In the Octarius Sector, the Imperium's worst fears have been realised. For years, the Tyranids of Hive Fleet Leviathan have been locked in a war of attrition with the Orks. Now, the conflict has spilt out into surrounding space, and the xenos forces descend on Imperial planets, hungry for battle and biomatter.

The combined forces of the Deathwatch, numerous Space Marine Chapters, and the legions of the Adeptus Mechanicus rush to stem the tide of destruction that threatens to engulf the Pankallis Sub-sector in war. Not all hope is lost: Inquisitor Athocles Van Roth is brewing a plan – a high stakes endeavour that may result in the total defeat of the Tyranid forces. The Imperium must be ready to do whatever it takes to stop the Octarius Sector from falling to ruin.


Book 1: Rising Tide

In War Zone Octarius, the forces of the Imperium fight desperately to contain the Orks of the Octarian Empire and the Tyranids of Hive Fleet Leviathan. The xenos are fighting a brutal war in which both sides are growing stronger. The Orks are becoming larger and tougher on a diet of endless conflict, while the Tyranids - consuming unquantifiable amounts of biomass - are spawning more and more terrifying biohorrors.

It was former Inquisitor Fidus Kryptman who brought these two xenos races into conflict with each other in the Octarius Sector, believing they would destroy each other. Using captured Genestealers, Kryptman lured a tendril of Hive Fleet Leviathan into Ork-held space. Within hours of the first bioforms landing, the number of greenskins and Tyranids slain reached the millions. Yet, despite this, both races only grew more powerful.

Many Inquisitors paying attention to events in the Octarius Sector were aghast - among them Inquisitor Nashir Sahansun. To his mind, Kryptman had at best forestalled the inevitable, and at worst created a situation that would doom countless worlds. In an effort to mitigate the growing threat, Sahansun petitioned Astra Militarum generals, Navis Imperials admirals, planetary governors, Space Marine Chapters and the Deathwatch to alert them to the danger brewing in the Octarius System. He also devised what he called the Cordon fmpenetra. Drawing a sphere around the extremes of Orkheld space in the Octarius Sector, Sahansun declared any Imperial worlds left inside had to be abandoned to their fate, and any bordering the area were to be fortified and reinforced. The only Imperial system in Octarian space that was still to be reinforced was Sigma-Ulstari. Its forge world was too valuable to abandon.

Sahansun advocated a policy of aggressive containment-to his mind the Imperium needed to maintain the status quo for as long as possible to prevent either the Orks or Tyranids gaming advantage Ihis meant the use of destabilisation raids and small-scale attacks to continually stoke conflict. Though he knew continued war would make the xenos stronger, it would also buy more time for the Imperium to build its strength.

Many of those that Sahansun approached agreed with his position. Planetary governors who committed to the Cordon Impenetra made their worlds into Warden planets, and began the process of amassing military supplies, recruiting soldiers and constructing vast fortresses. Space Marine forces also made pacts to conduct raids and defend worlds if they came under Ork or Tyranid attack. Progress in the militarisation of the Cordon Impenetra was slow, however - far too slow for Sahansun’s liking. Then, without warning, came the Pankallis Breakout, and all Sahansun’s fears were proved true.

Campaign Phases

For each phase in your campaign, the Campaign Master will first need to create a Campaign Tree and distribute it to the players. This is simply a list of missions that can be played during that phase of the campaign, and a list of bonuses that the players can earn for winning each stage. An example is shown below:


It is very straightforward to create a Campaign Tree and takes mere moments to do. Simply select 6 missions from your desired mission pack(s) and then select 3 Victor Bonuses. A blank Campaign Tree that you can photocopy and fill in can be found here. If you prefer, however, you can use one of the predetermined example Campaign Trees.

Once you have gathered the players into alliances, established the way to play, determined the length of the campaign and created your Campaign Tree(s), it’s time for the invasion of the Pankallis Sub-sector to begin!

VISIONS OF WAR
You can use any mission from any mission pack when creating a Campaign Tree for a Pankallis Assault campaign, but we recommend you first make sure all players taking part have access to them. You can either carefully select specific missions that you think might flow naturally together, or simply randomly select them. You can also select any battle size for any stage in the phase; indeed, there is no requirement for all the missions in a particular stage to use the same battle size if you do not wish them to. Though the choice is completely up to you, we have found you can best represent the escalating nature of a campaign by starting with smaller battle sizes for earlier stages, and having larger battle sizes in later stages. Alternatively, the earlier phases of a campaign could feature smaller battle sizes, and the later phases larger ones.

If, as the Campaign Master, you wish to spend some more time crafting your Campaign Trees to best suit the narrative of your campaign, it can only enhance every player’s experience. Careful selection of specific missions and related Victor Bonuses can set the theme of the campaign and help everyone visualize the main turning points of the war. For example, if we look at the example Campaign Tree above, we can imagine that during stage 1, the Vanguard of an invasion fleet has made planetfall ahead of the main attack wave, and is attempting to subvert the planetary vox net when they encounter a patrol from the defending forces. If the Attackers are successful in stage 1, they will receive orders from high command to push their advantage in stage 2, and seize a holy Relic from the Defenders’ forces, thereby demoralising their entire army in one daring move. However, if the Defenders won stage 1 they are able to use the vox net to raise the alarm planetwide, and the call to mobilise forces and secure supplies ahead of the main invasion is sent out. This is just a simple example of how, with a little thought, you use the Campaign Trees as a storytelling tool for your campaigns.

Campaign Stages

During each stage of a phase, the first mission that every player must play is the same. This is determined by consulting the Campaign Tree for that phase. Any player can play more than one battle per phase if they wish, and subsequent battles played can be the same mission shown in the Campaign Tree, or any other of their choosing if they prefer a bit more variety.

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 Planetary Assault points. Each time you play a game, your alliance earns Planetary Assault points as follows:

PLANETARY ASSAULT POINTS
Combat PatrolIncursionStrike ForceOnslaught
Play a game1111
Draw a game1234
Win a game2345

For example, if you play a Combat Patrol game and win, your alliance earns a total of 3 Planetary Assault points.

