Vigilus is a world on the brink of destruction. First attacked by bestial xenos hordes from within and without, its parched hivesprawls then trembled before the nightmarish assaults of Chaos worshipers. War continues to ravage the planet, bringing it ever closer to doom. Its people cling to their waning faith, many praying salvation as the warp storms of the Great Rift draw ever nearer.
Vigilus and its neighbouring systems within the Nachmund Sub-sector are the last islands of Imperial resistance at the northern end of the vital Nachmund Gauntlet. This huge corridor of space is one of the few known channels that connects the two halves of the galaxy, now divided by the Cicatrix Maledictum - the Great Rift. No one knows for certain how this seemingly stable region came about, though there are whispers of towering, black obelisks that pulse with arcane power buried deep under Vigilus’ surface. While the surrounding violent storms have rent reality and swallowed entire sectors and thousands of worlds in their seething embrace, the Nachmund Gauntlet remains navigable. Yet it is no sanctuary. To the Imperium, it is a last, desperate lifeline - their best means of breaking through the Great Rift from the Imperium Sanctus, and sending aid to the nightmarish and embattled region of the Imperium Nihilus.
However, this lifeline - stretching from the relative sanity of the Imperium Sanctus - is also an exposed artery to its beating heart. Imperial commanders, planetary governors, keen-minded strategos and even the High Lords of Terra themselves understand the immense strategic importance of holding the Gauntlet. It must be held not only for the sake of Mankind’s future across the galaxy, but also to protect Holy Terra itself. Yet a keener intellect still - darker and far more ancient - has other plans for the Nachmund Gauntlet, and Vigilus is only the latest step in a long-crafted scheme of conquest. Abaddon the Despoiler, Warmaster and Lord of the Black Legion of Heretic Astartes, first invaded Vigilus in the wake of Ork hordes and Genestealer Cults uprisings. The warlord unleashed a devastating apocalypse against the planet, but his swift conquest was averted by the Imperium through the sacrifice of a great hero and a blow to Abaddon’s pride.
Now, the Warmaster’s plans have refocused on his wider strategy. Abaddon seeks to control the entire Nachmund Gauntlet, stranding Imperial forces on either side and luring them into a war to retake it that they can ill afford. There are some who even think he seeks to understand by what means the Gauntlet is held open at alL While his ambition stretches out. Abaddon has issued edicts to conquer Vigilus in his name. Though his initial invasion was rebuffed, the planet’s defences were sorely weakened. Xenos raiders still plague Vigilus. Many companies of Space Marines have left to redeploy to other war zones. At the same time, many surrounding systems have been overwhelmed, and Vigilus has become a haven for surviving forces of Astra Militarum, Knight households and the Adeptus Mechanicus. The Wardens of the Gauntlet still maintain a defensive presence around Vigilus and will not see it lost without a fight. Darkness and despair crowd around the guttering beacon of hope that Vigilus once embodied, circling like vultures sensing the end of a dying beast. If Vigilus falls, the last hopes of those within the Imperium Nihilus could be snuffed out.
Book | Kind | Edition | Version | Last update |
War Zone Nachmund: Vigilus Alone |
War Zone Nachmund: Vigilus Alone | Expansion | 9 | Indomitus 1.0 | March 2022 |
War Zone Nachmund: Rift War |
War Zone Nachmund: Rift War | Expansion | 9 | Indomitus 1.0 | July 2022 |
Vigilus Alone
The ongoing war in the Nachmund Gauntlet had been grinding for years, neither side able to finally achieve the killing blow and drive their foe out of the region. Below, you will find a campaign system that allows you and a group of players to retell the events of the War Zone Nachmund Gauntlet story for yourselves, in the onslaught within the Vigilus System.
Where one-off games against favoured opponents and new foes alike offer plenty of fun and enjoyment, campaigns are something special, adding even more excitement, consequence and narrative to every tabletop clash. By entering a campaign you get to play not just one game, but a series of interlinked battles. You’re not just playing to see who wins, but to seize hard-fought territory or resources, avenge an earlier defeat or earn fresh rewards for your army. Before each battle, you determine context; where the conflict is taking place, why, and what stakes and consequences it will have. At each game’s end you discover what cost the battle has levied on your forces, and what experience or potent relics they have gained. If participating as part of a team, you play knowing your fellow campaign commanders are battling at the same time on nearby tabletops, all of you fighting for the same goal. It is an exciting and immersive experience.
At its heart, playing in a campaign is a narrative experience that forges war stories you and your fellow commanders will share for years to come. It can be the highlight of an entire gaming year and can spawn future events where you revisit old grudges or beloved settings. Whether you’re completely new to campaign gaming, or a veteran looking for a new thrill, all you need to do is gather your armies and read on to discover how to get the most out of
War Zone Nachmund: Vigilus Alone.
Introduction
A War of Faith campaign allows a group of players to get together, form alliances and play a series of games. It is split into
campaign phases, each of which takes part in the key regions of Vigilus, or on the symbolically critical planetoid of Hearthlack. There can be any number of campaign phases, split across the three locations as the
Campaign Master sees fit. Each battle will be fought with unique rules inspired by the key stages in War Zone Nachmund Gauntlet. At the end of each campaign phase, the balance of power in each locale will shift, the alliance with the most
war zone points achieving victory in that phase and pushing back their foes. A new phase then begins, with each alliance trying to keep their foe on the back foot or stem the onslaught.
Campaign Master
A
War of Faith campaign is best run with a Campaign Master. This is a heroic individual who takes on the mobilisation and organisation of the campaign so that the other players can focus on playing games. A Campaign Master is in a privileged position that offers a degree of leadership to the individual who takes on the role; however, its primary purpose is to facilitate a smooth and enjoyable experience for all players involved. A Campaign Master can indeed play in the campaign, but in larger campaigns that include a multitude of players, it may be they prefer to solely oversee the campaign rather than play in it.
Over this page we will refer to the Campaign Master and how they can go about organising a War of Faith campaign.
Campaign Master’s Edicts are useful tools and rules ideas that the Campaign Master can use to add further excitement to the campaign. If this is the first campaign for many of the players, or they would otherwise prefer to keep things as simple as possible, then these are not necessary for a War of Faith campaign. Otherwise, they are a useful tool for players to get the most out of a War of Faith campaign.
Ways to Play
The first step in the
War of Faith campaign is for the
Campaign Master to determine the type of play for the campaign:
open,
matched or
narrative play. The Campaign Master will also need to determine the battle size (or battle sizes) that will be used in the campaign, and which mission packs they will draw missions from. It is important for the Campaign Master to specify these from the outset so that each player knows what to expect from the campaign before committing to it. We would always encourage a Campaign Master to take advice from their proposed group of players on which type of play is preferred, and what size armies players are able to muster for the Faction or Factions they wish to use for the duration. Taking part in a campaign of this type is a collaborative effort and requires agreement and cooperation from all involved to ensure that it runs smoothly, and that the maximum amount of enjoyment can be experienced by each participant.
Players and Alliances
Once a
Campaign Master has stepped forward, their first task in organising a
War of Faith campaign is to gather the players and sort them into alliances. The system is flexible enough to support various numbers of people; an experienced Campaign Master could run the campaign for dozens of gamers, and equally just two players could use the system to tie the results of their regular games together into a greater whole. The campaign is at its best, however, with a small group of like-minded and enthusiastic players who can meet on a regular basis, and who can be evenly distributed across two alliances.
The two alliances should be organised evenly and, where possible, based on the Faction being played, so have a chat with the group to determine this. Once players are assigned to an alliance, their army is committed to the cause and will do their all to achieve victory. For this reason, players should play the same Faction throughout the campaign. If they wish to change their Faction, they can do so at the Campaign Master’s discretion. The alliances are as follows:
Imperial: Vigilus and its surrounding system are still nominally held by the Imperium, with their forces engaged on all fronts ensuring the tide of traitors does not overwhelm them. These desperate defenders draw upon strong reserves of faith and determination to ensure that the system is not lost forever to the servants of the Dark Gods. Any army with the
IMPERIUM keyword is best suited to this alliance, as well as any who would seek to thwart the machinations of the gods of the warp.
Chaos: The many varied forces of Chaos share a strong need to subjugate Vigilus once and for all. Alongside these, many other forces would benefit from the disruption a Chaos victory would bring, from the Orkish hordes, who seek constant warfare against the strongest foes, to the Drukhari raiders, who would seek to take advantage to reap a toll of captives and terror from the population. Any army without the
IMPERIUM keyword is best suited to this alliance.
These alliances allow for a well-rounded campaign, with each side battling back and forth for dominance.
Allies of Convenience
Note that the options above are guidelines on how to organise players into an alliance, rather than a requirement. If it suits the group better to organise the alliances differently, then the Campaign Master should feel free to do so. For example, if many of the players in the group play armies associated with a single alliance, then to make the alliances more evenly numbered some of them may have to fight for a different alliance than we have recommended. This is fine. You could always create some interesting narrative to explain why that side chose to fight for a different alliance. Here are a few examples:
- The Aeldari seek to thwart the desires of the servants of Slaanesh. They appear from webway gates and fight on the side of the Imperial alliance, then disappear again before the worshippers of the Dark Gods are able to bring forces to bear against them.
- The Necrons view the increasing number of Noctilith Crowns as a threat, bleeding uncontrollable warp energies into their future domains. Emerging from hidden gateways, or fleets that appear suddenly in orbit, the relentless phalanxes of undying warriors destroy these structures wherever they find them.
- A Genestealer Cult, thus far unrevealed, works alongside the advancing Chaos forces to overwhelm the entrenched Imperial defenders, casting down their edifices. Seeing the fractious Chaos factions as an easy target, they are sure they can drive them off easily once the Imperial oppressors are defeated.
- A force of Orks have detected the ongoing battles and want their share. Sensing their ships arrive in orbit, the Chaos forces move aside and allow the Orks to land and slake their thirst for battle on the Imperials below, confident they can mop up the survivors, whoever they may be, in the aftermath.
Equally, if it is just not possible to arrange alliances evenly, then the system will still work with a little extra organisation from the Campaign Master, as described later.
The Campaign Tracker
A
War of Faith Campaign uses a tracker, found below. This tracker features three war zones, each crucial to victory. Every war zone features a victory track, and will require a marker to indicate the current status of that war zone. This marker will start in the contested area of each war zone.
At the end of each
campaign phase, the
Campaign Master will reveal which alliance has been victorious in each war zone. If the
Imperial alliance is victorious in a war zone, the Campaign Master moves the marker a number of steps downwards on the appropriate tracker. If the
Chaos alliance is victorious in a war zone, the Campaign Master moves the marker a number of steps upwards on the appropriate tracker.
Campaign Length
A
War of Faith campaign is split into a number of
phases. Before the campaign begins, the
Campaign Master should determine the number of phases in the campaign. Once the final phase ends, the winning alliance is determined and the campaign ends.
A campaign can be a long and expansive experience where each campaign phase takes place over a month, with many battles fought and mighty heroes lost to the fires of war. Equally, it can be a short and focused campaign played over a weekend, with each campaign phase consisting of just one battle representing the key moments of the conflict. Ultimately, the Campaign Master should determine a campaign length that best suits the gaming group taking part, thinking about how regularly they can meet and how many games they are likely to play.
As a guide, we recommend ensuring that each participant is able to play at least one battle in each phase. Whilst it is tempting to plan out an epic campaign for galactic domination, we recommend keeping your campaign to 5-7 phases. If, at the end of the final phase, all the players are thirsting for more war, the Campaign Master can always decide to add an extra phase (or start a new campaign altogether).
Campaign Phases
During each campaign phase, any player can play more than one battle if they wish. The result of each battle is about more than just personal glory. Your presence contributes to the success of your alliance in the greater war. This is achieved with war zone points. Each time you play a game, your alliance earns war zone points as follows:
WAR ZONE POINTS | | COMBAT PATROL | INCURSION | STRIKE FORCE | ONSLAUGHT | Play a game | 1 | 1 | 1 | 1 | Draw a game | 1 | 2 | 3 | 4 | Win a game | 2 | 3 | 4 | 5 |
|
For example, if you play a Combat Patrol game and win, your alliance earns a total of 3 war zone points. It is the players’ responsibility to determine how many war zone points are earned. They then report their results and which war zone their battle took place in to the
Campaign Master, who keeps a record of each alliance’s total war zone points for each war zone. Once the current stage of the campaign phase comes to an end, the Campaign Master then moves the marker for each war zone along the track one space based on which alliance scored the most war zone points in that. war zone. If an alliance’s war zone points total for a war zone is double or more the war zone points total of the other alliance, the Campaign Master moves that marker two spaces instead. If the alliances are tied for the most war zone points, that marker does not move at the end of that phase.
UNEVEN ALLIANCESIf an alliance has an uneven number of players, the
Campaign Master is at liberty to reward extra War Zone points to make up the inherent deficit. Perhaps they could set a challenge for one player in each campaign stage, with War Zone points awarded to their alliance for playing that game, and a greater points return if they achieve victory and complete that challenge.
Arranging Games
To play a game, a player must arrange one with a player from the opposing alliance. When they meet on the battlefield, they follow the battle sequence as specified in their mission pack, with the following exception:
- At the start of the Determine Mission step, the players should agree which war zone their battle will take place in. If the players cannot agree, they should roll off. The battle takes place in the winners’ preferred war zone.
- Instead of selecting a mission as normal, the players can then select to play that war zone’s Legendary Mission.
