Below, you will find a plethora of new missions to use in your Boarding Action games. If you have the Boarding Actions rules from Arks of Omen: Abaddon and the Warhammer 40,000 Boarding Actions Terrain Set, then you can play any of the missions presented here. These missions are all asymmetric in nature, with one player taking on the role of the ship’s defenders and the other a boarding party sent in to either seize control of or scuttle the enemy ship. Whether it’s opening the vessel’s airlocks to vent its crew into the void, raiding the cargo holds, or even using the ship’s guns against ground forces on the planet below, you will find a raft of new scenarios to experience over this page.

These missions can also be augmented with the Killzone: Gallowdark set. This provides several new pieces of scenery that can be incorporated into the game boards. Some offer new hiding spots and ambush possibilities, while others take the form of explosive canisters and highly charged electro-nodes that can significantly change the way players approach the missions. More details of these new additions can be found here.

It is important to note that all of the following missions are designed to be just as enjoyable whether or not you have these extra pieces of terrain, and each provides a fair and balanced game for both players, regardless of which role they take on. Indeed, it can be equally fun to replay a mission, with you and your opponent swapping round who is the Attacker and who is the Defender, using your newly acquired experience of the battle to see if you can achieve victory from the opposite perspective.

Books

BookKindEditionVersionLast update
  Arks of Omen: Angron
  Arks of Omen: AngronExpansion9February 2023

BOARDING ACTION GAMES

A Boarding Action game is waged by following the sequence below.


1. Muster Boarding Patrol

The players must first muster their Boarding Patrol, as described in Arks of Omen: Abaddon. Each player must then provide a copy of their army roster for their opponent to read through. If, when players compare their points total, one player’s is at least 30 points less than their opponent’s, then the player with the smaller points total is the Underdog, and they may receive an Underdog bonus as detailed in the mission they are playing.

2. Determine Mission

The players determine which mission to play from the Boarding Action missions presented on this page. This will determine the deployment map that the players use, as well as the specific mission briefing. You can either simply agree which you will use with your opponent, or you can roll a D6 to randomly select a mission using the table below.


3. Read Mission Briefing

Each mission has a mission briefing that will detail the aims of the battle. Each mission will also list one or more additional mission rules that will apply for the duration of the battle, and a series of objectives that award victory points to the players. The players should read and familiarise themselves with these before proceeding.

4. Create the Battlefield and Place Objective Markers

The players now create the battlefield and set up terrain features. Missions are played on Boarding Action battlezones and the position of all terrain features - Walls and Hatchways - and objective markers that must be placed on the battlefield will be shown on the deployment map of the mission you are playing. Each mission will also specify which Hatchways start the mission open and which start the battle closed.

All of the missions on this page support the additional terrain included in the Killzone: Gallowdark set. If you have the terrain pieces from this set, then you can incorporate them into the battle, and the deployment map will show how to set these up. It is important to note that all of these missions have been designed to offer a fair, balanced and exciting experience, regardless of whether you incorporate these terrain features or not, but they can add an extra level of immersion. The rules for these terrain features can be found here.

5. Form Boarding Squads

Each unit in your Boarding Patrol that has a Unit Strength of 10 must now be split into multiple units, each containing 5 models. When splitting a unit, make a note of which models form each of the two new units. From this point onwards, these split units count as independent units for all rules purposes.

6. Determine Attacker and Defender

The players roll off and the winner decides who will be the Attacker and who will be the Defender. The Attacker’s and Defender’s Entry Zones are labelled on the deployment map.

7. Generate Starting Command Points

Each player starts with 1 Command point.

8. Deploy Armies

The players alternate setting up their units one at a time, starting with the Defender. For each of a player’s Entry Zones (as shown in the mission map), that player sets up one unit within that Entry Zone.

If a unit has a pre-battle rule that allows it to be set up anywhere on the battlefield, that unit can instead be set up wholly within 6" of that unit’s Entry Zone. That Entry Zone is then considered to have had a unit set up within it, and cannot have another unit set up within it before the start of the battle. If one player finishes deploying all their units, their opponent then deploys the remainder of their units, until either both players have set up one unit per Entry Zone, or all units have been deployed.

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.

9. Determine Reserves

Any units in a player’s army that do not start the battle on the battlefield, will start the battle in Strategic Reserves. This does not cost any Command points to do so.

In the Reinforcements step of a player’s Movement phase (starting from the first battle round onwards), that player can select one of their Strategic Reserves units for each of their Entry Zones that has no models within it and set those units up in those Entry Zones.