It is the players’ responsibility to determine how many Planetary Assault points are earned. They then report their results to the Campaign Master, who keeps a record of each alliances total Planetary Assault points. Once the current stage of the campaign phase comes to an end, the victor of that phase is the alliance with the most Planetary Assault points. If the alliances are tied for the most Planetary Assault points, then the alliance that won the most battles during that campaign stage is the victor of that phase. If there is still a tie, the Campaign Master rolls a D6: on a 1-3, the Attacker is the victor, and on a 4-6, the Defender is the victor.

UNEVEN ALLIANCES
If an alliance has an uneven number of players, the Campaign Master is at liberty to reward extra Planetary Assault points to make up the inherent deficit. Perhaps they could set a challenge for one player in each campaign stage, with Planetary Assault points awarded to their alliance for playing that game, and a greater points return if they achieve victory and complete their challenge.

Once the victor is determined, the victorious alliance gains that stages Victor Bonus; all players in that alliance gain the listed Victor Bonus, which they can use for the remainder of the campaign. The players then proceed to the next stage of the campaign, and each alliance’s Planetary Assault points are reset to zero, putting alliances on an equal footing for the next stage of the campaign. The mission played during the next stage depends on which alliance was the victor in the last stage, as shown in the Campaign Tree for that phase.

For example, if we were using the Campaign Tree shown above, all players would play the Recon Patrol mission during stage 1. If the Attackers won stage 1, then they would gain the Command Net Victor Bonus, and all players would play The Relic mission during stage 2. If the Defenders won stage 2, they would gain the Mobile Reserves Victor Bonus and the mission played by all players during the final stage of this phase would be Narrow the Search.

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:

Whenever a narrative play or matched play mission instructs players to determine the Attacker or Defender, replace that step of the mission sequence with the following rule:

Planetary Assault: The player from the Attackers Alliance is the Attacker. The player from the Defenders Alliance is the Defender.’

Once the players have finished their game and determined the victor, they earn Planetary Assault 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 number of players, breaking each alliance into smaller subgroups that are then matched against their enemies can make arranging games even simpler. This can also add to the narrative, as you can imagine each group battling in a different system of the Pankallis Sub-sector.

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 Pankallis Assault campaign. Each campaign phase provides a Strategic Value to the alliance that was victorious during it, as follows:

CAMPAIGN PHASESTRATEGIC VALUE
11
22
33
etc.etc.

Also, note the Death or Glory Victor Bonus has a Strategic Value of +2 for the alliance that earns it, but only if you are playing an exceptionally long campaign with 4 or more phases.

Once each alliance has determined their total Strategic Value, they should consult the table below to determine who is crowned the overall campaign victor, and what kind of victory (and bragging rights) they have won:

STRATEGIC VALUECAMPAIGN RESULT
Attackers’ Strategic Value is 2 or more than the Defenders’Planet Killer: The Attackers have won a major victory. They have crushed all that dared stand before them, and now an entire world lies dead and burning by their hand. The planets in the surrounding star systems tremble at their approach, fearing they will be next.
Attackers’ Strategic Value is 1 more than the Defenders’World Butcher: The Attackers have won a minor victory. They have shattered a world’s defences and slaughtered its armies, but at a bloody cost.
Attackers and Defenders have same Strategic ValueBloody Stalemate: The campaign is a draw. Despite all efforts, neither side has managed to defeat the other to claim outright victory.
Defenders’ Strategic Value is 1 more than the Attackers’World Sentinel: The Defenders have won a minor victory. Though their world bears terrible scars and their armies have been all but shattered, they have successfully defended their planet from annihilation.
Defenders’ Strategic Value is 2 or more than the Attackers’Custodian Supreme: The Defenders have won a major victory. The invaders were blasted from the skies, smashed against fortress walls and slaughtered in the streets. It will be a lifetime before anyone else is foolish enough to even think about invading the planet again.

Victor Bonuses

When a Campaign Master is creating a Campaign Tree, they can select Victor Bonuses from those below. They can either select the bonuses they feel best fit the narrative of the campaign, or they can select them randomly by rolling a D36. To do so, roll one D3 and one D6: the result of your D3 determines your ‘tens’ and the result of your D6 your ‘units’. For example, if you rolled a D3 and the result was a 2, and you rolled a D6 and the result was a 5, then the D36 result is a 25.

With the exception of Superior Intel, you cannot select a Victor Bonus that has already been used during the campaign. If selecting randomly, re-roll duplicate results. The Victor Bonus for the final stage of the final phase of your campaign must always be Death or Glory (see below) - this cannot be randomly selected or used for any other stage of the campaign.

DEATH OR GLORY

The final battle is at hand, and the fate of the entire planet hangs in the balance. Only death or glory await...

This bonus can only apply to the final stage of a Pankallis Assault campaign. If the campaign lasted for 4 or more phases, increase your alliance’s total Strategic Value by 2.

11. SUPERIOR INTEL

Our spies have uncovered details of the enemy’s plans, allowing us to better organise our own counter-strategies.

At the start of your Command phase, roll one DB. On a 6, you receive 2 Command points for that turn’s Battle-forged CP bonus, instead of 1. If you have this bonus more than once, add 1 to this dice roll for each additional time you have this bonus (to a maximum of +3).
12. VITAL SUPPLIES

By securing critical supply caches, our troops will never run short of vital equipment.

Once per battle, when you use a Wargear Stratagem, that Stratagem costs 0CP.
13. COMMAND NET

Domination of the planetary vox net will ensure your troops can execute your battle plan flawlessly.

Once per battle, when you use a Battle Tactic Stratagem, that Stratagem costs 0CP.
14. LEGENDARY HEROES

The deeds of a few courageous heroes can turn the fate of battle.

Once per battle, when you use an Epic Deed Stratagem, that Stratagem costs 0CP.
15. INSPIRED STRATEGISTS

Your successes are due to your superior use of tactics and strategy.

Once per battle, when you use a Strategic Ploy Stratagem, that Stratagem costs 0CP.
16. STRATEGIC GAMBIT

By committing to this battle you leave other battlefields without reinforcements. Though you take a risk, victory here will require no explanation. Defeat, however, will allow none...