Once the players have finished their game and determined the victor, they earn
war zone points for their alliance, as detailed above.
The
Campaign Master has a few options concerning how players are matched up for games. They can leave the players to arrange games themselves, with challenges thrown down and honour at stake. This is perhaps the simplest way of arranging games, and lets the campaign progress naturally with plenty of friendly rivalries to go with it!
Alternatively, it may be appropriate to introduce more structure to the matchups. For example, a matchup schedule will ensure that everyone gets an equal amount of games. Or, in campaigns with a large amount of players, breaking each alliance into smaller subgroups that are then matched against their enemies can make arranging games even simpler. The Campaign Master might also choose to ignore part of the additional step above, and allocate each pairing or group to a specific war zone. This can also add to the narrative, as you can imagine each group battling in a different area of the Vigilus System, wherever their commanders send them!
Additional Keywords
While a player is part of the
Imperial alliance, units from that player’s army are considered to have the
IMPERIAL ALLIANCE keyword.
While a player is part of the
Chaos alliance, units from that player’s army are considered to have the
CHAOS ALLIANCE keyword.
If you are using the Crusade system for your campaign, the first time a unit from your
Order of Battle is included in your
army roster for a battle as part of this campaign, that unit gains the appropriate keyword instead. Make a note on that unit’s
Crusade card. These keywords are not lost at the end of the campaign.
Winning the Campaign
Once the final phase of the campaign ends, the campaign has reached its conclusion. Alliances have had victories in the various campaign phases, and these victories determine the overall winner of the War of Faith campaign. The final position of the markers in each war zone provides each alliance with a number of Strategic Victory points (see below).
Alliance Strategic Victory Points
- If the final position of the marker for a war zone is in a red space or contested space, the Chaos alliance scores a number of Strategic Victory points equal to the number in that space (see below).
- If the final position of the marker for a war zone is in a blue space or contested space, the Imperial alliance scores a number of Strategic Victory points equal to the number in that space.
The alliance with the highest Strategic Victory points total is the victor. If both alliances have the same score, use the
war zone points total for the final phase as a tiebreaker. If this is still tied, use the war zone points total for the previous phase as a tiebreaker and so on until a victor is crowned.
Before each battle, players agree which war zone their battle is taking place in. If those players wish, they can use the following additional rules during battles taking place in each of these war zones as described below.
Dontoria
Burning Conviction
Inspired by the Living Saint and repulsed by Dontoria’s corruption, the Imperial forces in this region are sure of the righteousness of their cause.
Once per turn, when an
IMPERIAL ALLIANCE unit within 6" of an enemy unit is selected to shoot or fight, each time a model in that unit makes an attack, you can re-roll the
hit roll and you can re-roll the
wound roll.
Rampant Corruption
The hivesprawl has endured a long time in the malignant grip of Chaos. Its very transitways seep with corruption, and even the purest are overwhelmed by the horror of this once-holy continent.
Once per turn, during a
Chaos alliance player’s
Command phase, that player can select one
IMPERIAL ALLIANCE unit that is not within the controlling player’s deployment zone and roll one D6: on a 2+:
- That unit suffers 1 mortal wound.
- Until the start of that Chaos alliance player’s next turn, subtract 2 from that IMPERIAL ALLIANCE unit’s Leadership characteristic.
Storvhal
Tectonic Instability
Though the lava fields of Storvhal no longer echo with the screams of the daemonic, the tortured landscape rumbles with unstable tectonic energy in the wake of Fabricator Vorsch’s great gambit.
If you are using this war zone ability, at the end of the Creating the Battlefield step, players should set up two sets of markers and number them 1-6, as shown on the map below. These are known as tectonic locations. Each player has 6 tectonic locations (
Imperial alliance player’s tectonic locations are shown in green,
Chaos alliance player’s tectonic locations are shown in red).
At the start of each battle round, the player who is taking the first turn rolls one D6. On a 5+, a tectonic event has been triggered. If a tectonic event is triggered, each player randomly determines one of their tectonic locations by rolling one D6. Once both tectonic locations have been determined, draw a line between those two points on the battlefield. For each unit this line passes over (excluding
AIRCRAFT units):
- That unit suffers D3 mortal wounds.
- Until the start of the next battle round, halve the Move characteristic of models in that unit.

Hearthlack
Holy Elation
This golden orb transiting the sky is of great spiritual importance. Hearthlack’s artificial atmosphere trails in its wake like emanations from a holy censer; the moon’s defilement would cause incalculable damage to morale across the entire system. Filled with a fervent desire to prevent this, or intoxicated by the atmosphere’s miasma, the Imperium’s defenders there are emboldened to a zealous degree.
Each time a
Combat Attrition test is taken for an
IMPERIAL ALLIANCE unit, add 1 to that Combat Attrition test.
Desperate to Despoil
To the dark forces of Chaos, there is no greater prize than seeing an enemy’s hope sputter and die. Each idol and symbol cast down, whether still living or carved from stone, is a step towards victory over their hated foe. Displaying these shattered icons as trophies only lends further impetus to their unholy assault, and they stop at nothing to do so.
Each time a
CHAOS ALLIANCE unit makes an attack against a
CHARACTER unit, add 1 to that attack’s
hit roll.
MISSION BRIEFINGImperial forces descend on the tainted hivesprawl like the avenging wrath of the God-Emperor himself - purging every alcove and fissure where corruption could fester, and cleansing every stronghold available to the forces of Chaos. As Imperial armies stoically advance, their enemies seek to smother the fires of their faith, and spread their malignancy ever further.MISSION RULESForcesWhen playing this mission, the player from the
Chaos alliance should be the Defender. The player from the
Imperial alliance should be the Attacker.
Corrupted StrongpointsIf the mission pack you are playing has the Place Objective Markers step before the Create the Battlefield step, swap the order of these two steps for this mission. During the Place Objective Markers step, the Defender sets up 5
objective markers on the battlefield. Each must be set up within an
Area Terrain feature if possible, or within 1" of a non-Area Terrain feature. A maximum of two of these markers can be set up in the Defender’s deployment zone. While a unit from the Attacker’s army is within 3" of a terrain feature that has an objective marker that is not aflame (see below) within 1" of it, each time a
Combat Attrition test is made for that unit, subtract 1 from that Combat Attrition test.
Units from the Attacker’s army can perform the following
action:
Purging Fire (Action): One
INFANTRY unit from your army can start to
perform this action at the end of your
Command phase if it is within range of an objective marker. This action is completed at the end of your turn. If this action is completed, that objective marker is considered to be aflame.
At the end of each battle round, each player rolls one D6 for each unit from their army that is within 1" of a terrain feature that has an aflame objective marker within 1" of it. On a 1, that unit suffers 1
mortal wound for every 5 models that unit contains.
MISSION OBJECTIVESVictory points are awarded as follows:
FEND OFF THE ASSAULT
Progressive Objective
At the end of the Defender’s
Command phase, they score 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
- They control one or more objective markers.
- They control two or more objective markers.
- Three or less objective markers are aflame.
This mission objective cannot be scored in the first battle round.
PURGE IN FLAME
Progressive Objective
At the end of the Attacker’s
Command phase, they score 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
- They control one or more objective markers.
- They control two or more objective markers.
- Two or more objective markers are aflame.
This mission objective cannot be scored in the first battle round.
DONTORIA BURNING
End Game Objective
At the end of the battle:
- The Defender scores 5 victory points for each objective marker that is not aflame (for a maximum of 15 victory points).
- The Attacker scores 5 victory points for each objective marker that is aflame (for a maximum of 15 victory points).
VICTOR BONUSIf this battle was a
Crusade battle, the victor of this mission increases their
Requisition points to 5. If the Attacker is the victor, and three or more objective markers were aflame at the end of the battle, the Attacker’s
WARLORD is
Marked for Greatness in addition to any other units. If the Defender is the victor, and two or fewer objective markers were aflame at the end of the battle, the Defender’s
WARLORD is Marked for Greatness in addition to any other units.

MISSION BRIEFINGThe forces of Chaos have taken advantage of the apocalyptic, volcanic landscape of Storvhal to raise a nexus of Noctilith Crowns. A completed network would flood the area with warp energy. Imperial forces directed by Inquisitor Cartavolnus have launched a desperate spearhead thrust into the region to disrupt the energy nodes focusing power into these nascent Noctilith Crowns, and prevent them being fully activated.MISSION RULESForcesWhen playing this mission, the player from the
Chaos alliance should be the Defender. The player from the
Imperial alliance should be the Attacker.
Deactivated Crown Objective MarkerThe deactivated crown
objective marker has the following ability. The range of this ability is equal to 6" for each remaining energy node objective marker:
Abyssal Energies (Aura):- While a CHAOS unit is within range of this ability, each time a Psychic test is taken for that unit, add 1 to that Psychic test.
- Each time a unit from the Attacker’s army that is within range of this ability suffers Perils of the Warp, that unit suffers 3 mortal wounds instead of D3.
Units from the Attacker’s army can perform the following
action:
Demolish Energy Nodes (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 energy node objective marker. It cannot start this action while there are any enemy units (excluding
AIRCRAFT units and units with the Fortification
Battlefield Role) in range of the same objective marker. This action is completed at the end of your turn. If this action is completed, that objective marker is considered to be demolished.
MISSION OBJECTIVESVictory points are awarded as follows:
CHANNELLED ENERGY
Progressive Objective
At the end of the Defender’s
Command phase, they score 5 victory points for each energy node objective marker that has not been demolished.
This mission objective cannot be scored in the first battle round.
DESTROY THE NODES
Progressive Objective
At the end of the Attacker’s
Command phase, they score 5 victory points for each energy node objective marker that has been demolished.
This mission objective cannot be scored in the first battle round.
THE CROWN ASCENDANT
End Game Objective
At the end of the battle, the player who controls the deactivated crown objective marker scores 15 victory points.
VICTOR BONUSIf this battle was a
Crusade battle, the victor can select one unit from their
Order of Battle. If that unit can gain a
Battle Honour, it gains a
Battle Trait of the victor’s choice. Make a note of it on that unit’s
Crusade card and increase its
Crusade points accordingly.

MISSION BRIEFINGThough strategically a planetoid of little significance, the trailing atmospheric vapours left behind as it crosses the heavens have led to this rock being held as a symbol of potent religious power to the system’s defenders. Sensing a chance to cripple Imperial morale, the forces of Chaos have launched an assault to corrupt the atmospheric generators; with daemonic nanophages, sorcerous infections and malicious spirits, they hope to turn the encircling halo into a terrifying noose around the system.MISSION RULESForcesWhen playing this mission, the player from the
Chaos alliance should be the Attacker. The player from the
Imperial alliance should be the Defender.
Objective MarkersThe
objective markers in this mission represent atmosphere generator control panels. During the Create the Battlefield step, we recommend setting up a
building or
ruins terrain feature adjacent to each objective marker.
Units from the Attacker’s army can perform the following
action:
Corrupt Generator (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 you control. This action is completed at the end of your turn. If this action is completed, that objective marker is considered to be corrupted.
Units from the Defender’s army can perform the following action:
Purge Generator (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 a corrupted objective marker. This action is completed at the end of your turn. If this action is completed, that objective marker is no longer considered to be corrupted.
MISSION OBJECTIVESVictory points are awarded as follows:
CORRUPTING FUMES
Progressive Objective
At the end of the Attacker’s
Command phase, they score 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
- They control one or more objective markers.
- They control one or more corrupted objective markers.
- Two or more objective markers are corrupted.
This mission objective cannot be scored in the first battle round.
PURIFYING FUMES
Progressive Objective
At the end of the Defender’s
Command phase, they score 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
- They control one or more objective markers.
- They control one or more objective markers that are not corrupted.
- Two or more objective markers are not corrupted.
This mission objective cannot be scored in the first battle round.
VICTOR BONUSIf this battle was a
Crusade battle:
- The victor of this mission gains 2 Requisition points after this battle, instead of 1.
- The unit from the victor’s army that destroyed the most enemy units during the battle gains 3 additional experience points. If two or more units are tied, the victor can select one of these to gain this bonus.

Critical Location
High command has dictated that a specific war zone holds significant military value. Whether some vital resource has been discovered, a senior enemy commander has been spotted there, or the region has become an iconic symbol of the wars outcome is not yet clear. What is certain is that your forces must be poured into this region to wrest and maintain its control at all costs.
At the start of any
campaign phase, the
Campaign Master can declare one or more war zones to be critical locations to one or more of the
alliances. They may do this to encourage more players to fight battles in a certain war zone, or to help one alliance which was being overwhelmed in the previous campaign phase.
When the Campaign Master declares one or more critical locations, they should also declare the bonus for victory in this location, as well as which alliance or alliances that bonus is available to.
This bonus is entirely at the Campaign Masters discretion, but examples could include:
- Additional war zone points for winning or playing a game in the specified war zone.
- If the campaign is using the Crusade system, the Campaign Master can award additional Victor Bonuses, Experience points or Requisition points for victories in the specified war zone.
- Victories of particular magnitude earn additional war zone points.
- The victor in a specific war zone during a phase gains a bonus in the next phase. This could be bonus war zone points or could be an in-game ability, such as the ability to use certain types of Stratagems for 1 fewer CP, or if you are using the Crusade system, additional Requisition points for victories in that war zone.
Concealed Deployment
Many battlefields throughout the system are cursed with drifting ash clouds, empyric miasmas or dense atmospheric fumes. Armies from all sides have been known to take advantage of this, opportunistically moving troops into position under cover of these conditions, while fire lines are obscured and sensors befuddled, before signalling the attack.