If one or more of the Reserves units that you have selected has a rule that would allow it to be set up in a location other than the battlefield (e.g. Teleport Strike) then in each of that player’s turns (starting from the second battle round onwards), one of those units can be set up on the battlefield as described by their rule that turn, instead of being set up within an Entry Zone. Any Reserves unit that has not arrived on the battlefield by the end of the fourth battle round counts as having been destroyed (this does not apply to units that are placed into Reserves, including into Strategic Reserves, after the first battle round has started).

10. Determine First Turn

The players roll off and the winner takes the first turn.

11. Resolve Pre-battle Abilities

Each player can resolve a single pre-battle ability that units in their army may have, irrespective of how many units in their army may have them, starting with the player who will take the first turn.

12. Begin the Battle

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

13. Ending the Battle

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 may continue to play out their turns until the battle ends.

14. Determine Victor

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

Each player can score a maximum of 90 victory points from mission objectives (any excess victory points awarded are discounted). 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 players a maximum total score out of 100 victory points.

Killzone: Gallowdark

Optional Terrain Features

Terminal

Wall: This terrain feature counts as a Wall.

Pipes

Barrier: Models cannot move through this terrain feature.

Partial Cover: When a model makes a ranged attack, if it is not possible to trace straight lines from the attacker’s base to every part of the target’s base without any of those lines passing through this terrain feature, then the target receives the benefits of cover against that ranged attack.

Collapsed Pipe

Impediment: If a unit makes a Normal Move, Advances or Falls Back, and any of its models wish to move through any part of this terrain feature, then until the end of that move, subtract 2" from the Move characteristic of those models (to a minimum of 0). If a unit declares a charge, and any of its models wish to move through any part of this terrain feature as part of its subsequent charge move, subtract 2 from that unit’s charge roll.

Partial Cover: When a model makes a ranged attack, if it is not possible to trace straight lines from the attacker’s base to every part of the target’s base without any of those lines passing through this terrain feature, then the target receives the benefits of cover against that ranged attack.

Electro-nodes

Barrier: Models cannot move through this terrain feature.

Partial Cover: When a model makes a ranged attack, if it is not possible to trace straight lines from the attacker’s base to every part of the target’s base without any of those lines passing through this terrain feature, then the target receives the benefits of cover against that ranged attack.

Electro-discharge: While a model is within 2" of this terrain feature, each time that model makes a ranged attack, subtract 1 from that attack’s hit roll.

Explosive Canisters

Wall: This terrain feature counts as a Wall.

Destructible: This terrain feature counts as a model with the following profile:

NameMWSBSSTWALdSv
Explosive Canisters---333-107+

Either player can make ranged attacks against this terrain feature and, when it is destroyed, it Explodes (see below). It does not have an Engagement Range, charges cannot be declared against it, and melee attacks cannot be made against it. Both players can perform the following action:

Sabotage (Action): One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase, if they are within 1" of an Explosive Canisters terrain feature. This action is completed at the end of the turn. If completed, that terrain feature will Explode (see below) at the end of your next Movement phase.

Explodes: When this terrain feature Explodes, roll one D6 for each unit within 3" of it: on a 2-4, that unit suffers 1 mortal wound; on a 5+, that unit suffers 2 mortal wounds. Then remove this terrain feature from the battlefield. This terrain feature can only Explode once.
Boarding Action Mission

Void the Ship
 1

MISSION BRIEFING
Those storming an enemy ship often aim to take control of it by fighting past its defenders and capturing strategically vital locations. Yet some prefer a simpler, if more audacious, solution: exposing the decks to the void. Such actions cast hundreds of the vessel’s defenders into the blackness of space, clearing a path to its enginarium, armouries and bridge.

MISSION RULES
Security Patrol: The Patrol Entry Zone can only be used by the Defender to set up a unit from their army before the battle, in the Deploy Armies step. Once the first battle round has started, that Entry Zone cannot be used when the Defender sets up any Strategic Reserve units from their army in an Entry Zone.

Set Defence: The Defender has the first turn.

Exposed to the Void: Models cannot enter the Inaccessible Area of the battlefield for any reason.

Airlocks: The Hatchways labelled ‘Airlock’ on the map below are considered to be Airlocks. Airlocks behave in the same way as normal Hatchways, with the following exceptions:
  • An Airlock can only be opened by the Attacker.
  • Once opened, an Airlock cannot be closed.

Underdog Bonus: If a player receives an Underdog bonus, that player starts the battle with 1 additional Command point.