At the start of the battle, you can decide to make a Strategic Gambit. If you do so, and you win the battle, you gain 1 additional Planetary Assault point from that battle. If you do so, and you lose the battle, your opponent gains 1 additional Planetary Assault point from that battle.
21. DELAYING TACTICS

We have hidden reserves that we can deploy if you can hold the enemy at bay for long enough. Total victory is not required for us to achieve our wider goals, but the enemy must not overrun your position.

Each time a battle ends in a draw, you gain 1 additional Planetary Assault point from that battle.
22. LINES OF RETREAT

Maintain your lines of retreat and do not waste the lives of your warriors needlessly.

If you lose a battle, at the end of the battle, roll off with your opponent. If you win the roll-off, you gain 1 additional Planetary Assault point from that battle.
23. ORBITAL SUPERIORITY

If the invading forces dominate the space lanes in this region, they will be able to land forces with impunity. If the garrison maintains a strong orbital defence, any landing craft will be delayed as they have to traverse a withering hail of fire.

If the Attackers Alliance has this bonus and the mission uses the Strategic Reserves rules, the CPs that a player from that alliance must pay to place their units into Strategic Reserves are all reduced by 1CP. If the Defenders Alliance has this bonus and the mission uses the Strategic Reserves rules, the CPs that a player from the Attackers Alliance must pay to place their units into Strategic Reserves are all increased by 1CP.
24. SCRAMBLER FIELDS

If the defenders can fully power their scrambler fields, their positions will be obscured from orbital scans. However, if the power sources are destroyed altogether, the defenders will not be able to hide from the invading forces.

If the Defenders Alliance has this bonus and the Concealed Deployment rules are being used, the CPs that a player from that alliance must pay to place their units into Concealed Deployment are all reduced by 1CP. If the Attackers Alliance has this bonus and the Concealed Deployment rules are being used, the CPs that a player from the Defenders Alliance must pay to place their units into Concealed Deployment are all increased by 1CP.
25. TABLES TURNED

By some clever ruse, you have found the means to turn the tables on your foe. Now the prey becomes the hunter.

At the Determine Attacker and Defender step of a mission, you can choose to ignore the Planetary Assault rule and instead follow the rules as presented in the mission sequence.
26. MOBILE RESERVES

Your forces have acquired the means to commit a rapid reaction force into the heart of any battlezone.

Once per turn, if the mission uses the Strategic Reserves rules, one of your Strategic Reserves units can arrive from Strategic Reserves as though the battle round were 1 higher than it actually is.
31. ELITE KILL TEAM

Your forces contain a cadre of hardened operatives who have proved their merit in prosecuting countless covert operations.

If the Shadow Mission rules are being used, each time you roll to see if one of your units on a Shadow Mission has achieved their Shadow Mission, add 1 to the result.
32. ELITE SENTRIES

Your supply lines are protected by operatives who are trained to patrol and eliminate would-be infiltrators with unnerving lethality.

If the Shadow Mission rules are being used, each time your opponent rolls to see if one of their units on a Shadow Mission has achieved their Shadow Mission, subtract 1 from the result.
33. MASTER OF DECEIT

Whether by using holographic technologies or some other, more primitive decoy, misdirection is a worthwhile strategy.

After both players have deployed their armies, select one unit from your army that is wholly within your deployment zone and redeploy it anywhere in your deployment zone. If the mission uses the Strategic Reserves rules, this unit can be placed into Strategic Reserves instead, without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first.
34. SIEGE ASSETS

Fortified strongholds are vital to planetary defence. Their destruction is high on the list of any invader's strategy.

If the Attackers Alliance has this bonus, the Command Cost of Fortification Network detachments included in any army in the Defenders Alliance is changed to 2CP. If the Defenders Alliance has this bonus, the Command Cost of Fortification Network detachments is changed to 0CP, and its Command Benefits are changed to none.
35. FLEXIBLE GOALS

There is more than one way to achieve victory, and our goals must remain fluid.

If you are playing a mission that requires you to select either secondary objectives or Agendas, then after both players have revealed their selections you can select one of your secondary objectives or Agendas, and replace it with a different one (make a note on your army roster as to your new selection and inform your opponent). All the normal rules for selecting secondary objectives and Agendas apply. If both players have a rule that allows them to select new secondary objectives or Agendas, both players make their new selections before revealing them, simultaneously, to their opponent.
36. DEVASTATING ONSLAUGHT

Such is the blow inflicted upon your foes that they still reel from it. They are ill-prepared to mount a defence against your future assaults.

Until the end of the first battle round, each time your opponent uses the Command Re-roll Stratagem, it costs 2CP.

Predetermined Campaign Trees

Below you will find ready to use Campaign Trees for use in a Pankallis Assault campaign. These use missions found in the Warhammer 40,000 Core Book, and assume all players taking part in the campaign can field Strike Force size armies.

There is one example of a 2-phase campaign that uses the Crusade mission pack, and another that uses the Eternal War mission pack. In both cases, phase 1 is on the top of the page and phase 2 is on the bottom of the page. The Campaign Master should feel free to photocopy and use these, modify them, or simply use them as inspiration when making their own Campaign Trees (a blank Campaign Tree you can photocopy and fill in can be found here:
).


Matched Play Campaign Trees


Campaign Master’s Edicts

Campaign Master’s Edicts are tools the Campaign Master has at their disposal to add further depth to a Pankallis Assault 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.

Concealed Deployment

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. 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 be placed into Concealed Deployment (TITANIC units, AIRCRAFT units and units with the Fortifications 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 DEPLOYMENTCPs TO PLACE INTO CONCEALED DEPLOYMENT
1-141
15-292
30-443
45-594
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 unit’s 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.

Crusade Rewards

In a narrative play campaign, the Campaign Master can further support Crusade forces by having a selection of bonuses and rewards available for the players. Here are a few ways in which these can be rewarded:

UNDERDOG REQUISITION POINT
At the end of each campaign phase, each player can be awarded 1 additional Requisition point based on if their alliance lost the current phase, representing that alliance calling for aid and doubling their efforts to achieve victory in the following campaign phase. Remember that each player can never have more than 5 Requisition points; any excess points are lost.