Concealed Deployment is a means by which one or both sides have chosen to deploy their forces in hiding at the start of the battle, forcing their foes to commit to battle without truly knowing what they will face. At the start of a phase, the Campaign Master can choose for this rule to be in effect in one or more war zones, at their discretion. These rules explain how to place units into Concealed Deployment, as well as how to reveal them and set them up on the battlefield.
Placing Units Into Concealed Deployment
You can only place units into Concealed Deployment if your army is
Battle-forged. Before the battle, at the start of the Deploy Armies step of the mission, you can select one or more units from your army to he placed into Concealed Deployment (
TITANIC units,
AIRCRAFT units and units with the Fortification
Battlefield Role cannot be placed into Concealed Deployment). You must pay
Command points (CPs) to place your units into Concealed Deployment; the number of CPs required depends on the combined
Power Ratings of all the units you wish to place into Concealed Deployment (including those embarked within
TRANSPORT models that are themselves placed into Concealed Deployment), as shown in the table below. If you do not have enough CPs for your current band, you must reduce the number of units you wish to place into Concealed Deployment until you do have sufficient CPs.
CONCEALED DEPLOYMENT | COMBINED POWER RATING OF UNITS PLACED INTO CONCEALED DEPLOYMENT | CPs TO PLACE INTO CONCEALED DEPLOYMENT | 1-14 | 1 | 15-29 | 2 | 30-44 | 3 | 45-59 | 4 | etc. | etc. |
|
Concealed Deployment Counters
Next, you must assign a unique number for each unit from your army that you placed into
Concealed Deployment, and make a note of this on your
army roster. During deployment, instead of setting up a Concealed Deployment unit on the battlefield, you instead set up a counter with that units number on it face down (you can alternatively place a number or dice next to the counter, just so long as it corresponds to one of your Concealed Deployment units and is kept secret from your opponent for now), These counters must be set up within your deployment zone - if the unit has a rule that enables it to be set up elsewhere on the battlefield, that rule cannot be used.
Revealing Concealed Units
Once both players have finished deploying, but before either player uses any rules that would trigger ‘at the end’ of deployment, the players must reveal their concealed units. To do so, starting with the Attacker, the players alternate selecting one of their Concealed Deployment counters, flipping it over to reveal its number and setting up the corresponding unit. Each time they do so, the first model in the unit being set up must be placed touching the corresponding marker, and the entire unit must be set up
wholly within the player’s own deployment zone. That Concealed Deployment counter is then removed. If one player has no Concealed Deployment counters left to reveal, their opponent then reveals all their remaining counters in any order they choose, as described above.
The following
Crusade Relics are all treated as
Artificer Relics, and can only be selected for
IMPERIAL ALLIANCE or
CHAOS ALLIANCE units during a
War of Faith campaign. These Relics are retained by that unit after the campaign ends.
LIGHT OF DONTORIAThis simple icon, worn upon the bearer’s armour or around their neck, was seen carried by some who showed particular zeal during the Purging of Dontoria, or who were inspired by the hivesprawl’s distant inferno to conduct violent purgation of their own. Its holy form was thrice-blessed by Saint Celestine herself, and is anathema to the corrupt and the diabolic. It blazes with a burning light, fired by the warrior’s soul, searing and blinding the servants of darkness that stand against them.
IMPERIAL ALLIANCE model only.
At the end of the
Fight phase, roll one D6 for each enemy unit that is within 3" of the bearer, adding 1 to the result if that unit is a
CHAOS unit, and 2 to the result if it is a
DAEMON unit. On a 6+, that unit suffers 1
mortal wound.
THE ARMOUR OF STORVHALThis single, embossed plate is all that remains of a masterwork war suit crafted by the Tech-Priests who guarded the energy farms of Storvhal. Its esoteric alloys were smelted in the hivesprawl’s volcanic forges, and quenched in sigma-grade coolant. Inlaid with microactuators and thermo-harmonic emitters, this plate is nigh-unbreakable.
IMPERIAL ALLIANCE model only.
- Improve the bearer’s Save characteristic by 1 (to a maximum of 2+).
- Each time an attack is made against the bearer, roll one D6: on a 4+, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
VIAL OF THE HALO WORLDThis small ampoule - filled in the Cathedrum of Saint Calgar with a small portion of the golden atmosphere of Hearthlack - is held in great regard by the pious, its radiance blessing their holy strikes.
IMPERIAL ALLIANCE model only. The bearer has the following ability:
Vial of the Halo World (Aura): While a friendly
IMPERIAL ALLIANCE CORE unit is within 6" of the bearer, each time a model in that unit makes a melee attack, re-roll a
hit roll of 1.
THE NOCTILITH EYEThis rune-carved talisman appears to be nothing more than a small trinket. The dark stone at its centre is carved from pure noctilith, however, marking the bearer as a locus for the energies of the warp, and granting them murky visions of a possible future.
CHAOS ALLIANCE model only.
- The bearer has a 4+ invulnerable save.
- At the start of your Command phase, if the bearer is on the battlefield, roll one D6: on a 5+, you gain 1 Command point.
THE CROWN OF VONTHAKOriginally torn from the brow of a defeated Dark Apostle, this ichor-slick wreath of daemonic horns melds with the wearer’s own skull, and projects a sinister nimbus of terrifying dominance.
CHAOS ALLIANCE model only. The bearer has the following ability:
Crown of Vonthak (Aura): While an enemy unit is within 6" of the bearer, each time a
Combat Attrition test is taken for that unit, subtract 1 from that Combat Attrition test.
THE BURNING SKULLThis blackened skull - found in Storvhal after one of the Coronal War’s deadliest battles - is pocked with mutation, barbed spurs of extruded bone growing from its obviously Astartes form. When words of power are spoken over it, glowing runes appear across its surface and jets of flame blast forth from its empty eyes, like an accusatory stare of wrath from beyond the grave.
CHAOS ALLIANCE model only. The bearer is equipped with the following weapon:
WEAPON | RANGE | TYPE | S | AP | D |
The Burning Skull |
The Burning Skull | 12" | Pistol 1 | 5 | -2 | 3 |
Abilities: Each time an attack is made with this weapon, if a hit is scored, draw a straight line between the closest point of this model’s base (or hull) and that of the closest model in the target unit. Make one wound roll against the target unit, and one wound roll against each other unit this line passes over. |
In this section you’ll find additional rules for your crusade armies, themed around the War of Faith, including rules for representing ancient relic standards, as well as rules for creating deadly armies of zealous Imperial defenders. You can find out more about Crusade armies in the Warhammer 40,000 Core Book.
This section contains the following additional rules:
BANNERS OF RENOWNMany of the banners that flutter above the Adeptus Astartes as they make war are ancient and storied relics that have stood over battlefields for millennia and seen victories uncounted. These new Crusade rules supplement the Crusade rules found in
Codex: Space Marines and allow you upgrade Ancients with powerful upgrades to the banner they carry into battle.
ARMIES OF FAITHAll across the Vigilus system, ragged survivors of the ongoing war against the forces of Chaos band together, held together by their common faith in the Emperor of mankind. This section contains rules for creating an Army of Faith Crusade army. Here you will find a list of restrictions required to forge such an army and a list of additional rules and benefits that such an army gains.
BATTLEZONE: FRONTERISThe frontier worlds of the Imperium are often inhospitable, requiring buildings of rugged construction to survive their adverse conditions. In this section you will find rules for these new terrain features, as well as a Theatre of War for battlefields that use them, and a series of
new Agendas for use in Crusade games on battlefields featuring these imposing constructs.
An Army of Faith Crusade force functions a little differently to a normal Crusade force. Consisting of fractured Imperial forces fighting in any number of protracted war zones and shorn from central command, the warriors that form this force are held together by their common faith in the Emperor.
Fighting as a loosely organised force, this
Crusade army relies on zealotry to maintain momentum and prevent its forces dispersing or becoming overwhelmed as it builds religious fervour during the
Fervour stage.
Once a player decides their Army of Faith force has built up sufficient fervour, they can enter what is called the
Retribution stage. During this part of the campaign, their army strikes out in aggressive attacks against their hated foes, fueled by their fervour. Eventually this righteous anger may dissipate, and the player can choose to enter the Fervour stage again to rebuild their army’s momentum, before once more entering the Retribution stage, and so on.
When creating an Army of Faith
Order of Battle for the first time, and when adding units to it, you can only include the following:
- ADEPTUS ASTARTES units (excluding DEATHWATCH units).
- ADEPTUS MINISTORUM units.
- ASTRA MILITARUM units.
Each time a unit is added to an Army of Faith Order of Battle, it gains the
ARMY OF FAITH keyword.
After creating your Army of Faith Order of Battle, it immediately starts in the Fervour stage.
Mustering an Army of Faith Army
- An ARMY OF FAITH Detachment is one that only includes models with the ARMY OF FAITH keyword.
- An ARMY OF FAITH Detachment counts as an ADEPTA SORORITAS, ADEPTUS ASTARTES and ASTRA MILITARUM Detachment for the purpose of any Detachment abilities your army gains (e.g. Stratagems you can use).
- When mustering your army:
- Your army must contain at least one PRIEST unit.
- In order to include any ADEPTA SORORITAS units that do not have the Troops Battlefield Role, your army must contain at least one ADEPTA SORORITAS Troops unit.
- In order to include any ADEPTUS ASTARTES units that do not have the Troops Battlefield Role, your army must contain at least one ADEPTUS ASTARTES Troops unit.
- In order to include any ASTRA MILITARUM units that do not have the Troops Battlefield Role, your army must contain at least one ASTRA MILITARUM Troops unit.
Religious Fervour Points
An Army of Faith Crusade force will accumulate Religious Fervour points during the
Fervour stage. At the start of your first Fervour stage, begin a Religious Fervour points tally for your Crusade force (the Crusade goals, notes and additional information box is ideal for this).
Once you have accumulated sufficient Fervour points, you can enter the
Retribution stage. Over the course of the Retribution stage, your army will expend the accumulated fervour until it runs low or runs out, and the army must rebuild its fervour. When you gain any points, add the appropriate number to your Crusade army’s tally. When you lose any points, delete the appropriate number from your Crusade army’s tally.
- At the end of any battle during the Fervour stage, if your army has 20 or more Religious Fervour points, you can choose for your army to move to the Retribution stage.
- At the end of any battle during the Retribution stage, if your army has 5 or fewer Religious Fervour points, the Retribution stage ends and your army moves back into the Fervour stage.
- Your total cannot go below 0: If an ability would potentially take you below 0 (e.g. an ability which requires you to lose D3 Religious Fervour points when you have fewer than 3 available) that ability cannot be used.
Gaining Religious Fervour Points
At the end of each battle during the
Fervour stage, gain
Religious Fervour points for each of the following. When you do so, add that number to your tally.
- If you won or drew the battle, gain D3+3 Religious Fervour points.
- If you lost the battle, gain D3 Religious Fervour points.
- If the enemy WARLORD was destroyed, gain D3 Religious Fervour points.
- If any enemy CHAOS units were destroyed, gain D3 Religious Fervour points.
Losing Religious Fervour Points
At the end of each battle during the
Retribution stage, lose
Religious Fervour points for each of the following. When you do so, subtract that number from your tally.
- If you lost or drew the battle, lose D6 Religious Fervour points.
- If your WARLORD was destroyed, lose D3 Religious Fervour points.
- If any units from your army that were destroyed by a CHAOS unit failed an Out of Action test, lose D3 Religious Fervour points.
Army of Faith Crusade Relics
When an
ARMY OF FAITH CHARACTER gains a Crusade Relic, you can instead select one of the Relics listed below. All the usual rules for selecting
Crusade Relics, as described in the Warhammer 40,000 Core Book, apply.
ARTIFICER RELICThe Blood of Saint CalgarIt is said that when Saint Calgar was laid low by the Despoiler, his blood flowed like a river. Following the battle, some of this divine blood was collected in small ampoules by fervent adorants. When the bearer holds one of the surviving phials tightly a portion of Saint Calgar’s might is imparted, allowing even the mightiest foe to be struck down.
ARMY OF FAITH model only.
- Add 1 to the Attacks characteristic of the bearer.
- While your army is in the Fervour stage, if this model is on the battlefield at the end of the battle, gain 1 Religious Fervour point.
- While your army is in the Retribution stage, once per battle, in your Command phase, you can lose D3 Religious Fervour points. Until the end of the turn, add the result to the bearer’s Strength characteristic.
ANTIQUITY RELICAn
ARMY OF FAITH CHARACTER model of Heroic
rank or higher can be given the following
Antiquity Relic instead of one of the ones presented in the Warhammer 40,000 Core Book. Add 1 to a unit’s total
Crusade points for each Antiquity Relic it has - this is in addition to the +1 from gaining a
Battle Honour, for a total of +2.
Penitent’s BandThis thin metal circlet, taking the form of an ornate garland of thorned briars, is worn around the brow of one who feels that they have been found wanting in their duty to the Emperor. Responding to the warrior’s fervent emotions, the psychoreactive metal tightens, causing rivulets of blood to run down their face - the pain fuelling their determination to right their perceived wrongs.
ARMY OF FAITH model only.
- Each time the bearer makes a melee attack, re-roll a hit roll of 1 and a wound roll of 1.
- While your army has 20 or more Religious Fervour points, the bearer has the following ability:
Pious Example (Aura): While a friendly
ARMY OF FAITH CORE unit is within 6" of the bearer, each time a model in that unit makes a melee attack, re-roll a
hit roll of 1 and a
wound roll of 1.