OBJECTIVES

MAINTAIN SHIP INTEGRITY
End Game Objective

The defenders strive to maintain the vessel’s integrity against their assailants’ efforts to expose the ship to the void.

At the end of the battle:
  • The Attacker scores 20 victory points for each of the Airlocks that have been opened.
  • The Defender scores 20 victory points for each of the Airlocks that remain closed.
CUT OFF THE HEAD
End Game Objective

It is common to find vital leadership personnel either overseeing defence of a ship’s airlocks, or leading the assault against them. Ensuring that the enemy commander does not survive this battle, no matter its wider strategic outcome, is a victory in its own right.

At the end of the battle, each player scores 10 victory points if their opponent’s WARLORD is destroyed.

Boarding Action Mission

Pull Their Teeth
 2

MISSION BRIEFING
Warships are not only vital for controlling a conflict in space, they provide indispensable fire support to ground troops, bombarding the enemy with ferocious salvoes of apocalyptic weaponry, slaughtering thousands and reducing fortresses to rubble. Thus it is of primary importance for belligerents in any planetary conflict to ensure that the enemy’s void vessels are kept from bombarding their forces. This is but one more task for daring boarding troops, who must fight hard to stop the enemy’s cannons from annihilating their comrades on the ground below.

MISSION RULES
Rapid Offence: The Attacker has the first turn.

Control Node: The Control Node is the only objective marker that can have the Secure Site action performed on it. In addition, any unit can perform the Secure Site action on that objective marker, regardless of whether or not that unit has the Objective Secured ability.

Underdog Bonus: If a player receives an Underdog bonus, that player starts the battle with 1 additional Command point.

OBJECTIVES

DESTROY GROUND TARGETS
Progressive Objective

The ship’s weapons batteries depend upon a continuous supply of ammunition to be effective. Should the defenders manage to keep these immense guns firing, the war for the planet below will swing in their favour - all the more so if they can retain control of vital control nodes to ensure deadly accurate fire.

The Attacker starts the battle with 60 victory points. At the start of the Defender s Command phase:
  • If the Defender controls the Control Node objective marker, for each Loader objective marker they control, subtract 10 victory points from the Attacker (to a minimum of 0 victory points) and the Defender scores 10 victory points.
  • Otherwise, for each Loader objective marker the Defender controls, subtract 5 victory points from the Attacker (to a minimum of 0 victory points) and the Defender scores 5 victory points.
SEIZE THE GUNS
Progressive Objective

Warship weapons are lethal in the hands of whoever controls them, and the attackers are well aware of this fact. If they can seize the ship’s guns, even if they cannot operate them with the same efficiency as the defenders, they will unleash hell upon their enemies on the ground.

At the start of the Attacker’s Command phase, if they control the Control Node objective marker, they score 5 victory points.

Boarding Action Mission

Strongrooms
 3

MISSION BRIEFING
Many a naval vessel holds within its depths potent weapons and ancient artefacts. Invariably these are stored within all but impenetrable vaults, secured by psychic wards, automated weapons systems, shield generators or by other means. Should an attacker successfully seize these treasures, they will not only gain powerful assets for themselves, but also grievously undermine the morale of their enemies.

MISSION RULES
Rapid Offence: The Attacker has the first turn.

Guard Duty: Before the battle, at the start of the Deploy Armies step, for each Strongroom, the Defender selects one unit from their army and sets that unit up within that Strongroom.

Underdog Bonus: If a player receives an Underdog bonus, that player starts the battle with 1 additional Command point.

OBJECTIVES

THEY ARE OURS
End Game Objective

The capture of each enemy artefact is an impressive feat in itself, showing courage, daring and warrior skill in equal measure. Such deeds are not only short-term victories, however, as word of the attackers’ success will undoubtedly buoy the spirits of their comrades across a multitude of other battlefronts.

At the end of the battle, the Attacker scores 45 victory points for each objective marker they control.
PURGE THE THIEVES
End Game Objective

For every warrior slain in their foolhardy effort to seize the defenders’ most prized possessions, a warning is sent out to any others who might dare to do the same: to attempt this is to be ruthlessly destroyed.

At the end of the battle, total the points values of the Attacker’s Boarding Squads that are destroyed. The Defender scores the corresponding number of victory points shown in the table below.