EXPERIENCE POINTS
The Campaign Master can award experience points based on how each Crusade force performs on the battlefield. This should be done at the Campaign Master’s discretion in an impartial and consistent manner. Here are some criteria by which the Campaign Master can determine experience rewards (note that these could be communicated as a challenge for the players to achieve):
  • At the end of each campaign phase, each player from the winning alliance gains 5 experience points to distribute freely across units in their Crusade force.
  • If a player defeats an enemy player who defeated them in their previous meeting in the campaign, after that game, the winning player can select one additional unit from their army to be Marked for Greatness.
  • At the end of a campaign phase, if a player lost all the games they played during that phase, they can roll one D6. They gain that many experience points to distribute freely across the units in their Crusade force.
  • Each time a unit that is part of a Crusade force accomplishes a Shadow Mission (below), it earns 1 additional experience point at the end of the battle.

Shadow Missions

Shadow Missions are covert operations that you can assign to one of your units. That unit will not be available to you at the start of the battle, dispatched as it is to achieve a special mission behind enemy lines, but it can be recalled to rejoin your forces later. If this covert team has been successful in their mission, they will have dealt your opponent a crippling blow.

ASSIGNING A SHADOW MISSION
If you have placed any INFANTRY units (excluding CHARACTER units) into Strategic Reserves, you can select one of them that has either the Troops or Elites battlefield role and that contains 10 or fewer models. That unit can be sent on a Shadow Mission behind enemy lines - simply select one of the Shadow Missions from those listed below and make a note of it on your roster. You can either select the mission, or you can randomly determine it by rolling a D6. Once both players have assigned a Shadow Mission (if any) they then reveal their selections to their opponent.

ACCOMPLISHING SHADOW MISSIONS
During your Command phase in battle round 2, if you have a unit on a Shadow Mission, roll one D6 (if the unit has the Elites battlefield roll, you can re-roll a result of 1) and apply any Shadow Mission modifiers from the following table that are applicable to the unit:

SHADOW MISSION MODIFIERS
Unit has a Power Rating of 2 or less-1
Unit has a Power Rating between 6-10+1
Unit has a Power Rating of 11++2

Once you have applied all relevant modifiers, consult the Shadow Mission table below. If the result equals or beats the number specified for battle round 2, that unit has successfully accomplished its mission and its result is applied for the remainder of the battle. You can now either recall that unit - in which case it must arrive from Strategic Reserves this turn - or you can order it to continue its Shadow Mission (if the unit accomplished its mission, it must be recalled).

If it continues its Shadow Mission, then during your Command phase in battle round 3, roll one D6 (if the unit has the Elites battlefield roll, you can re-roll a result of 1), and then apply any relevant Shadow Mission modifiers - as described in the table to the left - before consulting the Shadow Mission table again. If the result equals or beats the number specified for battle round 3, that unit has now successfully accomplished its mission and its result is applied for the remainder of the battle. In either case, that unit must now be recalled and it must arrive from Strategic Reserves this turn.

When a unit that is sent on a Shadow Mission arrives from Strategic Reserves, roll one D6 for each model in that unit. For each roll of 1, one model (of your choice) in that unit is destroyed to represent the casualties suffered during the Shadow Mission. This may trigger a Morale test later this turn.

Shadow MissionRoll to Succeed On Battle Round:Result if Accomplished
23
1. Disrupt Supply Lines: Attack the enemy supply lines to create a distraction that diverts the enemy’s attention and resources away from the front lines.6+5+At the start of each of your opponent’s Command phases, roll one D6; on a 5+, your opponent does not receive a Battle-forged CP bonus that turn.
2. Demolish Ammo Cache: Infiltrate enemy territory and sabotage any ammunition dumps and weapon stores you find.5+5+The cost of all Wargear Stratagems your opponent has access to is increased by 1CP.
3. Capture and Interrogate: Capture an enemy officer and interrogate them in order to learn the foe’s plans.6+6+The cost of all Strategic Ploy Stratagems your opponent has access to is increased by 1CP.
4. Daring Raid: Mount a raid to steal one of the enemy’s prized relics, thereby demoralizing their forces and humiliating their leaders.6+5+The cost of all Epic Deeds Stratagems your opponent has access to is increased by 1CP.
5. Sabotage Comms Network: Deploy scramblers, vox Jammers and any other means you can to disrupt the foe’s means of communication.6+5+The cost of all Battle Tactic Stratagems your opponent has access to is increased by 1CP.
6. Assassinate Command Structure: If you can assassinate the enemy’s rear-echelon command structure, their army will be thrown into disarray.7+6+The cost of all Core Stratagems your opponent has access to is increased by 1CP.

Crusade Rules

This section contains the following additional rules:

CAMPAIGN BADGE
At the end of every battle that is part of a Pankallis Assault campaign, every unit that was part of your Crusade army in that battle that does not already have it gains the Pankallis Assault campaign badge. Such a unit gains the PANKALLIS ASSAULT keyword.

BATTLE TRAITS
Various units can be given one of the Battle Traits presented below as they gain experience during a Pankallis Assault campaign and are promoted in your Crusade force. These help to better reflect the unique upgrades and Battle Honours that are earned by fighting in War Zone Octarius.

REQUISITIONS
In a Pankallis Assault campaign, Crusade forces have access to a number of additional Requisitions inspired by the events of the War Zone Octarius campaign. You can find these here.

CAMPAIGN AGENDAS
If you are playing a Pankallis Assault campaign with Crusade forces, you can use the Campaign Agendas presented here. Unlike normal Agendas, which are goals your army is attempting to achieve during one battle, Campaign Agendas are overarching goals that your Crusade force can attempt to accomplish over the course of the whole campaign.

FORTIFICATION UPGRADES
The Fortification Upgrades can be used to bolster the defensive power of your strongholds. As fortifications cannot gain Battle Honours, this represents the only way to enhance these units in your Crusade games.

While ideal to represent the many fortifications present on the garrison worlds of Octarius as part of a Pankallis Assault campaign, these upgrades are not limited to such a campaign, and can be used for any Crusade force that has any UNALIGNED BUILDING models in its Order of Battle.