LEGENDARY RELICAn
ARMY OF FAITH CHARACTER of Legendary
rank can be given the following
Legendary Relic instead of one of the ones presented in the Warhammer 40,000 Core Book. In addition, in order to give a model a Legendary Relic, you must also pay 1
Requisition point (if you do not have enough Requisition points, you cannot give that model a Legendary Relic). Add 2 to a unit’s total Crusade points for each Legendary Relic it has - this is in addition to the +1 from gaining a
Battle Honour, for a total of +3.
The Blade of RetributionThis large power sword has variously been identified as the double-handed blade wielded by Canoness Hrethnar’s most senior Palatine, the duelling sabre carried by a warrior of the Black Templars as they fought the Black Legion at Saint’s Haven and the heirloom weapon of vanished Proctor-Commander Venedar. When discovered, the broken blade was buried in the chest of a hulking traitor of Abaddon’s legion. Reverently gathered, the shards were laid before the altar of the Tower of St Barthom, and a prayer of retribution spoken over the fragments. After Celestine’s miraculous appearance, the sword was found reformed, glowing with an inner light, ready to destroy the foul heretics anew.
ARMY OF FAITH model with blessed blade, power sword or master-crafted power sword only. This Relic replaces a blessed blade, power sword or master-crafted power sword and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
The Blade of Retribution |
The Blade of Retribution | Melee | Melee | +2 | -4 | 3 |
Abilities: While the bearer’s army is in the Fervour stage, add 1 to the bearer’s Attack’s characteristic. While the bearer’s army is in the Retribution stage, change this weapon’s Strength characteristic to +4. |
Fervour Stage
Abilities
During the Fervour stage, instead of any
Chapter Tactics,
Order Convictions or Regimental Doctrines,
ARMY OF FAITH units from your army have the following ability:
Faith in the Emperor- Add 1 to the Leadership characteristic of models with this ability.
- Each time a unit with this ability is selected to shoot or fight, you can re-roll one hit roll when resolving that unit’s attacks.
Requisitions
If your Army of Faith Crusade force is in the Fervour stage, you can spend
Requisition points (RPs) on any of the following
Requisitions in addition to those presented in the Warhammer 40,000 Core Book.
MARTYRS TO THE CAUSE1RP
Warriors in an Army of Faith will think nothing of their own lives, their sacrifice setting a potent example to their allies about the righteousness of the cause.
Purchase this Requisition when an
ARMY OF FAITH unit from your army fails an
Out of Action test. Gain a number of
Religious Fervour points equal to the number of
Crusade points that unit has, then remove that unit from your
Order of Battle.
Agendas
If your
Crusade army is in the
Fervour stage and includes any
ARMY OF FAITH units, you can select the Army of Faith Agenda, listed below. This is a new category of Agendas, and follows all the normal rules for
Agendas (for example, when you select Agendas, you cannot choose more than one from each category).
RECLAIM THE RELIC
Army of Faith Agenda
In order to gain momentum, an Army of Faith will seek out fallen relics for reconsecration, bringing them to a safe haven where they can be used in acts of divine worship, as intended.
If you selected this Agenda, then after both sides have finished deploying, your opponent must set up one Relic of the Faithful objective marker anywhere on the battlefield that is not within 9" of any battlefield edge. This objective marker represents a Relic of the Faithful that must be reclaimed, but does not count as an
objective marker for any rules purposes other than for this Agenda.
The Relic of the Faithful can be carried if a unit successfully completes the Carry Relic of the Faithful
action (see below). If this model is destroyed (even if it is subsequently resurrected or returns to the battlefield), place the Relic of the Faithful objective marker as close as possible to the spot where the destroyed model was. While it is carrying the Relic of the Faithful, that model’s unit cannot
embark within a
TRANSPORT, nor can it use any rule that enables it to be removed from the battlefield and set back up again.
Carry Relic of the Faithful (Action): One
INFANTRY unit from your army can start to
perform this action at the end of your
Movement phase if it is within 1" of the Relic of the Faithful 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) within
Engagement Range of it. If completed, remove the Relic of the Faithful objective marker from the battlefield and select one model in the unit that completed this action - that model is carrying the Relic of the Faithful.
At the end of the battle, if you control the Relic of the Faithful objective marker, or a model from your army is carrying the Relic of the Faithful, your Crusade force gains 3
Religious Fervour points.
At the end of the battle, you can select one unit from your army that is within range of the Relic of the Faithful objective marker, or the unit that is carrying the Relic of the Faithful. That unit gains 4
experience points.
Retribution Stage
Abilities
During the Retribution phase, instead of any
Chapter Tactics,
Order Convictions or Regimental Doctrines,
ARMY OF FAITH units from your army have the following ability:
Crusading Wrath- Add 1" to the Move characteristic of models with this ability.
- Each time a unit with this ability is selected to shoot or fight, you can re-roll one wound roll when resolving that unit’s attacks.
Agendas
If your
Crusade army is in the Retribution stage and includes any
ARMY OF FAITH units, you can select the Army of Faith Agenda, listed below. This is a new category of Agendas, and follows all the normal rules for
Agendas (for example, when you select Agendas, you cannot choose more than one from each category).
BRINGING LIGHT TO THE DARKNESS
Army of Faith Agenda
An Army of Faith at peak fervour is a deadly proposition for any foe, its forces surging across the battlefield, their absolute belief in their cause unbreakable.
If you selected this Agenda, keep a Bringing Light tally for each
ARMY OF FAITH unit from your army. Add 1 to a unit’s Bringing Light tally each time that unit destroys an enemy unit that was within 12" of it. Add 2 to the tally instead if that enemy unit was within your opponent’s deployment zone when it was destroyed.
Each unit gains 1
experience point (to a maximum of 3) for each mark on its Bringing Light tally.
At the end of the battle, add the total of all Bringing Light tallies from your army together. For every 5 marks, gain 1 Religious Fervour point.
Divine Retribution
During each battle during the Retribution stage, you can spend
Religious Fervour points to use the Divine Retribution abilities listed below. When you do so, select which Divine Retribution ability you wish to use from those listed below, and subtract the listed number of Religious Fervour points from your tally. You can only use each Divine Retribution ability once during each turn.
DIVINE RAGE 1 POINT
Use this ability before an
ARMY OF FAITH model from your army makes a melee attack. Add 1 to the Damage characteristic of that attack (to a maximum of 3).
DIVINE AIM 1 POINT
Use this ability before an
ARMY OF FAITH model from your army makes a ranged attack. You can ignore any or all
modifiers to the
hit roll for that attack.
DIVINE INSPIRATION 1+ POINTS
Use this ability in your
Command phase. Select one
ARMY OF FAITH CHARACTER model from your army. Until your next Command phase, that model has the following ability:
Divine Inspiration (Aura): While a friendly
ARMY OF FAITH unit is within 6" of this model, each time a
Combat Attrition test is made for a model in that unit, add a number to the result equal to the number of Religious Fervour points spent to gain this effect.
DIVINE FURY 1+ POINTS
Use this ability after making a
charge roll for an
ARMY OF FAITH unit from your army. Add a number to the result equal to the number of Religious Fervour points spent to gain this effect (to a maximum of 3).
DIVINE INTIMIDATION 2 POINTS
Use this ability at the start of any turn. Select one enemy
CHARACTER unit that is within 6" of an
ARMY OF FAITH CHARACTER model from your army. Until the end of that turn, halve the range of that enemy
CHARACTER unit’s
Aura abilities.
Many Imperial worlds are not perfectly adjusted to habitation, but contain important resources that are too valuable to ignore. On such worlds sturdy and thoroughly reinforced buildings are the norm, whether built in their hundreds, or simply used for small outposts and containing extensive tunnels below ground.
In this section you will find guidance and additional rules for using Battlezone: Fronteris
terrain features in your games of Warhammer 40,000. Whether using only terrain features from this set, or simply including one on a battlefield with other terrain features, the following rules will provide interesting new challenges for these battles.
Battlezone: Fronteris Crusade Agendas
If you are playing a
Crusade battle and the battlefield features any Battlezone: Fronteris terrain features, you can select an Agenda from the Battlezone: Fronteris Agendas, listed below. This is a new category of Agendas, and follows all the normal
rules for Agendas (for example, when you select Agendas, you cannot choose more than one Battlezone: Fronteris Agenda).
TRANSMIT SIGNAL
Battlezone: Fronteris Agenda
When conditions become especially difficult, personal communications devices are inadequate. To communicate with commanders in orbit, vastly distant outposts or far-ranging allied forces, reconnaissance information, pleas for aid and intelligence vital to a campaign must be transmitted through larger arrays.
CHARACTER units from your army can perform the following
action:
Transmit Signal (Action): At the end of your
Movement phase, one
CHARACTER unit from your army that is on a
Vox-Antenna terrain feature and not within
Engagement Range of any enemy models can start to
perform this action. This action is completed at the end of your turn. If completed, that model is said to have transmitted a signal. Each time this action is completed, roll one D6, subtracting one from the result if any
Theatre of War: Fronteris abilities are in effect: on a 4+, that signal is acknowledged by the recipient.
At the end of the battle, each unit that has transmitted any signals gains 1
experience point. If any of those signals were acknowledged by the recipient, that unit gains 2 additional experience points.
DOWNLOAD ORDERS
Battlezone: Fronteris Agenda
While short orders can be pushed through dangerous atmospheric conditions relatively uncorrupted, in order to retrieve more detailed intelligence, a larger receiver is required. Once tapped in, warriors can download this information onto portable data-slates before moving off to carry out their instructions.
CHARACTER units from your army can perform the following
action:
Download Orders (Action): At the end of your
Movement phase, one
CHARACTER unit from your army that is within 1" of a
Auspex Shrine terrain feature and not within
Engagement Range of any enemy models can start to
perform this action. This action is completed at the end of your turn. If completed, that unit is said to have downloaded new orders. If this action is completed by your
WARLORD, you can select one of your Agendas (excluding this one) and replace it with a new Agenda selected as normal as if it were the
Select Agendas step. Any tallies for the replaced Agenda are lost, and units from your army cannot gain any
experience points for the replaced Agenda.
At the end of the battle, each unit that has downloaded new orders gains 2 experience points.
Fronteris worlds are often wracked by terrible storms, making travel difficult and disrupting communications. Those who do battle in these environments find themselves fighting not only their foe, but also the weather itself.
Theatres of War offer a unique and exciting way to represent a wide array of different battlefield environments on the tabletop, some more extreme than others, and can be incorporated into any games of Warhammer 40,000 that you might play. The Fronteris Theatre of War is highly customisable, offering options to replicate many of the oppressive conditions assailing warriors on these worlds. When incorporating a Theatre of War into your games, you can choose to roll randomly on the various tables that it contains, thereby ensuring a different experience every time you play, or you can select the options that you find most appropriate for the conflict that you and your opponent are trying to represent.
Atmospheric Effects
Before the battle, after the battlefield has been created, one player should roll one D6 and consult the table below, or agree on the most suitable option. The result is an additional rule for the battle.
1. ACIDIC DELUGEThe atmospheres of some worlds are dangerously corrosive, ensuring that any structures must be sturdily built and chemically resistant. Troops battling on these worlds find even the most sturdy protective equipment disintegrating under the incessant erosion.
After the battlefield has been created, players should agree which
Area Terrain features on the battlefield should be considered to be sheltered (this should be terrain features which are covered from above, have a roof, or otherwise would allow models to be covered from above) and if necessary, adjust the terrain set up to ensure these are evenly distributed across the battlefield. Each player should also keep a Corrosion tally for each unit from their army. At the end of each battle round, each unit that is not
wholly within a sheltered terrain feature gains 1 mark on their Corrosion tally. Once a unit has three marks on its Corrosion tally, until the end of the battle, each time you make an armour
saving throw for a model in that unit, subtract 1 from the result.
2. LIGHTNING STRIKESBeneath especially turbulent atmospheres, deploying large war engines to the battlefield that attract numerous bolts of cracking power is especially dangerous, not just for the crew, but for those who fight alongside such potent conductors.
At the end of each battle round, roll one D6 for each unit from your army that contains any model greater than 6" in height, or is within 1" of a terrain feature which greater than 6" in height. On a 1, that unit suffers D6
mortal wounds.
3. ABRASIVE DUST STORMDeadly, high-speed dust storms that can abrade even rigid structures are common on many Fronteris worlds that lack dense habitations to shelter within. While rugged buildings can often resist the effects for years, newcomers to these worlds find exposed flesh is quickly torn, their equipment clogged with gritty dust, blocking heat vents and causing dangerous munitions to jam.
Each time a model makes a ranged attack, on an unmodified
hit roll of 1, roll one D6: on a 1, that model suffers 1
mortal wound after resolving all of its attacks.
4. BLASTING GALESSubject to complex solar and magnetic interactions, this world is prone to particularly violent winds, demolishing lighter structures. These cyclonic gusts hamper the movement of warriors in their path, and affect the accuracy of ranged weaponry fired at anything over the shortest distances.
- Each time a model makes a ranged attack, if the target is more than 12" from that model, subtract 1 from that attack’s hit roll.
- Subtract 1 from charge rolls.
5. CHILLING BLIZZARDOn certain worlds, far from a star’s warmth or subject to strange endothermic phenomena, thick and well-insulated structures are required to overcome the biting cold atmosphere. Such weather also grips warriors on the ground, as blizzards restrict visibility and freezing temperatures foul delicate communications gear.