PURGE THE THIEVES
POINTS TOTAL OF DESTROYED BOARDING SQUADSDEFENDER VICTORY POINTS
0-1240
125-24930
250-37460
375+90

Boarding Action Mission

Jailbreak
 4

MISSION BRIEFING
It is far from uncommon in the chaos of ship-to-ship boarding actions for isolated units to become captured by their enemies. The fate that awaits such warriors is almost certainly torture, slavery or death. They live in hope, however, that their comrades are striking out to free them so they may fight another day.

MISSION RULES
Imprisoned: Before the battle, at the start of the Deploy Armies step, the Attacker selects one unit from their army with a minimum points cost of 60 points to be imprisoned. That unit is set up within the Prison Cells. The imprisoned unit:
  • Cannot be removed from the battlefield at any point, unless destroyed.
  • Cannot make use of any rule that would allow it to move through Walls or terrain features while the Prison Cells’ Hatchway is still closed.
  • Cannot perform the Operate Hatchway action on the Prison Cells’ Hatchway.
  • In the Attacker’s Command phase, if there are no units from the Defender’s army wholly within the Guard Entry Zone, and the imprisoned unit is within 1" of the Prison Cells’ Hatchway, then the imprisoned unit can attempt to force the Hatch. If it does so, roll one D6: if the result is less than that unit’s Strength characteristic, open the Prison Cells’ Hatchway.

Prison Cell: Units other than the imprisoned unit cannot make use of any ability that allows them to be set up within the Prison Cells. Once the Prison Cells’ Hatchway has been opened, it cannot be closed again.

Prison Guards: Before the battle, the Defender can only set up units from their army within the Guard Entry Zone and the Patrol Entry Zones (they cannot use the Backup Entry Zones), and one unit from their army must be set up within the Guard Entry Zone. Once the first battle round has started, they can only use their Backup Entry Zones when setting up any Strategic Reserve units from their army in an Entry Zone.

Rapid Offence: The Attacker has the first turn.

Silent Infiltration: At the start of the first battle round, the Attacker can begin infiltrating units until the alarm is set off. They select one unit from their army and roll one D6: on a 2+, the alarm is not set off and that unit can make a Normal Move of up to 6". They can then select another unit from their army that has not yet been selected for this rule and roll again, subtracting 1 from the roll. This continues, subtracting 1 from the roll for each successive unit, until either the alarm goes off or the Attacker has no more units to move.

Underdog Bonus: If a player receives an Underdog bonus, that player starts the battle with 1 additional Command point.

OBJECTIVES

ESCAPE
End Game Objective

The captors of imprisoned warriors would rather see their prisoners dead than free, and will fight furiously to stop any breakout efforts. For those attempting to free their captured comrades, meanwhile, the fiercest fighting is often in the escape.

At the end of the battle, players score victory points as shown in the table below.

ESCAPE
SITUATIONATTACKER VICTORY POINTSDEFENDER VICTORY POINTS
Imprisoned unit still within Prison Cells090
Imprisoned unit not within Prison Cells, but destroyed3060
Imprisoned unit not within Prison Cells and not destroyed, but within Engagement Range of one or more models from the Defender’s army6030
Imprisoned unit not within Prison Cells, not destroyed, and not within Engagement Range of any models from the Defender’s army900

Boarding Action Mission

Power the Generators
 5

MISSION BRIEFING
A ship’s data-fanes are often packed full of strategic intelligence that can turn the tide of battles or even wars. Well aware of this, attackers may attempt to channel power to such terminals and thus activate them to mine their secrets.

KEY

Generator Objective Marker
Terminal Objective Marker
Access Zone

MISSION RULES
Set Defence: The Defender has the first turn.

Multi-level: When setting up the battlefield, each game board represents a different level within the ship. It is not possible to move units from one game board to the other unless using the Change Level action (see below), and units on one game board are not visible to those on the other.

Change Level: Units from your army can perform the following action:

Change Level (Action): One or more units from your army can start to perform this Action at the end of the Move Units step of your Movement phase, if every model in that unit is within an Access Zone. This action can be performed by a unit that Advanced or Fell Back this turn. The action is completed at the end of your Movement phase. If completed, remove that unit from the battlefield and set it up with every model within the corresponding Access Zone on the other game board (e.g. if a unit completed this action while in Access Zone A on the Deck Level, it would be set up within Access Zone A on the Sub-level). When setting a unit up in this way, you can set it up within Engagement Range of enemy units. If you do so, then those units will be eligible to fight during the subsequent Fight phase, but none of them count as having made a charge move this turn.