Battle Traits

When a PANKALLIS ASSAULT unit gains a Battle Trait, you can use one of the tables below instead of one from another source to determine what Battle Trait the unit has gained. To do so, roll one D6 and consult the appropriate table, or choose a Battle Trait from the appropriate table that tells the best narrative for your unit. All the normal rules for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any Battle Honour, make a note on the unit’s Crusade card when it gains a Battle Trait and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.

PANKALLIS ASSAULT UNITS (EXCLUDING MONSTERS AND VEHICLES)
D6TRAIT
1Destined for Greatness

This unit’s natural battlefield acumen marks them for greatness.

Each time this unit is Marked for Greatness, it gains 5 experience points instead of 3.
2Phantom Scouts

This unit’s knowledge of stealth capabilities is such that they approach the battlefield as invincible phantoms.

  • If the mission uses the Concealed Deployment rules, this unit can be placed into Concealed Deployment without having to spend any additional CPs, regardless of how many units are already in Concealed Deployment.
  • Until the start of the second battle round, each time a ranged attack is made against this unit, this unit receives the benefits of Light Cover.
3Elite Operatives

This unit excels at performing operations behind enemy lines.

  • If the mission uses the Strategic Reserves rules, this unit can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves.
  • If a Shadow Mission is assigned to this unit, each time you roll a D6 to see if that Shadow Mission is successful, add 1 to the result.
4Planetary Invader

This unit has been in the vanguard of a dozen planetary invasions.

  • Whilst this unit is wholly within your opponent’s deployment zone, it has the Objective Secured ability. If this unit already has the Objective Secured ability, then while it is wholly within your opponent’s deployment zone, models in this unit count as one additional model when determining control of an objective marker.
  • Enemy units cannot fire Overwatch or Set to Defend against this unit.
5Planetary Defender

These warriors have stood against several invasion forces, and none have broken through their defences.

  • While this unit is wholly within your deployment zone, it has the Objective Secured ability. If this unit already has the Objective Secured ability, then while it is wholly within your deployment zone, models in this unit count as one additional model when determining control of an objective marker.
  • Each time an enemy unit declares a charge against this unit, if this unit is not within Engagement Range of any enemy units, it can either Set to Defend or Hold Steady.
6Sentinel

These warriors are seemingly possessed of a sixth sense, and are adept at ambushing would-be ambushers.

At the end of the Reinforcements step of your opponent’s Movement phase, if this unit is not in Engagement Range of any enemy units, it can shoot as if it were your Shooting phase, but its models can only target a single eligible enemy unit that is within 12" of their unit and was set up as Reinforcements this turn when doing so.
PANKALLIS ASSAULT MONSTER AND PANKALLIS ASSAULT VEHICLE UNITS
D6TRAIT
1-2Engine of Glory

This unit’s battlefield record is as inspiring to allies as it is terrifying to enemies.

Each time this unit is Marked for Greatness, it gains 5 experience points instead of 3.
3-4Instrument of Destruction

All that stand before this behemoth invite only death and destruction.

Each time a model in this unit makes an attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1. This is not cumulative with any other ability that improves the Armour Penetration characteristic of an attack.
5-6Linchpin

This unit is key to the battle plans of this world, either to defend it, or to see it burn.

  • If this unit is part of the Attackers Alliance when it gains this trait, each time a model in this unit makes an attack, the target does not receive the benefits of cover to its saving throw against that attack.
  • If this unit is part of the Defenders Alliance when it gains this trait, each time an attack with an Armour Penetration characteristic of -1 is allocated to a model in this unit, that attack has an Armour Penetration characteristic of 0 instead.

Requisitions

You can spend Requisition points (RPs) on the Crusade Faction Requisitions listed below in addition to those found in other sources. Some of these can only be used if your Crusade force has a certain Faction keyword (e.g. IMPERIUM).

These Requisitions can only be purchased immediately before or after playing a battle that is part of a Pankallis Assault campaign; each time such a Requisition is purchased, the Planetary Assault points you contribute to your alliance for that battle is reduced by 1 (to a minimum of 0).

BEHIND ENEMY LINES1RP

Small groups of highly skilled operatives can infiltrate behind enemy lines and inflict crippling damage on the enemy.

Purchase this Requisition when you have assigned a Shadow Mission to a unit from your Crusade army. You can now select a second INFANTRY unit (excluding CHARACTER units) that has 10 or fewer models from your army that you placed into Strategic Reserves, that has either the Troops or Elites Battlefield Role. Assign a Shadow Mission to that unit as well (you must select a different Shadow Mission; if randomly selecting Shadow Missions, re-roll duplicates). At the end of the battle, if both units successfully achieved their Shadow Missions, you gain 1 Requisition point and 1 Planetary Assault point.
GLORY SEEKERS1RP

Some warlords in the Octarius System fight not to achieve the goals of their alliance, but for personal glory.

Purchase this Requisition after a battle. You can select one additional Campaign Agenda (you cannot select the Planetary Saviour or Destroyer of Worlds Campaign Agendas and you cannot select the same Campaign Agenda more than once during the same campaign).
GARRISON WORLD STRONGHOLDS1RP

The fortifications within the Octarian System are built to withstand protracted assaults.

Purchase this Requisition after a battle, before rolling to see if any BUILDING models in your Crusade force lose any Fortification Upgrades as a result of being destroyed during that battle. Such upgrades are only lost after this battle on rolls of 1, instead of 1-3.

IMPERIUM
INQUISITORIAL AGENDA1RP

In helping an Inquisitor to achieve their own inscrutable agenda, a few honoured Imperium servants earned the gratitude of the Holy Ordos, and the reward for a job well done is typically... another job.

Purchase this Requisition when you are selecting Agendas. You can select one additional Agenda to use in that battle.

ORKS
OCTARIAN RUKKBOYZ2RP

The Octarian Empire has bred some of the meanest, ’ardest mobs of greenskins there are. When the Tyranids arrived, Orks only thrived in the fighting, always up for a challenge and always spoiling for a good fight.