Subtract 3" from the range of
Aura abilities.
6. BATTERING HAILSTORMOn this planet, a millennia-old hailstorm is a deadly threat to life. Shards of ice, some razor sharp and the size of a fist, blaze from the skies at terrific speeds. While they might shatter against a sturdy structure, exposed warriors find themselves pulverised or sliced in two by these deadly projectiles.
After the battlefield has been created, players should agree which
Area Terrain features on the battlefield should be considered to be sheltered (this should be terrain features which are covered from above, have a root, or otherwise would allow models to be covered from above) and if necessary, adjust the terrain set up to ensure these are evenly distributed across the battlefield. At the end of each battle round, roll one D6 for each unit from your army that is not wholly within a sheltered terrain feature. On a 2-3, that unit suffers 1
mortal wound. On a 1, that unit suffers D3 mortal wounds.
Terrain Traits
Below you will find suggested
terrain traits for each Battlezone: Fronteris
terrain feature, as well as an additional
Narrative Play ability. We recommend agreeing with your opponent before using any of these Narrative Play abilities in your games.
Designer’s Note: It is possible to combine several of these terrain features together to form one larger feature. If you do so, we recommend discussing with your opponent which of the following abilities and terrain traits that larger terrain feature should use.
Fronteris Landing Pad
Many cargo fronteris landing pads contain servo-shutters which can be opened, allowing small craft to land and cargo to be deposited in safety away from furious meteorological conditions, or watchful excise-enforcers.
Terrain Category: Area TerrainTerrain Traits: Light Cover,
Scaleable,
Exposed Position,
ObscuringNarrative Play AbilityHidden Supplies: At the end of the
Movement phase, one unit that is on top of this terrain feature and not within
Engagement Range of any enemy models can attempt to access the cargo hold. Roll one D6: on a 5+, that unit finds additional supplies. Until the end of the turn, each time a model in that unit makes a ranged attack, add 1 to that attack’s
hit roll.
STC Hab-bunker
Armoured structures exist in many forms across the breadth of the Imperium - their brutal, martial appearance accepted as part of the landscape. Some are designed purely to protect from enemy fire, while others ward against dangerous environments. Those found on fronteris worlds are sturdy enough to fulfil both roles.
Terrain Category: Area TerrainTerrain Traits: Light Cover,
Scaleable,
Exposed Position,
ObscuringDesigner’s Note: We suggest that even though this terrain feature is not at least 5" in height, models should not be able to see through this terrain feature, though they can see over it as normal.Narrative Play AbilityTake Shelter: If the Acidic Deluge or Battering Hailstorm
Theatre of War: Fronteris effects are in use, when determining which units are sheltered, you can roll one D6 for each
INFANTRY unit from your army that is within 1" of this terrain feature’s door and not within
Engagement Range of any enemy units. On a 2+, that unit is considered to be
wholly within a sheltered terrain feature.

Auspex Shrine
Large receiver arrays are vital on fronteris worlds, able to capture data-packets of defensive, mercantile or esoteric information from a host of sources. They are also a means by which emboldening catechisms and surreptitious propaganda is disseminated that can keep an outnumbered force in the fight against aggressors.
Terrain Category: ObstaclesTerrain Traits: Light Cover,
Unstable PositionNarrative Play AbilityDownload Propaganda: CHARACTER units from your army can perform the following
action:
Download Propaganda (Action): At the end of your
Movement phase, one
CHARACTER unit from your army that is within 1" of a Auspex Shrine terrain feature and not within
Engagement Range of any enemy models can start to
perform this action. This action is completed at the end of your
shooting phase. If completed, until the start of your next turn, while a unit is within 6" of this terrain feature, each time a
Combat Attrition test is taken for that unit, ignore any or all
modifiers.
Vox-antenna
Many fronteris installations feature large and robust vox-antenna - fitted with an array of aerials and antenna - able to remain undamaged in the abject weather conditions they are placed in, while still broadcasting its signal clearly through storm clouds and atmospheric interference.
Terrain Category: Area TerrainTerrain Traits: Light Cover,
Scaleable,
Exposed Position,
ObscuringNarrative Play AbilityRousing Broadcast: CHARACTER units from your army can perform the following
action:
Rousing Broadcast (Action): At the end of your
Movement phase, one
CHARACTER unit from your army that is within 1" of a Vox-Antenna
terrain feature and not within
Engagement Range of any enemy models can start to
perform this action. This action is completed at the end of your
shooting phase. If completed, until the end of the turn, while a friendly unit is within 6" of that Vox-Antenna terrain feature, each time you make a
charge roll for that friendly unit, you can re-roll the result.

Rift War
The war for the Nachmund Gauntlet was vicious, bloody and long. Below, you will find a campaign system that allows you and a group of players to retell the events of the War Zone Nachmund Gauntlet story for yourselves, in the battle for the Dharrovar System and Haarken Worldciaimer’s drive along the length of the Gauntlet to secure it for the forces of Chaos.
Where one-off games against favoured opponents and new foes alike offer plenty of fun and enjoyment, campaigns are something special, adding even more excitement, consequence and narrative to every tabletop clash. By entering a campaign you get to play not just one game, but a series of interlinked battles. You’re not just playing to see who wins, but to seize hard-fought territory or resources, avenge an earlier defeat or earn fresh rewards for your army. Before each battle, you determine context; where the conflict is taking place, why, and what stakes and consequences it will have. At each games end you discover what cost the battle has levied on your forces, and what experience or potent relics they have gained. If participating as part of a team, you play knowing your fellow campaign commanders are battling at the same time on nearby tabletops, all of you fighting for the same goal. It is an exciting and immersive experience.
At its heart, playing in a campaign is a narrative experience that forges war stories you and your fellow commanders will share for years to come. It can be the highlight of an entire gaming year and can spawn future events where you revisit old grudges or beloved settings. Whether you’re completely new to campaign gaming, or a veteran looking for a new thrill, all you need to do is gather your armies and read on to discover how to get the most out of
War Zone Nachmund: Rift War.
Introduction
A War of Desperation campaign allows a group of players to get together, form alliances and play a series of games. It is split into
campaign phases, during which players will fight it out in the three key war zones of the Dharrovar conflict. Each battle will be fought with unique rules inspired by the location that it is taking place in. At the end of each campaign phase, the balance of power in each of these locales will shift, the alliance with the most
war zone points achieving victory in that phase and pushing back their foes. A new phase then begins, with each alliance trying to keep their foe on the back foot or stem the onslaught.
Campaign Master
A War of Desperation campaign is best run with a Campaign Master. This is a heroic individual who takes on the mobilisation and organisation of the campaign so that the other players can focus on playing games. A Campaign Master is in a privileged position that offers a degree of leadership to the individual who takes on the role; however, its primary purpose is to facilitate a smooth and enjoyable experience for all players involved. A Campaign Master can indeed play in the campaign, but in larger campaigns that include a multitude of players, it may be they prefer to solely oversee the campaign rather than play in it.
On this page we will refer to the Campaign Master and how they can go about organising a War of Desperation campaign. Below, you will also find
Campaign Master Edicts, which are useful tools and rules ideas that the Campaign Master can use to add further excitement to the campaign. If this is the first campaign for many of the players, or they would otherwise prefer to keep things as simple as possible, then these are not necessary for a War of Desperation campaign. Otherwise, they are a useful tool for players to get the most out of a War of Desperation campaign.
Ways to Play
The first step in the War of Desperation campaign is for the
Campaign Master to determine the type of play for the campaign:
open,
matched or
narrative play. The Campaign Master will also need to determine the battle size (or battle sizes) that will be used in the campaign, and which mission packs they will draw missions from. It is important for the Campaign Master to specify these from the outset so that each player knows what to expect from the campaign before committing to it. We would always encourage a Campaign Master to take advice from their proposed group of players on which type of play is preferred, and what size armies players are able to muster for the
Faction or Factions they wish to use for the duration. Taking part in a campaign of this type is a collaborative effort and requires agreement and cooperation from all involved to ensure that it runs smoothly, and that the maximum amount of enjoyment can be experienced by each participant.
Players and Alliances
Once a
Campaign Master has stepped forward, their first task in organising a War of Desperation campaign is to gather the players and sort them into alliances. The system is flexible enough to support various numbers of people; an experienced Campaign Master could run the campaign for dozens of gamers, and equally just two players could use the system to tie the results of their regular games together into a greater whole. The campaign is at its best, however, with a small group of like-minded and enthusiastic players who can meet on a regular basis, and who can be evenly distributed across two alliances.
The two alliances should be organised evenly and, where possible, based on the Faction being played, so have a chat with the group to determine this. Once players are assigned to an alliance, their army is committed to the cause and will do their all to achieve victory. For this reason, players should play the same Faction throughout the campaign. If they wish to change their Faction, they can do so at the Campaign Masters discretion. The alliances are as follows:
Imperial: Imperial forces desperately need to maintain control of the Nachmund Gauntlet, a vital strategic point that helps Imperial authorities in the Imperium Sanctus stay in contact with the worlds of the Imperium Nihilus. Any army with the
IMPERIUM keyword is best suited to this alliance, as well as any who would seek to thwart the machinations of the gods of the warp.
Chaos: The Worldclaimer’s warbands have one goal, to smash through Imperial forces in the Nachmund Gauntlet to reach the worlds at the other end. Alongside these, many other forces would benefit from the disruption a Chaos victory would bring, from the Orkish hordes, who seek constant warfare against the strongest foes, to the Drukhari raiders, who would seek to take advantage to reap a toll of captives and terror from the population. Any army without the
IMPERIUM keyword is best suited to this alliance.
These alliances allow for a well-rounded campaign, with each side battling back and forth for dominance.
The War Zone Trackers
Each of the war zones in a War of Desperation Campaign uses its own tracker, found below (see
The Surface of Dharrovar), to keep track of the tug of war between the two alliances for control of that locale. At the start of the campaign, the
Campaign Master will place a marker in the Contested spot on each tracker.
At the end of each campaign phase, the victorious side at each of the locales will be able to move the marker a number of spaces on that war zone’s tracker based on their level of success. When moving the marker one space on the tracker, the victorious alliance can move it from the current position to any other connected position on the tracker. We recommend that each alliance nominates a commander from their side for each of the war zones, whose responsibility it is to decide where to move the marker on the war zone tracker in the event of their victory. Note that if the winning alliance is happy with the current position of the marker on the war zone tracker, they are not required to move it to another position.
Each space on the various war zone trackers will award one side or the other a number of Strategic Victory points at the end of each campaign phase, which are used to ultimately determine which alliance wins the overall campaign. However, some spaces on the war zone trackers also feature rules that can affect battles taking place during the next campaign phase within that war zone, or even within a different war zone. Players must remember that the key to ultimate victory may mean winning the war, at the expense of losing an individual war zone.
Allies of Convenience
Note that the options above are guidelines on how to organise players into an alliance, rather than a requirement. If it suits the group better to organise the alliances differently, then the
Campaign Master should feel free to do so. For example, if many of the players in the group play armies associated with a single alliance, then to make the alliances more evenly numbered some of them may have to fight for a different alliance than we have recommended. This is fine. You could always create some interesting narrative to explain why that side chose to fight for a different alliance. Here are a few examples:
- The Aeldari seek to thwart the desires of the servants of Slaanesh. They appear from webway gates and fight on the side of the Imperial alliance, then disappear again before the worshippers of the Dark Gods are able to bring forces to bear against them.
- The Necrons view the increasing number of Noctilith Crowns as a threat, bleeding uncontrollable warp energies into their future domains. Emerging from hidden gateways, or fleets that appear suddenly in orbit, the relentless phalanxes of undying warriors destroy these structures wherever they find them.
- A Genestealer Cult, thus far unrevealed, works alongside the advancing Chaos forces to overwhelm the entrenched Imperial defenders, casting down their edifices. Seeing the fractious Chaos factions as an easy target, they are sure they can drive them off easily once the Imperial oppressors are defeated.
- A force of Orks have detected the ongoing battles and want their share. Sensing their ships arrive in orbit, the Chaos forces move aside and allow the Orks to land and slake their thirst for battle on the Imperials below, confident they can mop up the survivors, whoever they may be, in the aftermath.
Equally, if it is just not possible to arrange alliances evenly, then the system will still work with a little extra organisation from the Campaign Master, as described later.
Campaign Length
A War of Desperation campaign is split into a number of phases. Before the campaign begins, the
Campaign Master should determine the number of phases in the campaign. Once the final phase ends, the winning alliance is determined and the campaign ends.
A campaign can be a long and expansive experience where each campaign phase takes place over a month, with many battles fought and mighty heroes lost to the fires of war. Equally, it can be a short and focused campaign played over a weekend, with each campaign phase consisting of just one battle representing the key moments of the conflict. Ultimately, the Campaign Master should determine a campaign length that best suits the gaming group taking part, thinking about how regularly they can meet and how many games they are likely to play.
As a guide, we recommend ensuring that each participant is able to play at least one battle in each phase. While it is tempting to plan out an epic campaign for galactic domination, we recommend keeping your campaign to 5-7 phases. If, at the end of the final phase, all the players are thirsting for more war, the Campaign Master can always decide to add an extra phase (or start a new campaign altogether).