Fighting Between Decks: During the Fight phase, while a model is within an Access Zone it counts as being visible to and within Engagement Range of any opposing models that are within the corresponding Access Zone on the other game board. This means that those models’ units are eligible to fight and can make melee attacks against one another. Each time a model in such a unit makes a pile-in or consolidation move, that model can move in any direction but must end that move closer to the centre of that Access Zone.

OBJECTIVES

ACCESS THE DATA
Progressive Objective

For every sub-level generator the attackers succeed in activating, a terminal ripe with vital data becomes available to access. Securing such information will no doubt aid their wider war, earning the assaulting warriors much renown.

At the end of the Attacker’s Command phase, for each Generator objective marker they control, they can select one Terminal objective marker to be powered up until the end of the turn, and then for each powered up Terminal objective marker they control, they score 10 victory points.

In the fifth battle round, the Attacker does this at the end of their turn, instead of at the end of their Command phase.
ROUT AND CRUSH THEM
End Game Objective

The thought of the enemy seizing such vital intelligence is a terrible one. Every last one must be routed from the area, hunted down and eliminated, to ensure no data is successfully stolen.

At the end of the battle, total the points values of the Attacker’s Boarding Squads that are destroyed. The Defender scores the corresponding number of victory points shown in the table below.

ROUT AND CRUSH THEM
POINTS TOTAL OF DESTROYED BOARDING SQUADSDEFENDER VICTORY POINTS
0-1240
125-24915
250-37440
375-49960
50080

In addition, at the end of the battle, the Defender scores 20 victory points if the Attacker’s WARLORD is destroyed.

Boarding Action Mission

Corrupt the Machine Spirit
 6

MISSION BRIEFING
No void ship, no matter how large or small, can function without the many machine spirits that dwell within its systems, and corrupting such spirits is thus a sure-fire method of disabling an enemy vessel. The ways of doing this are often dark indeed, involving tech-viruses, machinopathogens or system-scourges, each capable of crippling key systems or even turning them against the ship’s crew or allied void craft.

MISSION RULES
Set Defence: The Defender has the first turn.

Corrupt the Machine Spirit: At the end of the Attacker’s Command phase, for each objective marker they control, they can attempt to corrupt that objective marker. If they do so, roll one D6: on a 2+, that objective marker is corrupted and removed from the battlefield. Each time an objective marker is corrupted, the Attacker can select one of the following consequences that has not already been selected:
  • Door Controls: The Attacker can open or close up to three Hatchways; the Defender cannot attempt to prevent these Hatchways from being opened or closed.
  • Steam Venting Overrides: Until the start of the Attacker’s next Command phase, ranged attacks cannot target units more than 6" away from the attacking model.
  • Gravitational Systems: Until the start of the Attacker’s next Command phase, units cannot perform the Set to Defend or Set Overwatch actions. Any units that are already Set to Defend or have Set Overwatch are no longer in either of those states.
  • Communications Network: Until the end of the Attacker’s next Command phase, the Defender cannot gain Command points.

Underdog Bonus: If a player receives an Underdog bonus, that player starts the battle with 1 additional Command point.

OBJECTIVES

HUMBLE THE MACHINE
End Game Objective

The shutdown of a prized enemy ship, one crucial system at a time, is a wonderful thing for attackers to behold. Beyond that, rendering a mighty vessel inert can tip the scales of battle in their favour and see them win much glory.

At the end of the battle, the Attacker scores 20 victory points for each objective marker they corrupted (see above).
THWART THE CORRUPTERS
End Game Objective

Nothing less than fighting tooth and nail will be sufficient to defend the ship’s machine spirits. Every functioning system ensures the vessel has a greater chance of surviving the coming battles, and denies the foe an advantage.

At the end of the battle, the Defender scores 30 victory points for each objective marker they control.

Objective Markers
In Boarding Actions, objective markers should have a diameter of 40mm. A model is within range of an objective marker if it is within 1" of that objective marker.

At the start of the battle, each objective marker on the battlefield is contested, and so is not controlled by either player. Unless otherwise noted, a player will control an objective marker at the end of any phase if they have more models within range of it than their opponent does.
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.
Entry Zones
In Boarding Actions, each player will have one or more deployment zones called Entry Zones. Each time a unit from your Boarding Patrol is set up, it must be set up wholly within one of your Entry Zones. If a unit will not fit wholly within an Entry Zone, all of its models must be set up as close to the centre of that Entry Zone as possible.