Purchase this Requisition when you add a BOYZ unit to your Order of Battle.
  • That unit gains the OCTARIAN RUKKBOYZ keyword, its Power Rating is increased by 1 and every model in that unit has a Strength characteristic of 5.
  • That unit gains 6 experience points (and therefore gains the Blooded rank). Select one Battle Honour for them as normal.
Your Crusade force can only contain one OCTARIAN RUKKBOYZ unit, and you cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade forces Supply Limit.

TYRANID <HIVE FLEET>
VANGUARD MIND FEEDER1RP

One of the driving imperatives imparted to Tyranid vanguard organisms during the first stage of a planetary invasion is to devour the brains of the prey’s leaders using their feeder tendrils, so they can learn of the foe’s defences and battle strategies.

Purchase this Requisition at the end of a battle if, during that battle, a <HIVE FLEET> GENESTEALER, LICTOR, TOXICRENE or VENOMTHROPE unit from your Crusade army destroyed the enemy WARLORD with a melee attack. That TYRANID unit gains 5 experience points and you gain 2 Planetary Assault points.

Campaign Agendas

If you are playing a Pankallis Assault campaign with Crusade forces, then at the start of the campaign, after players have been organised into alliances, each player can select two different Pankallis Campaign Agendas from those listed below. These must be noted on your Order of Battle, and your Campaign Master should also keep a list of them.

Some Campaign Agendas will instruct you to keep a certain tally. These tallies will then be used to determine if you achieved any Campaign Agendas, and how many experience points certain units in your Crusade force earned from them. You can use the Crusade Goals section of your Order of Battle to keep track of these tallies.

DESTROYER OF WORLDS
Pankallis Assault Campaign Agenda

Make planetfall without delay. Crush all opposition before you.

At the end of the campaign, if you are part of the Attackers Alliance and you won the campaign, you gain 5 experience points for each phase in that campaign, to distribute freely across PANKALLIS ASSAULT units in your Crusade force (no unit can gain more than 5 experience points as a result of this Campaign Agenda).
PLANETARY SAVIOUR
Pankallis Assault Campaign Agenda

Any who dare invade this world court destruction against your defences.

At the end of the campaign, if you are part of the Defenders Alliance and you won the campaign, you gain 5 experience points for each phase in that campaign, to distribute freely across PANKALLIS ASSAULT units in your Crusade force (no unit can gain more than 5 experience points as a result of this Campaign Agenda).
FLAWLESS EXECUTION
Pankallis Assault Campaign Agenda

Victory requires no explanation. Defeat allows none.

At the end of the campaign, if your alliance won every stage of one or more phases of the campaign, you gain 6 experience points to distribute freely across PANKALLIS ASSAULT units in your Crusade force.
HEROIC WAR EFFORT
Pankallis Assault Campaign Agenda

Winning the war is more important than personal agendas.

Keep a Heroic War Effort tally. Each time you contribute a Planetary Assault point to your alliance during the campaign, add 1 to your Heroic War Effort tally. At the end of the campaign:
FIRST AMONG EQUALS
Pankallis Assault Campaign Agenda

Prove that you are the most powerful warlord in your alliance.

You can only select this Campaign Agenda if there are 2 or more players in your alliance. Keep a First Among Equals tally. At the end of each stage of a campaign, if you contributed the most Planetary Assault points to your alliance, add 1 to your First Among Equals tally. At the end of the campaign, you gain a number of experience points equal to double your First Among Equals tally to distribute freely across PANKALLIS ASSAULT units in your Crusade force. In addition, if your First Among Equals tally is 5 or more, you gain D3 Requisition points.
SHADOW WAR
Pankallis Assault Campaign Agenda

Prosecute a successful Shadow War to undermine your foes’ war efforts.

Keep a Shadow War tally. Each time a unit from your Crusade force successfully accomplishes a Shadow Mission:
  • Add the SHADOW OPERATIVES keyword to that unit’s Crusade card.
  • Add 1 to your Shadow War tally.
At the end of the campaign, if your Shadow War tally is 3 or more, you gain 6 experience points to distribute freely across SHADOW OPERATIVES units in your Crusade force.
AGE OF HEROES
Pankallis Assault Campaign Agenda

In these desperate times, many a legend will rise.

Keep an Age of Heroes tally. Each time a CHARACTER unit from your Crusade force gains a rank during the campaign, add 1 to your Age of Heroes tally. At the end of the campaign, if your Age of Heroes tally is 5 or more, you gain 6 experience points to distribute freely across PANKALLIS ASSAULT CHARACTER units in your Crusade force.
EMPIRE BUILDER
Pankallis Assault Campaign Agenda

The conflict in the Octarius sector represents an opportunity to build your forces and grow your empire.

Keep an Empire Builder tally. Each time you use the Increase Supply Limit Requisition during the campaign, add 1 to your Empire Builder tally. At the end of the campaign:
FORGED IN BATTLE
Pankallis Assault Campaign Agenda

You can temper the battle skills of your warriors in the fires of Octarius.

Keep a Forged in Battle tally.
  • Each time a PANKALLIS ASSAULT unit from your army gains a Crusade point during the campaign, add 1 to your Forged in Battle tally.
  • Each time a PANKALLIS ASSAULT unit from your army loses a Crusade point during the campaign, subtract 1 from your Forged in Battle tally (to a minimum of 0).
At the end of the campaign, if your Forged in Battle tally is 10 or more, you gain 5 experience points to distribute freely across PANKALLIS ASSAULT units in your Crusade force.
RELIC HUNTER
Pankallis Assault Campaign Agenda

Rumours abound of powerful relics lost in the Octarius sector, awaiting rediscovery.

Keep a Relic Hunter tally. Each time a PANKALLIS ASSAULT CHARACTER from your Crusade force gains a Crusade Relic during the campaign:
At the end of the campaign, if your Relic Hunter tally is 6 or more, you gain 10 experience points to distribute freely across PANKALLIS ASSAULT CHARACTER units in your Crusade force that gained a Crusade Relic during the campaign (no unit can gain more than 5 experience points as a result of this Campaign Agenda).
HEADHUNTERS
Pankallis Assault Campaign Agenda

Cut off the head and the body shall die.