Campaign Phases
During each campaign phase, any player can play more than one battle if they wish. The result of each battle is about more than just personal glory. Your presence contributes to the success of your alliance in the greater war. This is achieved with war zone points. Each time you play a game, your alliance earns war zone points as follows:
WAR ZONE POINTS | | COMBAT PATROL | INCURSION | STRIKE FORCE | ONSLAUGHT | Play a game | 1 | 1 | 1 | 1 | Draw a game | 1 | 2 | 3 | 4 | Win a game | 2 | 3 | 4 | 5 |
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For example, if you play a Combat Patrol game and win, your alliance earns a total of 3 war zone points. It is the players responsibility to determine how many war zone points are earned. They then report their results and which war zone their battle took place in to the
Campaign Master, who keeps a record of each alliances total war zone points for each war zone.
Once the current stage of the campaign phase comes to an end, for each of the war zones, the Campaign Master tallies the war zone points earned at that locale for each alliance. If one side has scored more war zone points than the other, then they are that war zones winning alliance. If the winning alliance scores at least twice as many war zone points as the opposition at that war zone, then they can move the marker two spaces on the war zone tracker. Otherwise, the winning alliance can move the marker one space on the war zone tracker. The Campaign Master should co-ordinate with the winning alliance’s commander for that war zone to determine where they want to move the marker to on the war zone tracker.
UNEVEN ALLIANCESIf an alliance has an uneven number of players, the
Campaign Master is at liberty to reward extra war zone points to make up for the inherent deficit. Perhaps they could set a challenge for one player in each campaign phase, with extra war zone points awarded to their alliance for playing that game, and a greater points return if they achieve victory.
Alliance Strategic Victory Points
For each war zone, after the war zone tracker marker has finished being moved (if at all), the Campaign Master checks whether the position it is on rewards either of the alliances with any Strategic Victory points and keeps a record of these.
Arranging Games
To play a game, a player must arrange one with a player from the opposing alliance. When they meet on the battlefield, they follow the battle sequence as specified in their mission pack, with the following exception:
- At the start of the Determine Mission step, the players should agree which war zone their battle will take place in. If the players cannot agree, they should roll off. The battle takes place in the winners’ preferred war zone.
- Instead of selecting a mission as normal, the players can then select to play that war zone’s Legendary Mission.
Once the players have finished their game and determined the victor, they earn
war zone points for their alliance, as detailed above.
The
Campaign Master has a few options concerning how players are matched up for games. They can leave the players to arrange games themselves, with challenges thrown down and honour at stake. This is perhaps the simplest way of arranging games, and lets the campaign progress naturally with plenty of friendly rivalries to go with it!
Alternatively, it may be appropriate to introduce more structure to the matchups. For example, a matchup schedule will ensure that everyone gets an equal amount of games. Or, in campaigns with a large amount of players, breaking each alliance into smaller subgroups that are then matched against their enemies can make arranging games even simpler. The Campaign Master might also choose to ignore part of the additional step above, and allocate each pairing or group to a specific war zone. This can also add to the narrative, as you can imagine each group battling in a different area, wherever their commanders send them!
Additional Keywords
While a player is part of the
Imperial alliance, units from that players army are considered to have the
IMPERIAL ALLIANCE keyword.
While a player is part of the
Chaos alliance, units from that players army are considered to have the
CHAOS ALLIANCE keyword.
If you are using the Crusade system for your campaign, the first time a unit from your
Order of Battle is included in your
army roster for a battle as part of this campaign, that unit gains the appropriate keyword instead. Make a note on that unit’s
Crusade card. These keywords are not lost at the end of the campaign.
Winning the Campaign
Once the final phase of the campaign ends, the campaign has reached its conclusion. After tallying up any
Strategic Victory points earned from the final phase, the alliance with the highest Strategic Victory points total across all phases is the victor. If both alliances have the same score, use the total
war zone points for the final phase as a tiebreaker. If this is still tied, use the war zone points total for the previous phase as a tiebreaker and so on until a victor is crowned.
Dharrovar was home to the Chaos Knights of House Mandrakor and posed a significant threat to Imperial shipping through the Nachmund Gauntlet.
War Zone Abilities
When playing a battle in this war zone, if both players wish, they can use the following additional rules during the battle.
Harsh Terrain
Much of Dharrovar s landmasses were made up of dense rock formations that made hasty movement extremely difficult. Troops moving quickly were often exposed to enemy fire from multiple directions and vantage points.
In your
Movement phase, each time a unit is selected to make a
Normal Move,
Advance or
Fall Back, until the start of your next Movement phase, that unit cannot receive the
benefits of cover.
Dug-in Zealots
House Mandrakor and their slave armies were fighting to defend their home world. With no where to retreat to, they fought all the more fiercely to drive away Imperial troops and to win the favour of the Dark Gods.
- Each time a Morale test is taken for a CHAOS ALLIANCE unit from your army, you can ignore any or all modifiers to that units Leadership characteristic.
- You can re-roll Morale tests taken for CHAOS ALLIANCE units from your army.
Fiery Determination
The armies of the Imperium are determined to wipe out for the forces of the Arch-enemy on Dharrovar.
Each time an
IMPERIAL ALLIANCE unit from your army
Advances, you do not have to make an
Advance roll. Instead, until the end of the phase, add D3+3" to the Move characteristic of models in that unit.

Munition Supplies: If an alliance has Munition Supplies, each time a player from that alliance plays a battle in the Dharrovar Mandeville Point war zone, at the start of the first battle round, that player gains 1
Command point.
Legendary Mission: Seek the Light.
When Imperial forces assaulted Dharrovar, they left a sizeable contingent of ships around the system’s Mandeville Point, knowing that they were vulnerable to a rear attack if this region was left unguarded.
War Zone Abilities
When playing a battle in this war zone, if both players wish, they can use the following additional rules during the battle.
Defensive Positions Held
Imperial ships were placed around the Mandeville Point on high alert, ready for any Chaos ships which might pour through.
If you are not playing a Legendary Mission, the
IMPERIAL ALLIANCE player gets to decide which of the deployment zones they will use.
Strike of the Worldclaimer
The Imperial forces could never be sure if or when, a Chaos armada might pour through the Mandeville Point to assail their lines.
If you are not playing a Legendary Mission, after determining who has the first turn, the
CHAOS ALLIANCE player can roll one D6: on a 5+, they can change who takes the first turn.

Orbital Dominance: If an alliance has Orbital Dominance, each time a player from that alliance plays a battle in the Dharrovar Surface war zone, at the start of the first battle round, they can select up to three units from their army. Remove those units from the battlefield. That player can then set them up anywhere on the battlefield that is wholly within their deployment zone.
Legendary Mission: Scorched Stars.
The Battle of the Grakiliod Narrow was the Imperium’s last ditch effort to hold back the forces of Haarken Worldclaimer long enough for Indomitus Crusade reinforcements to reach the Sanctus Wall.
War Zone Ability
When playing a battle in this war zone, if both players wish, they can use the following additional rule during the battle.
Led by Might
Both the forces of Chaos and the Imperium were led by mighty warriors, skilled generals and adept admirals.
In your
Command phase, if your
WARLORD is on the battlefield, roll one D6: on a 4+, you gain 1
Command point.
Fanatical Belief: If an alliance has Fanatical Belief, each time a player from that alliance plays a battle in the Grakiliod Narrow war zone, that player can use the
Insane Bravery Stratagem up to three times that battle, and each time that player uses that Stratagem, it costs 1 CP.
Legendary Mission: Last Stand.
MISSION BRIEFINGDuring the fight on Dharrovar, Space Marines of the Castellans of the Rift had to fight their way clear of an underground cavern complex through countless enemies.
Designer’s Note: This mission takes place underground in an open cavern buried amidst a twisted network of caves and tunnels. As such we recommend using a mix of terrain consisting primarily of tall, line of sight blocking rock structures and pieces of Area Terrain that have the Difficult Ground terrain trait, to represent the uneven ground and unstable stone scree.MISSION RULESForcesWhen playing this mission, the
CHAOS ALLIANCE player should be the Defender and the
IMPERIAL ALLIANCE player should be the Attacker.
Desperate EscapeThe Attacker has the first turn.
Close ConfinesNeither army can contain any units with the Flyer
Battlefield Role.
Trapped Below Ground- The Attacker cannot make use of any rules that allow them to remove a unit in their army from the battlefield, other than to embark that unit within a TRANSPORT model.
- The Attacker cannot place units in Strategic Reserves and cannot set up any units from their army in locations other than on the battlefield.
Destined ChampionsAt the start of the first battle round, the Attacker selects five units from their army (if the Attacker has less than five units in their army, they select as many as possible) to be Destined Champion units.
MISSION OBJECTIVESVictory points are awarded as follows:
DEATH BELOW GROUND
Progressive Objective
The Defender scores 15 victory points for each of the following:
- Each time a Destined Champion unit is destroyed.
- If the enemy WARLORD is destroyed and not subsequently returned to the battlefield.
ESCAPED
End Game Objective
At the end of the battle, the Attacker scores 20 victory points for each Destined Champion unit that is
wholly within their opponent’s deployment zone (to a maximum of 90 victory points).
VICTOR BONUSIf this battle was a
Crusade battle:
- If the CHAOS ALLIANCE player is the victor, the unit from their army that destroyed the most Destined Champion units gains 3 experience points.
- If the IMPERIAL ALLIANCE player is the victor, they gain 2 Requisition points after the battle, instead of 1.

MISSION BRIEFINGA Chaos ship in possession of a great, tooth-lined maw has seized a mighty Imperial vessel, slowly consuming the warship. With little left to lose and a determination to ensure no other Imperial Navy ship suffers the same fate, the crew strive to detonate their munitions stores and warp drive to destroy their predatory foe.
Designer’s Note: This mission takes place deep within the bowels of an Imperial vessel. As such we recommend using a dense collection of industrial scenery when setting up the battlefield to represent the inner manufacturing and maintenance bays of this warship.MISSION RULESForcesWhen playing this mission, the
CHAOS ALLIANCE player should be the Attacker and the
IMPERIAL ALLIANCE player should be the Defender.
Everyship is an IslandThe Defender has the first turn.
Close ConfinesNeither army can contain any units with the Flyer
Battlefield Role.
Rig to BlowUnits in the Defenders army can perform the following
action:
Rig To Blow (Action): One or more
INFANTRY units from your army can start to
perform this action at the end of your
Movement phase. Each unit from your army that starts to perform this action must be in range of a different
objective marker that is not rigged to blow. A unit cannot start this action while there are any enemy units (excluding
AIRCRAFT units) in range of the same objective marker. The action is completed at the end of your turn. If this action is successfully completed, that objective marker is said to be rigged to blow.
Defuse ExplosivesIn the Attacker’s
Command phase, for each objective marker they control that is rigged to blow, roll one D6: on a 3+, that objective marker is no longer rigged to blow.
Grinding DestructionAt the start of the battle round, for each unit on the battlefield, if that unit is within Sawing Range (see the table below) of any battlefield edges, that unit suffers D3
mortal wounds. If that unit is also within Grinding Range of any battlefield edges, that unit suffers an additional D3 mortal wounds.
BATTLE ROUND | SAWING RANGE | GRINDING RANGE | 1 | 3" | 0" | 2 | 6" | 0" | 3 | 9" | 3" | 4 | 12" | 6" | 5 | 15" | 9" |
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MISSION OBJECTIVESVictory points are awarded as follows:
DETONATION
End Game Objective
At the end of the battle, each player scores the number of victory points shown in the table below:
NUMBER OF OBJECTIVE MARKERS RIGGED TO BLOW | DEFENDER’S VICTORY POINTS | ATTACKER’S VICTORY POINTS | 0 | 0 | 90 | 1 | 20 | 70 | 2 | 40 | 50 | 3 | 70 | 20 | 4 | 90 | 0 |
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VICTOR BONUSIf this battle was a
Crusade battle:
- If the CHAOS ALLIANCE player is the victor, they can use the Increase Supply Limit Requisition once for free.
- If the IMPERIAL ALLIANCE player is the victor, the unit from their army that rigged the most objective markers to blow gains 3 experience points.

MISSION BRIEFINGAt the Grakiliod Narrow, Imperial forces made one last effort to stall the advance of Haarken Worldclaimer, determined to buy every second for the defences at the Sanctus Wall to be raised higher, and for desperately needed reinforcements to arrive.MISSION RULESForcesWhen playing this mission, the
CHAOS ALLIANCE player should be the Attacker and the
IMPERIAL ALLIANCE player should be the Defender.
Commit All Forces, Fight to the LastIt does not cost a player any
Command points to place a unit from their army into
Strategic Reserves. However, no more than half the total number of units from a players army can be Strategic Reserve and/or
Reinforcement units, and the combined
points value of all their Strategic Reserves and Reinforcement units (including those embarked within
TRANSPORT models that are Strategic Reserves and/or Reinforcement units) must be less than half of their army’s total points value, even if every unit in their army has an ability that would allow them to be set up elsewhere.
Attack Swiftly! Give Them Nothing!Each time a Strategic Reserves unit is set up on the battlefield, in addition to the usual rules for setting that unit, it can also be set up anywhere on the battlefield
wholly within 6" of an
objective marker controlled by that unit’s player. This cannot allow a unit to be set up within
Engagement Range of any enemy models.
Righteous InspirationEach time a unit is destroyed as the result of an attack, the attacker’s unit becomes Righteously Inspired until the end of the battle. While a unit is Righteously Inspired, each time a model in that unit makes an attack, on an unmodified
wound roll of 6 improve the Armour Penetration characteristic of that attack by 1.