You cannot set up a unit within an Entry Zone if any other unit is in that Entry Zone. However, when setting up a unit at the start of the battle, you can set up your WARLORD alongside that unit as if it was a part of it, using the same Entry Zone. Rules that prevent a unit from being set up within a specific distance of another model or unit cannot prevent a unit from being set up within an Entry Zone.
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.
Mission Objectives
During the battle, players can earn victory points by achieving mission objectives. There are two types of mission objectives: End Game and Progressive. Progressive mission objectives are scored during the battle (exactly when is detailed on the objective itself), and can be achieved, and hence award victory points, several times. End Game mission objectives are scored at the end of the battle.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

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

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

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
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.
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. 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).
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.
Engagement Range
When measuring to see if one model is within Engagement Range of another, if the shortest line between those two models passes through an open Hatchway, then those models are within Engagement Range if they are within 2" of one another, as shown below.


  • Both Models B and C are within Engagement Range of Model A, as the shortest distance between them passes through an open Hatchway and they are within 2" of one another.
  • However, Model D is not within 2" of Model A and so these two are not within Engagement Range.
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.
Operate Hatchway
One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase if they are within 1" of a Hatchway. This action can be performed by any unit that is not within Engagement Range of any enemy models, even if that unit is being affected by a rule that would normally prevent it from performing actions. The action is completed at the end of your Movement phase if no enemy models are within 1" of that Hatchway. If there are any enemy models within 1" of that Hatchway, your opponent can attempt to prevent the action from being completed. If they do so, roll off with your opponent; each player adds the Strength characteristic of one of their models that is within 1" of that Hatchway to their respective scores. If you win, the action is completed; otherwise, the action fails. If completed, that Hatchway opens (if it was closed) or closes (if it was open).

If a Hatchway opens and units on opposite sides of that Hatchway now find themselves within Engagement Range of each other, then those units will be eligible to fight during the subsequent Fight phase, but neither of those units count as having made a charge move this turn.


Before opening the Hatchway, Model A and Model B are not within Engagement Range of one another.


After Model A opens the Hatchway, it is within Engagement Range of Model B as the shortest distance between them passes through an open Hatchway and they are within 2" of one another. In the following Fight phase, both units will be eligible to fight, but Model A’s unit will not count as having charged that 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.
Secure Site
One or more units from your army with the Objective Secured ability can start to perform this action at the end of the Move Units step of your Movement phase, if they are within range of an objective marker that has no enemy models within range of it. Each unit performing this action must be within range of a different objective marker. The action is completed at the start of your next Command phase, provided the unit performing it is still within range of that objective marker. If completed, that objective marker remains under your control until the end of the battle, unless your opponent controls it at the end of any subsequent phase, even if there are no models from your army within range of it.
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.
Points Values
Every model and weapon has a points value, which is found in a number of Warhammer 40,000 publications. Points values are similar to Power Ratings, in that they give you a guide as to how powerful certain warriors and weapons are, but they offer a greater degree of granularity. A unit’s points value is calculated by adding together the points value of every individual model in that unit and the points value of every individual weapon equipped by a model in that unit. Certain items of wargear also have a points value, and must be included in a unit's points value if equipped by a model in that unit. While it takes a little longer to work out each unit's points value, doing so enables you to differentiate between two similar squads equipped with different weapon options, as the points values listed in our publications reflect the fact that some weapons are more powerful than others.

  • Points values: Detailed measure of a unit's efficacy.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
Set to Defend
One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase. The action is completed at the end of your turn. If completed, until the end of your opponents next turn, that unit is said to have Set to Defend. While a unit is Set to Defend, each time a model in that unit makes a melee attack, add 1 to that attack’s hit roll.
Set Overwatch
One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase. The action is completed at the end of your turn. If completed, until the end of your opponent’s next turn, that unit is said to have Set Overwatch. Each time an enemy unit is set up on the battlefield or ends a Normal Move, an Advance move, a Fall Back move, a charge move, or opens a Hatchway, units from your army that have Set Overwatch can fire Overwatch at that enemy unit.

Overwatch is resolved like a normal shooting attack except that models can only target the enemy unit that has just finished moving, and an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers. A unit cannot fire Overwatch while enemy units are within Engagement Range of it unless it is firing Overwatch at an enemy unit that has just finished making a charge move within Engagement Range of it. In this case it can do so even if other friendly units are within Engagement Range of the same enemy unit, and it can do so with any ranged weapon it is equipped with (excluding weapons with the Blast ability).

After a unit has fired Overwatch, it must complete the Set Overwatch action again before it can fire Overwatch again.

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