Keep a Headhunters tally. Each time a unit from your Crusade force destroys an enemy WARLORD during the campaign:
  • Add the Headhunters keyword to that unit’s Crusade card.
  • Add 1 to your HEADHUNTERS tally.
At the end of the campaign, if your Headhunters tally is 3 or more, you gain 9 experience points to distribute freely across HEADHUNTERS units in your Crusade force (no unit can gain more than 5 experience points as a result of this Campaign Agenda).

Fortification Upgrades

Units with the Fortification Battlefield Role that are part of your Crusade force cannot gain experience points and cannot gain Battle Honours, but you can use the rules presented here to purchase upgrades for them.

You can upgrade any UNALIGNED BUILDING model in your Crusade force at any time before or after a battle by spending 1 Requisition point. You then select one of the upgrades listed below and make a note of that upgrade on that model’s Crusade card. Each time you purchase a Fortification Upgrade for an UNALIGNED BUILDING model, that unit’s Power Rating is increased by 1 (if the BUILDING model is TITANIC, its Power Rating is increased by 2 instead). You cannot purchase a Fortification Upgrade if doing so would cause your total Power Level to exceed your Crusade forces Supply Limit.

A BUILDING model can have a maximum of 3 Fortification Upgrades, and it cannot be given the same upgrade more than once.

If a BUILDING model with any Fortification Upgrades is Destroyed during a battle, then at the end of the battle, at the same time you take Out of Action tests, you must roll one D6 for each upgrade that BUILDING model has. On a 1-3, that upgrade is lost; remove it from that model’s Crusade card and reduce that model’s Power Rating accordingly. You can purchase that Fortification Upgrade for that BUILDING model again if you wish, as described above.

The Fortification Upgrades available are:

Ammo Store

Extra crates of ammunition have been stockpiled within this fortification, ready to be distributed to garrisoning troops.

Each time a model embarked in this BUILDING model makes a ranged attack, re-roll a hit roll of 1.

Minefield

This fortification is protected by a hidden minefield - an explosive surprise for the first souls foolhardy enough to assault it.

The first time an enemy unit ends a charge move within Engagement Range of this BUILDING model, roll three D6s for each VEHICLE or MONSTER model in the charging enemy unit, and one D6 for every other model in the charging enemy unit. For each result of 6, that unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Escape Hatch

This fortification maintains a concealed escape route.

You can only use this upgrade on a BUILDING model that has the TRANSPORT keyword. If this BUILDING model is destroyed, you can immediately use the Emergency Disembarkation Stratagem once for 0CP. In addition, if this BUILDING model is destroyed, you do not need to roll to see if any of the models embarked within it are destroyed as a result; none of these models will be destroyed.

Magos Machine Spirit

This fortification itself is semi-intelligent, imbued with a machine spirit with an improved control over its arsenal.

  • This BUILDING model loses its Automated Weapons ability.
  • This BUILDING model does not suffer the penalty incurred to its hit rolls for firing Heavy weapons at enemy units that are within Engagement Range of it.

Searchlights

Searchlights are often fitted to fortifications to spot approaching enemies who lurk in the dark.

At the start of your Shooting phase, select one enemy unit within 24" of this BUILDING model. Until the end of the phase, each time a model from your army makes a ranged attack against that enemy unit, the target does not receive the benefits of cover against that attack.

Void Shield

This fortification houses an ancient void shield.

This BUILDING model has 5+ invulnerable saving throw (if this BUILDING model is a VOID SHIELD GENERATOR, it instead has a 4+ invulnerable saving throw).

Underground Bunker

This stronghold boasts extensive subterranean quarters suitable to house a large garrison.

You can only use this upgrade on a BUILDING model that has the TRANSPORT keyword. The transport capacity of this BUILDING model is increased by 5 models.

Reinforced Walls

The armoured walls of this stronghold have been bolstered to weather the most furious attacks.

Increase the Wounds characteristic of this BUILDING model by 2.

Sanctified Foundations

The bones of blessed saints are built into the foundations of this fortress to assist in wars against the supernatural.

Each time this BUILDING model would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.

Defensive Auto-feeder

The defensive weapons mounted on this stronghold are fed from an extensive magazine by servo auto-feeders.

Each time this BUILDING model makes a ranged attack with a weapon that has a Strength characteristic of 6 or less, an unmodified hit roll of 6 scores one additional hit.
13. COMMAND NET

Domination of the planetary vox net will ensure your troops can execute your battle plan flawlessly.

Once per battle, when you use a Battle Tactic Stratagem, that Stratagem costs 0CP.
26. MOBILE RESERVES

Your forces have acquired the means to commit a rapid reaction force into the heart of any battlezone.

Once per turn, if the mission uses the Strategic Reserves rules, one of your Strategic Reserves units can arrive from Strategic Reserves as though the battle round were 1 higher than it actually is.
11. SUPERIOR INTEL

Our spies have uncovered details of the enemy’s plans, allowing us to better organise our own counter-strategies.

At the start of your Command phase, roll one DB. On a 6, you receive 2 Command points for that turn’s Battle-forged CP bonus, instead of 1. If you have this bonus more than once, add 1 to this dice roll for each additional time you have this bonus (to a maximum of +3).
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

  • Roll-off: Both players roll a D6 – highest wins.
  • Roll again if a tie.
COMMAND RE-ROLL1CP
Core Stratagem
Use this Stratagem after you have made a hit roll, a wound roll, a damage roll, a saving throw, an Advance roll, a charge roll, a Psychic test, a Deny the Witch test or you have rolled the dice to determine the number of attacks made by a weapon. Re-roll that roll, test or saving throw.
Power Ratings
Every unit has a Power Rating listed on its datasheet, and it is a measure of its efficacy on the battlefield. They are designed to give players, at a glance, an idea of how mighty a unit is on the battlefield, irrespective of the weapons its models can be equipped with. They can therefore be used as a quick guide to establish the comparative strength of each army.

The Power Rating on a datasheet is for a minimum-sized unit. A unit’s Power Rating can be increased if additional models are added to the unit, and occasionally if other options are taken for the unit (such as equipping a unit with jump packs) - in either case the unit's datasheet will make it clear if the Power Rating listed at the top of the datasheet is increased as a result.