MISSION OBJECTIVESVictory points are awarded as follows:
DENY THE ENEMY
Progressive Objective
At the end of each player’s
Command phase, they score 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
- They control one or more objective markers.
- They control two or more objective markers.
- They control more objective markers than their opponent controls.
This mission objective cannot be scored in the first battle round.
HIGH STAKES
End Game Objective
At the end of the battle, each player scores 5 victory points for each
objective marker they control.
VICTOR BONUSIf this battle was a Crusade battle, the victor can select one unit from their
Order of Battle. If that unit can gain a
Battle Honour, it gains a
Battle Trait of the victor’s choice. Make a note of it on that unit’s
Crusade card and increase its
Crusade points accordingly.

Campaign Master’s Edicts are tools the
Campaign Master has at their disposal to add further depth to a campaign. The Campaign Master should use these at their discretion, if it is appropriate for their gaming group and the circumstances the campaign is built upon. To use them, the Campaign Master simply declares to the players which of these edicts will be active, where they will apply and for how long - be it the rest of that phase, or longer. Once active, the selected edicts apply to all games played in that war zone for that duration.
Inspiring Command
Across battle zone after battle zone in the Nachmund Gauntlet, disparate forces waged bloody campaigns. Among these, leaders emerged, urging their warriors on to victory.
At the start of the first battle round, each player can select one
CHARACTER model from their army that does not have a
Warlord Trait and then select one Warlord Trait that model can have. Until the end of the battle, that model gains that Warlord Trait. That model is only regarded as your
WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results).
Full-scale Bombardment
With such large forces at work, heavy fire support is plentiful, whether from emplaced artillery behind the lines or even orbital assets. These are not limitless, however, and command over their application is assigned to more senior officers within a force, and with a direct view of the battle at hand.
Each army can perform a number of bombardment attacks during the battle, based on the total combined
Power Rating of the units with the HQ
Battlefield Role and
SUPREME COMMANDER keyword within your army. Add up the total combined Power Ratings of the units with the HQ Battlefield Role and the
SUPREME COMMANDER keyword from your army that are on the battlefield, or embarked within
TRANSPORT models that are on the battlefield at the start of the first battle round, then consult the table below to determine how many bombardment attacks you can make during the battle.
FULL-SCALE BOMBARDMENT | COMBINED POWER RATING OF UNITS ON THE BATTLEFIELD WITH THE HQ BATTLEFIELD ROLE AND SUPREME COMMANDER KEYWORD | FULL-SCALE BOMBARDMENT ATTACKS | 1-10 | 0 | 11-20 | 1 | 21-30 | 2 | 31+ | 3 | etc. | etc. |
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Each turn, in their
Command phase, a player can resolve one bombardment attack. Once a player has resolved all of their bombardment attacks, they cannot resolve any more for the rest of that battle.
To resolve a bombardment attack, that player selects a point on the battlefield that is visible to a unit with the HQ Battlefield Role and
SUPREME COMMANDER keyword from their army, or a
TRANSPORT model that has one of these units embarked upon it, and places a marker on that point. The players then
roll off, with the player resolving the attack adding 1 to their roll. The winner can move the marker a number of inches equal to the difference between the rolls. If the roll is tied, the marker does not move. Once the final position of that marker is determined, roll one D6 for each unit that is within 3" of the centre of that marker, subtracting 1 if that unit is an
INFANTRY CHARACTER unit. On a 5+, that unit suffers D3
mortal wounds.
The following
Crusade Relics are all treated as
Artificer Relics, and can only be selected for
IMPERIAL ALLIANCE or
CHAOS ALLIANCE units during a
War of Desperation campaign. These Relics are retained by that unit after the campaign ends.
THE LIGHT OF SISTER JEMRETAWhen the correct prayers are made, this card, the only one still in existence of the Emperors Tarot deck once used by the martyr, Sister Jemreta, glows with a bright, holy light. None know how this occurs, only that surely Sister Jemreta was truly a blessed daughter of the Emperor, a woman of such holiness that even the most loyal citizens could aspire to.
IMPERIAL ALLIANCE model only. Once per battle, in your
Command phase, the bearer can use this Relic. If it does, until the start of your next Command phase, it gains the following ability:
The Light of Sister Jemreta (Aura): While an enemy unit is within 9" of this model, each time an attack is made against that enemy unit, it does not receive the
benefits of cover against that attack.
VIAL OF BLESSED TEARSThis vial contains miraculous tears that fell from the eyes of the statue of Saint Bethin the Blind during a time of great doubt among the people of the statues world. In the same way those citizens repented their sins, so now are the carriers of this vial filled with hope and conviction, fighting more surely than ever.
IMPERIAL ALLIANCE model only. In your
Command phase, select one friendly unit within 6" of the bearer. Until the start of your next Command phase, each time that unit is selected to shoot or fight, you can re-roll one
hit roll, you can re-roll one
wound roll and you can re-roll one damage roll when resolving that unit’s attacks.
ASHES OF SAINT SVETANUS GOLDENHELMThough killed saving the lives of hundreds of comrades after the emergence of the Great Rift, already this heros name is shrouded in legend. Those holding his ashes seem to be shielded from the power of the Arch-enemy. Indeed, such is the radiance emitting from the urn that it actively harms the enemy.
IMPERIAL ALLIANCE model only. Once per turn, when a friendly unit within 6" of the bearer passes a
Morale test, the bearer can use this Relic. If it does so, the closest enemy unit to the unit that passed the Morale test, if it is within 9" of that unit, suffers 2D3
mortal wounds.
PENDANT OF RORKRAS THE DAMNEDRorkras was once a loyal captain of the Imperial Navy. When his ship veered too near to a wave of warp energy emanating from the Great Rift, he begged any being who would listen to save him. A daemon answered his pleas. Now, it wants the favour returned...
CHAOS ALLIANCE model only. The bearer gains the following ability:
Pendant of Rorkras the Damned (Aura): While an enemy unit is within 6" of the bearer:
- Subtract 2 from the Leadership characteristic of models in that enemy unit.
- Each time that enemy unit fails a Morale test, the bearer regains 1 lost wound (to a maximum of 3 regained wounds per phase).
THE WARP-BLESSED REMNANTThis fragment is all that remains of a suit of power armour that spent millennia drifting among warp tides, its original owner long since killed in some horrific incident in the immaterium. It has absorbed so much empyric power that it offers incredible protection to whoever holds it.
CHAOS ALLIANCE model only.
- The bearer has a 4+ invulnerable save.
- Each time the bearer would lose a wound as the result of a mortal wound, roll one D6: on a 4+, that wound is not lost.
- Each time the bearer suffers Perils of the Warp, subtract 1 from the number of mortal wounds suffered (to a minimum of 1).
TWILIGHT ORB OF KHARAXIISThe origins of this bizarre device are unknown to even the most learned of scholars of the immaterium and the daemon. Perfectly smooth, the sphere appears to be hollow, containing an ever-roiling swirls of energy in countless shades of grey. Empyric power radiates from it, blurring the bearers form to such an extent that they appear to be little more than a mirage to even those standing right next to them.
CHAOS ALLIANCE model only. Once per battle, in your
Command phase, the bearer can use this Relic. If it does, until the start of your next Command phase:
- Each time an attack is made against the bearer, subtract 1 from that attack’s hit roll and subtract 1 from that attack’s wound roll.
- Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
An Army of Chaos Undivided Crusade force functions a little differently to a normal Crusade force. Consisting of cults and bands of thralls in service to Haarken Worldclaimer, they ravage the Nachmund Gauntlet on their way to smash the Sanctus Wall.
Fighting their way from one end of the Nachmund Gauntlet to the other, this
Crusade army pillages and desecrates in the name of the Chaos Gods, gaining favour from the dark deities as they do so and beseeching them for their warp-given gifts.
When creating an Army of Chaos Undivided
Order of Battle for the first time, and when adding units to it, you can only include
CHAOS units.
Each time a unit is added to an Army of Chaos Undivided Order of Battle, it gains the
ARMY OF CHAOS UNDIVIDED keyword.
After creating your Army of Chaos Undivided Order of Battle, begin a Dark Patronage tally on your Order of Battle (starting at 0) for each of the following Chaos Gods: Khorne; Nurgle; Slaanesh; Tzeentch.
Mustering an Army of Chaos Undivided Army
- An ARMY OF CHAOS UNDIVIDED Detachment is one that only includes models with the ARMY OF CHAOS UNDIVIDED keyword.
- An ARMY OF CHAOS UNDIVIDED Detachment counts as a HERETIC ASTARTES and CHAOS DAEMON Detachment for the purpose of any Detachment abilities your army gains (e.g. Stratagems you can use).
- When mustering your army:
- Your army must contain at least one PRIEST unit.
- An ARMY OF CHAOS UNDIVIDED Detachment that contains at least one THOUSAND SONS Troops unit counts as a THOUSAND SONS Detachment for the purpose of any Detachment abilities your army gains (e.g. Stratagems you can use).
- An ARMY OF CHAOS UNDIVIDED Detachment that contains at least one DEATH GUARD Troops unit counts as a DEATH GUARD Detachment for the purpose of any Detachment abilities your army gains (e.g. Stratagems you can use).
Gaining and Losing Dark Patronage Points
You can gain Dark Patronage points using the
Army of Chaos Undivided Agendas. In addition, at the end of each battle:
- If you won the battle and your WARLORD has the KHORNE, NURGLE, SLAANESH or TZEENTCH keyword, add D3+1 Dark Patronage points to the respective tally on your Order of Battle.
- If you lost the battle and your WARLORD has the KHORNE, NURGLE, SLAANESH or TZEENTCH keyword, subtract 1 Dark Patronage point from the respective tally on your Order of Battle (to a minimum of 0).
- If the enemy WARLORD was destroyed by a unit from your army with the KHORNE, NURGLE, SLAANESH or TZEENTCH keyword, add D3 Dark Patronage points to the respective tally on your Order of Battle.
Agendas
If your
Crusade army includes any
ARMY OF CHAOS UNDIVIDED units, you can select one Agenda from the Army of Chaos Undivided Agendas, listed below. This is a new category of Agendas, and follows all the normal
rules for Agendas (for example, when you select Agendas, you cannot choose more than one from each category).
SEED PLAGUES
Army of Chaos Undivided Agenda
Heretics who worship the Plague God Nurgle delight in being catalysts for the spreading of diseases and maladies.
Keep a Seed Plagues tally for each unit from your army. Add 1 to a units Seed Plagues tally each time it successfully completes the Seed Plagues
action (see below). If you selected this Agenda, then
ARMY OF CHAOS UNDIVIDED NURGLE INFANTRY units in your army can attempt the following action:
Seed Plagues (Action): One
ARMY OF CHAOS UNDIVIDED NURGLE INFANTRY unit from your army can start to
perform this action at the end of your
Movement phase if it is more than 12" from any Plague Seed
objective markers (see below). This action is completed at the end of your turn. Once completed, place an objective marker anywhere within 1" of the unit that completed this action. This objective marker represents a Plague Seed objective marker, but does not count as an objective marker for any rules purposes other than for this Agenda.
At the end of the battle, each unit gains a number of
experience points equal to their Seed Plagues tally, and your Crusade force gains half the number of your Plague Seed objective markers (rounded up) as Nurgle
Dark Patronage points.
CHAMPION OF VIOLENCE
Army of Chaos Undivided Agenda
The only way to assert dominance as a follower of Khorne, the Blood God, is to kill, kill and kill again.
If you selected this Agenda, then after both sides have finished deploying, select one
ARMY OF CHAOS UNDIVIDED KHORNE CHARACTER model from your army. Keep a Champion of Violence tally for that model.
In the
Fight phase:
- Each time that model destroys an enemy unit, add 1 to its Champion of Violence tally.
- Each time that model destroys an enemy CHARACTER unit, add an additional 1 to its Champion of Violence tally.
At the end of the battle, that model gains a number of
experience points equal to double its Champion of Violence tally, and your Crusade force gains a number of Khorne
Dark Patronage points equal to its Champion of Violence tally.
BEGUILING INFLUENCE
Army of Chaos Undivided Agenda
The influence of Slaanesh hangs over the Prince of Excess’ followers like a musk that is both horrifying and tempting. It takes strong warriors to overcome this distracting power.
Keep a Beguiling Influence tally for each unit from your army. If you selected this Agenda, then
ARMY OF CHAOS UNDIVIDED SLAANESH CHARACTER units in your army can attempt the following
action:
Beguiling Influence (Action): One or more
ARMY OF CHAOS UNDIVIDED SLAANESH CHARACTER units from your army can start to
perform this action at the end of your
Movement phase. Each unit from your army that starts to perform this action must be within 12" of and visible to a different enemy
CHARACTER unit that has not been influenced. The action is completed at the end of your turn. If completed, roll 3D6: if the result is greater than that
CHARACTER units Leadership characteristic, add 1 to the Beguiling Influence tally of the unit performing this action and that
CHARACTER unit is considered to be influenced. Each time an influenced enemy unit starts to perform an action, roll one D6: on a 5+, that action fails.
At the end of the battle, each unit gains a number of
experience points equal to double their Beguiling Influence tally, and your Crusade force gains a number of Slaanesh
Dark Patronage points equal to the combined total of all of your units Beguiling Influence tallies.
GIFTED SORCERERS
Army of Chaos Undivided Agenda
The blessings of Tzeentch find their way to skilled witches and users of magicks.
Keep a Gifted Sorcerers tally for each
ARMY OF CHAOS UNDIVIDED TZEENTCH unit from your army.
