
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 or 10 or less.
    • 2 if unit has a Power Rating of 11 or more.

Manifesting Psychic Powers
The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round. 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.

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.
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.
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.
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.
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.
INCREASE SUPPLY LIMIT1RP
Purchase this Requisition at any time. Increase your Crusade force's Supply Limit by 5 Power.
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.
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.
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.

The AEGIS DEFENCE LINE keyword is used in the following Unaligned datasheets:

Fortifications

The BIKER keyword is used in the following Genestealer Cults datasheets:

Fast Attack

The TRANSPORT keyword is used in the following Genestealer Cults datasheets:

Dedicated Transport
Heavy Support
Cult Ambush

Genestealer Cults plan meticulously before rising up against their oppressors, remaining hidden until the moment of ascension arrives.

During deployment, you can set up this unit in ambush instead of on the battlefield. If this unit has the INFANTRY or BIKER keyword, you can either set it up in ambush or underground instead of on the battlefield.

When you set up a unit underground, it can emerge at the end of any of your Movement phases – set the unit up anywhere on the battlefield that is more than 9" from any enemy models.

When you set up a unit in ambush, place one ambush marker anywhere on the battlefield that is wholly within your deployment zone. You will need one ambush marker for each unit that will deploy in this way. If you set up a TRANSPORT model in ambush, you must still tell your opponent what units are embarked within it when it is set up in ambush – do not set up separate ambush markers for units that start the battle embarked within a TRANSPORT model, even if they have the Cult Ambush ability.

Ambush markers are not units and cannot be targeted, attacked or destroyed. When measuring to or from ambush markers, always measure to the centre of the marker. If you are playing a mission that uses Concealed Deployment, the Concealed Deployment rules only apply to units that do not have the Cult Ambush ability. If you are playing a mission that uses Sentries, Sentry models cannot be set up in ambush, even if they have the Cult Ambush ability.

Matched Play: In matched play, units set up in ambush using this rule do not count as being Strategic Reserves or Reinforcement units.

Revealing Ambush Markers
If you have the first turn, you must reveal all of your ambush markers at the start of your Movement phase, one at a time, before moving any units. Each time you reveal an ambush marker, select one unit from your army that you set up in ambush, then set up one model from that unit within 1" of that ambush marker. Then remove that marker before setting up the rest of that model’s unit wholly within 6" of the first model, wholly within your deployment zone and more than 9" from any enemy models (any models that cannot be placed are destroyed). If it is your turn, that unit can still move and shoot normally during the turn it is set up, but if it is a TRANSPORT, units that disembark from it this turn cannot be set up within 9" of any enemy models. Note that unless these units actually move during this Movement phase, they do not count as having moved in their Movement phase for any rules purposes, such as shooting Heavy weapons.

If your opponent has the first turn, then none of their units can be set up or end a move within 9" of any of your ambush markers. At the end of your opponent’s first Movement phase, after they have set up all of their units from reinforcements (if any), reveal all of your ambush markers as described above before continuing with the turn.

This codex comes with 28 Ambush markers that you can use when setting up Genestealer Cults units in ambush. Also included is a 9" range ruler; this is intended to be used when setting up Genestealer Cults units on the battlefield that were set up underground during deployment, helping to ensure no models are placed too close to the enemy.
REARM AND RESUPPLY1RP
Purchase this Requisition at any time. Select one unit from your Order of Battle (excluding CHARACTERS) that has a Crusade card. You can change any wargear options that models in that unit are equipped with as described on that unit’s datasheet, provided that none of those wargear options would change the Power Rating of the unit. You cannot replace a weapon that a model is equipped with if the weapon in question has been upgraded by a Weapon Enhancement.
© Vyacheslav Maltsev 2013-2022