  • Power Ratings: Quick measure of a unit's efficacy.
Requisition Points
Requisition points can be used to purchase Requisitions: these can upgrade your Crusade force, or units within them. Each time you spend a Requisition point, reduce your total by 1. Any Requisition points you do not spend are saved and can be used later. As you play more battles, you can accrue additional Requisition points, but a Crusade force can never have more than 5 (any additional Requisition points acquired beyond this are lost). Each time you play a battle, you will gain 1 Requisition point after that battle has been completed, regardless of the result of the battle itself. You should keep track of how many Requisition points you have on your Order of Battle.

The Requisitions you can purchase can be found here. Each Requisition will tell you when it can be purchased; they can never be purchased during a battle. Unless stated otherwise, there is no limit on the number of Requisitions you can purchase, the number of times you can purchase each Requisition, nor on the combination of Requisitions you can purchase, so long as you have enough Requisition points. If you do not have enough Requisition points to purchase a Requisition, you cannot purchase it.

  • Requisitions cost Requisition points to purchase.
  • You can never have more than 5 Requisition points.
  • Each battle you play earns you 1 Requisition point (win, lose or draw).
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Battle Honours
Units gain one Battle Honour each time they gain a rank. Sometimes, a unit can gain an additional Battle Honour by other means (such as by winning certain missions). There are several types of Battle Honours that can be bestowed onto a unit: Battle Traits, Psychic Fortitudes, Weapon Enhancements and Crusade Relics. Each time a unit gains a Battle Honour, it can select from one of those categories. A unit can never have more than six Battle Honours. Make a note of each Battle Honour a unit has on its Crusade card.

Each time a unit gains a Battle Honour you must increase its Crusade points total by 1 (if the unit has a Power Rating of 10 or less) or 2 (if the unit has a Power Rating of 11 or higher).

  • There are four types of Battle Honours:
    • Battle Traits: New skills and abilities.
    • Weapon Enhancements: Upgrade an item of wargear.
    • Psychic Fortitudes: Boosts a unit's psychic might.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points by:
    • 1 if unit has a Power Rating or 10 or less.
    • 2 if unit has a Power Rating of 11 or more.

Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Defensible (Set to Defend/Hold Steady)
If every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it.

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

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

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

  • INFANTRY units can Hold Steady or Set to Defend (if no enemy within Engagement Range}.
  • Hold Steady: Overwatch attacks hit on 5+.
  • Set to Defend: Cannot fire Overwatch but add 1 to hit rolls in next Fight phase.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

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

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Crusade Faction
When you start a Crusade force, you must decide what its Crusade Faction will be - this must be one of the following Faction keywords:
  • IMPERIUM
  • CHAOS
  • AELDARI
  • TYRANIDS
  • ORKS
  • NECRONS
  • T’AU EMPIRE
In a Crusade force, all of the units in your Order of Battle (see below), with the exception of those that are UNALIGNED, must have at least one Faction keyword in common (e.g. IMPERIUM or CHAOS). If a unit does not have the correct Faction keyword, it cannot be included in your Order of Battle.

  • Crusade Faction: All units in your Crusade force must share this keyword (or be UNALIGNED).
PLANETARY SAVIOUR
Pankallis Assault Campaign Agenda

Any who dare invade this world court destruction against your defences.

At the end of the campaign, if you are part of the Defenders Alliance and you won the campaign, you gain 5 experience points for each phase in that campaign, to distribute freely across PANKALLIS ASSAULT units in your Crusade force (no unit can gain more than 5 experience points as a result of this Campaign Agenda).
DESTROYER OF WORLDS
Pankallis Assault Campaign Agenda

Make planetfall without delay. Crush all opposition before you.

At the end of the campaign, if you are part of the Attackers Alliance and you won the campaign, you gain 5 experience points for each phase in that campaign, to distribute freely across PANKALLIS ASSAULT units in your Crusade force (no unit can gain more than 5 experience points as a result of this Campaign Agenda).

The BOYZ keyword is used in the following Orks datasheets:

Troops
Power Level
An army's Power Level is a guide to how large and powerful an army is, so an army with a high Power Level is more powerful than one with a low Power Level. You can calculate the Power Level of an army by adding up the individual Power Ratings of every unit contained within it.

  • Power Level: Sum of all Power Ratings in army.

The <HIVE FLEET> and GENESTEALER keywords are used in the following Tyranids datasheets:

The LICTOR keyword is used in the following Tyranids datasheets:

The TOXICRENE keyword is used in the following Tyranids datasheets:

Heavy Support

The VENOMTHROPES keyword is used in the following Tyranids datasheets:

Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
INCREASE SUPPLY LIMIT1RP
Purchase this Requisition at any time. Increase your Crusade force's Supply Limit by 5 Power.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Embark
If a unit makes a Normal Move, an Advance or it Falls Back, and every model in that unit ends that move within 3" of a friendly TRANSPORT model they can embark within it. A unit cannot embark within a TRANSPORT model that is within Engagement Range of enemy models, and it cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within the model.

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

  • Units can embark in a friendly TRANSPORT if every model ends a Normal Move, an Advance or a Fall Back within 3" of it.
  • A unit cannot embark within a TRANSPORT that is within Engagement Range of any enemy models.
  • A unit cannot embark and disembark in the same phase.
  • Units cannot do anything, or be affected in any way, while they are embarked within a TRANSPORT.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
EMERGENCY DISEMBARKATION1CP
Core Stratagem
Use this Stratagem when a TRANSPORT model from your army is destroyed. All units that are embarked within that model can be set up wholly within 6" of the destroyed model when they disembark instead of the normal 3" before the model itself is removed from the battlefield. These units are not affected by the destroyed model's Explodes ability (or equivalent) — instead you must roll one D6 for each model you just set up on the battlefield. Instead of one model that disembarked (your choice) being destroyed for each roll of 1, one model that disembarked (your choice) is destroyed for each roll of 1 or 2. Units cannot declare a charge or perform a Heroic Intervention in the same turn that they disembarked from a destroyed TRANSPORT model.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The VOID SHIELD GENERATOR keyword is used in the following Unaligned datasheets:

Fortifications
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.
© Vyacheslav Maltsev 2013-2021