- Each time a unit successfully manifests a psychic power, if the result of the Psychic test was 9 or more, add 1 to that units Gifted Sorcerers tally.
- Each time it successfully denies a psychic power, if the result of the Deny the Witch test was 9 or more, add 1 to that units Gifted Sorcerers tally.
At the end of the battle, each unit gains a number of
experience points equal to half their Gifted Sorcerers tally (rounded up), and your Crusade force gains a number of Tzeentch
Dark Patronage points equal to half the combined total of all of your units’ Gifted Sorcerers tallies (rounded up).
Requisitions
If your
Crusade force includes any
ARMY OF CHAOS UNDIVIDED units, you can spend
Requisition points (RPs) on any of the following
Requisitions in addition to those presented in the Warhammer 40,000 Core Book.
THE DARK PATH1RP
Casting aside any other goals or ambitions, this army dedicates itself to the furthering of the wills of the Dark Gods.
Purchase this Requisition at the Select Agendas step of the battle. You can select one additional Agenda to use during this battle and up to two of your Agendas can be selected from the
Army of Chaos Undivided Agendas. At least one of the Agendas you select must be from the Army of Chaos Undivided Agendas.
CEREMONY OF DEVOTION1RP
A champion of Chaos seeks to demonstrate his devotion to their dark patron, and thus gain a blessing from the deity.
Purchase this Requisition at any time. Select one of your Dark Patronage tallies that has at least 5
Dark Patronage points. Reduce that tally by 5 points and select one
ARMY OF CHAOS UNDIVIDED CHARACTER model from your
Order of Battle that has the keyword of the respective Chaos God. That model gains that gods
Blessing of Chaos.
TRUE KNOWLEDGE1RP
A priest of Chaos reaches an inner circle of understanding for their chosen god, gaining new tools to bring their patron's will to their subjects.
Purchase this Requisition at any time. Select one of your Dark Patronage tallies that has at least 8
Dark Patronage points. Reduce that tally by 8 points and select one
ARMY OF CHAOS UNDIVIDED PRIEST model from your
Order of Battle that has the keyword of the respective Chaos God. You can select one of the
prayers presented below for that model to know in addition to any they already do. Increase that model’s
Crusade points by 1.
Prayers
The following additional prayers can be learned by
CHAOS PRIEST models using the
True Knowledge Requisition.
IMBUEMENT OF STRENGTH The priest beseeches Khorne to imbue his followers with might. KHORNE PRIEST only. If this prayer is heard, select one friendly KHORNE HERETIC ASTARTES unit within 6" of this PRIEST. Each time a model in that unit makes a melee attack, you can re-roll the wound roll. |
THE SICKENING BLESSING Channelling Nurgle's spirit, the Priests's prayer causes some of the Grandfather's followers' skin to break out in hardened lesions. NURGLE PRIEST only. If this prayer is heard, select one friendly NURGLE HERETIC ASTARTES INFANTRY unit within 6" of this PRIEST. Add 1 to the Toughness characteristic of models in that unit. |
PRETERNATURAL REFLEXES The blessings of Slaanesh give their followers an uncanny ability to know exactly where a foe's attacks will land, and how to avoid them with minimal effort. SLAANESH PRIEST only. If this prayer is heard, select one friendly SLAANESH HERETIC ASTARTES unit within 6" of this PRIEST. Each time a melee attack is made against that unit, subtract 1 from that attack’s hit roll. |
THE ENNEANID (AURA) Should Tzeentch deign to grant its followers a mote of its power, then those psykers find their spells immeasurably easier to cast. TZEENTCH PRIEST only. If this prayer is heard, then while a friendly TZEENTCH HERETIC ASTARTES PSYKER unit is within 6" of this PRIEST, add 1 to Psychic tests taken for that unit. |
Blessing of Chaos
If a model earns the favour of their chosen deity, they will gain an additional ability from one of the Blessing of Chaos tables. However, the Chaos Gods are fickle and they can turn their backs on their mortal servants as readily as they bestow their gifts. As such, when a model gains a Blessing of Chaos, the ability that model gains will only last for the duration of the next battle that they fight in, after which, the roaming eyes of their deity will move on to another would-be champion.
Each time a model gains a Blessing of Chaos, roll one D3 and consult the relevant table.
- That model gains that ability during the next game in which they are a part of your army.
- While that model has that ability: if it has a Power Rating of 10 or less, increase its Crusade points by 2; otherwise, increase its Crusade points by 4.
- After they have taken part in a game, they lose that ability and their Crusade points return to normal.
- A model can never have more than one Blessing of Chaos at any one time.
Khorne Blessing of Chaos
D3 | BLESSING OF CHAOS |
1 | Raw Ferocity The fury of this favoured fighter cannot be contained. - Add 1 to this model’s Strength characteristic.
- Add 1 to this model’s Attacks characteristic.
- Each time this model makes a melee attack, improve the Armour Penetration characteristic of that attack by 1.
|
2 | Wall of Anger This individual becomes an all but unstoppable force, smashing aside all in their path. - You can re-roll charge rolls made for this model.
- Each time this model finishes a charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2-4, that enemy unit suffers D3 mortal wounds; on a 5+, that enemy unit suffers 3 mortal wounds.
|
3 | Bastion of Violence On occasion, the warrior seems filled with the living wrath of Khorne itself. When this happens, few foes will survive their brutal attacks. Once per battle, in the Fight phase, when this model is selected to fight, it can use this ability. If it does so, then until that fight is resolved, each time this model makes a melee attack:
- Add 4 to the Strength characteristic of that attack.
- Improve the Armour Penetration characteristic of that attack by 3.
|
Nurgle Blessing of Chaos
D3 | BLESSING OF CHAOS |
1 | Hive of Parasites This warrior is surrounded by a cloud of parasites that not only consume incoming enemy fire but also coat rounds fired so they might infect targets. - Each time a ranged attack is made against this model, subtract 1 from that attack’s wound roll.
- Each time this model makes a ranged attack, add 1 to that attack’s wound roll.
|
2 | Unbound Vitality The favoured's body is constantly growing and generating new plagues. Such rapid growth keeps them alive even after suffering grievous injuries. Each time an attack is made against this model, an unmodified wound roll of 1-4 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have. |
3 | Virulent Rot So much rot infects their form that it can corrode away even powerful close combat weapons in a matter of seconds. Once per battle, in the Fight phase, when this model is selected to fight, it can use this ability. If it does so, select one melee weapon that an enemy model within Engagement Range of this one is equipped with. Until the end of the battle:
- The Strength characteristic of that weapon is ‘User’.
- The Armour Penetration characteristic of that weapon is reduced by 2.
|
Slaanesh Blessing of Chaos
D3 | BLESSING OF CHAOS |
1 | Whirlwind Reflexes Incredibly agile and nimble, this warrior is capable of avoiding what should be killing blows at the last second. Once per battle round, when a saving throw is failed for this model, it can use this ability. If it does so, the Damage characteristic of that attack is changed to 0. |
2 | Whip-like Limbs Gifted by Slaanesh, this favoured fighter keeps up a never-ending barrage of swift attacks and strikes. Each time this model is selected to fight, select one enemy unit within Engagement Range of it and roll one D6: on a 2-4, that enemy unit suffers D3 mortal wounds; on a 5+, that enemy unit suffers 3 mortal wounds. |
3 | Blur of Death Lightning fast, they are a blur of movement and blades, attacking with ferocious speed and darting out of the fray at will. Once per battle, in your Movement phase, when this model is selected to Fall Back, it can use this ability. If it does so:
- For each enemy unit within Engagement Range of it, roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds.
- Until the end of the turn, this model is eligible to charge in a turn in which it Fell Back.
|
Tzeentch Blessing of Chaos
D3 | BLESSING OF CHAOS |
1 | Living Flames Tzeentchian flames encircle this blessed warrior, snapping out and striking any unwary foes that foolishly come too close. Each time a melee attack is made against this model, on an unmodified hit roll of 1, after the attacker’s unit has finished making its attacks, that unit suffers 1 mortal wound. |
2 | Psychic Puppetry Able to insert their consciousness into another, this favoured champion can bury a psychic conduit into an ally and use them as an arc node. At the start of the first battle round, select one other friendly TZEENTCH PSYKER model. Until the end of the battle, each time this model manifests a psychic power, when resolving that psychic power, you can measure distances and visibility from the selected model instead of this one. |
3 | Temporal Rift Corridor Using the gifts of Tzeentch, this skilled fighter has the ability to rip a hole in realspace and use it to reappear wherever they want. None are safe on the battlefield when distance means nothing. Once per battle, at the end of your turn, this model can use this ability. If it does so, remove it from the battlefield and set it up on the battlefield anywhere that is more than 9" away from any enemy models. |
Below you will find a glossary that contains a number of terms used in those books.
Vigilus Alone
Alliances: For a
War of Faith Campaign, players are organised into teams, known as alliances. The results of each of their games contribute to their alliance’s overall result.
Army of Faith: A series of rules for Imperial Crusade armies, made up of various Factions unified by their strength of faith in the Emperor.
Army of Renown: A variant army list for a Faction that can be used in your games of Warhammer 40,000 to represent a specialised force. It must be
Battle-forged, cannot include any
Specialist Detachments, and will have other specific restrictions that must be adhered to. Doing so, however, will provide you with unique benefits.
Banners of Renown: A series of additional Crusade rules allowing
ADEPTUS ASTARTES ANCIENT models to gain upgrades and damage effects for their mighty banners.
Campaign Master: The individual who organises and runs a
War of Faith campaign.
Campaign Master’s Edicts: Optional rules for a
Campaign Master to use when running a War of Faith campaign.
Campaign Phase: A War of Faith campaign is split into a number of phases, determined by the Campaign Master, in which players play games.
Codex Supplement: Order of the Bloody Rose: Additional rules for
ADEPTA SORORITAS Detachments drawn from the
Order Militant of the
ORDER OF THE BLOODY ROSE.
Fervour Stage: A stage for an
Army of Faith Crusade army in which it accumulates
Religious Fervour points.
Legendary Missions: Unique missions played as part of a War of Faith campaign inspired by a key event from
War Zone Nachmund: Vigilus Alone.
Theatre of War: Fronteris: Unique
atmospheric effects for use in your battles on battlefields featuring Battlezone Fronteris
terrain features.
Tools of the Vanguard: Additional wargear options for
INFILTRATOR SQUAD and
INCURSOR SQUAD units as part of a
VANGUARD SPEARHEAD Army of Renown.
Retribution Stage: A stage for an Army of Faith Crusade army in which it spends its accumulated
Religious Fervour points.
Strategic Victory Points: At the end of a War of Faith
campaign phase, each alliance scores a number of Strategic Victory points based on the position of each war zone tracker. These determine the overall winner of the campaign.
War of Faith Campaign: A campaign system for your games of Warhammer 40,000 inspired by the events of
War Zone Nachmund: Vigilus Alone.
Rift War
Alliances: For a
War of Desperation Campaign, players are organised into teams, known as alliances. The results of each of their games contribute to their alliance’s overall result.
Arcane Materials: A resource that can be earned by
THOUSAND SONS units from Crusade battles and that can be spent on
Ritual Incantations. There are three types of Arcane Materials: Inscriptions; Offerings; Souls.
Army of Chaos Undivided: A series of rules for Chaos Crusade armies, made up of various Factions unified by their strength of faith in the Chaos Gods.
Army of Renown: A variant army list for a Faction that can be used in your games of Warhammer 40,000 to represent a specialised force. It must be
Battle-forged, cannot include any
Specialist Detachments, and will have other specific restrictions that must be adhered to. Doing so, however, will provide you with unique benefits.
Campaign Master: The individual who organises and runs a War of Desperation campaign.
Campaign Master’s Edicts: Optional rules for a Campaign Master to use when running a War of Desperation campaign.
Campaign Phase: A War of Desperation campaign is split into a number of phases, determined by the Campaign Master, in which players play games.
Campaign Tracker: Each war zone in a War of Desperation campaign uses a campaign tracker to keep track of each alliance’s relative power in that war zone.
Codex Supplement: Castellans of the Rift: Additional rules for
ADEPTUS ASTARTES units drawn from the Castellans of the Rift Chapter.
Coteries of the Haemonculi: An
Army of Renown for
Drukhari.
Driven by Fear: An ability for units from a Coteries of the Haemonculi Army of Renown.
Legendary Missions: Unique missions played as part of a War of Desperation campaign inspired by a key event from
War Zone Nachmund: Rift War.
Raider Force Battle Traits: A type of Crusade Battle Trait that can be gained by
ADEPTUS ASTARTES units in a
Warden Raiders Force.
Ritual Incantations: A means of upgrading
THOUSAND SONS units in a Crusade
Order of Battle using
Arcane Materials.
Strategic Victory Points: At the end of a War of Desperation campaign phase, each alliance scores a number of Strategic Victory points based on the position of each
war zone tracker. These determine the overall winner of the campaign.
Strength of the Brayherd: An ability for
TZAANGOR SHAMAN units from a
Warpmeld Pact Army of Renown.
Touched by Tzeentch: An ability for some units from a Warpmeld Pact Army of Renown.
Unyielding Resistance: Chapter Tactic for
ADEPTUS ASTARTES units from the Castellans of the Rift Chapter.
War of Desperation Campaign: A campaign system for your games of Warhammer 40,000 inspired by the events of
War Zone Nachmund: Rift War.
Warpmeld Pact: An Army of Renown for Thousand Sons.