Piety and Pain allows you to recreate the race against time to liberate the mausoleum world of Martyr’s Rest. It is a tale of the Drukhari - led by Lelith Hesperax, the Queen of Knives - enacting cruel blood sports on a gigantic scale, and of the vengeful Battle Sisters of the Adepta Sororitas, who seek to expel the xenos from the holy site in a battle that decides the fate of billions.


There is no respite from the corruption that pours out of the Great Rift. The faithful Adepta Sororitas are as besieged as any of the Imperium’s warriors, fighting against heretics, mutants and xenos in system after system.

While defending the cardinal world of Alexistor against the forces of Chaos, Battle Sisters of the Order of Our Martyred Lady took heart as a vile psychic contagion was witnessed to be held back by a miraculous aura. Holy sites dedicated to the long-dead Saint Jheraldine became focuses of adoration, seemingly immune to the soul infection that spread. But the holy emanations were fading, and visions told of the saints spirit being in peril.

Under the command of Palatine Erika Luminas, a mission of the Order of Our Martyred Lady embarked on a crusade to the world of Martyr’s Rest - the site of Jheraldine’s remains and the location of relics sacred to her memory. Luminas’ holy duty was to retrieve a blessed artefact in the hopes of halting the plague’s progress and, if possible, to ruthlessly stamp out any corruption on the world.

What they found, they saw as a sacrilegious invasion of despicable xenos. The Drukhari had turned the capital shrine-city of Martyr’s Rest, Purity, into a deadly gladiatorial arena several miles wide. Its terrified citizens trapped inside were now the quarry for an acrobatic and gruesome hunt, coordinated by the undisputed champion of the Drukhari’s grisly spectacles, Lelith Hesperax. Once contemplative avenues of sombre statuary were now lethal stalking grounds, strewn with diabolical traps. Lelith had promised her sadistic followers a mesmerising display of unsurpassed, gory delights as she sought to expand her influence among her torturous kind. As the outraged and impassioned Luminas led her Sisters in the attack, she vowed to avenge this defilement of such a holy place. Lelith and her warriors gladly swooped on the Battle Sisters, seeing in the Adepta Sororitas’ faith and strength an opportunity to gratify themselves in the breaking of devout convictions.

Warhammer 40,000: Piety and Pain contains two Citadel miniatures collections, each of which forms a complete army. Within this book, you will find rules for using all these models on the battlefield, alongside a showcase of painted examples of them. You will also discover the story of the Battle of Martyr’s Rest, and a series of missions that allow you to recreate it with a friend on the tabletop. Finally, there is a Theatre of War giving additional rules for playing games in a trap-laden urban arena, as well as Battle Traits and Crusade Relics with which you can reward your experienced Drukhari and Adepta Sororitas armies.

The Rules

Welcome to the rules section of Warhammer 40,000: Piety and Pain. On the following pages you will find all the content you need to bring the attempted liberation of Martyrs Rest to life on your tabletop battlefields. Maybe you are inspired to dive straight into re-enactments of key missions from the clash between the Drukhari and the Adepta Sororitas, or perhaps you want to incorporate rules to represent veterans of this conflict in narrative play. Alternatively, you might want to battle in the kinds of environments presented in the narrative presented earlier in this book. Whichever appeals to you - even if it’s a bit of all three - the following pages provide a modular toolbox that allows you to get the most out of the models contained within Warhammer 40,000: Piety and Pain.

THEATRE OF WAR: URBAN ARENA
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 Piety and Pain Theatre of War is a unique ruleset that allows one player to turn the battlefield itself into a weapon. It is recommended that you use this Theatre of War with the missions presented below, but it is also a suitable addition to games in which one player’s army is at a greater strength than their opponent’s.

MISSION 1: SOUL HUNT
Soul Hunt is the first of the narrative missions included in this booklet. It allows both players to use the miniatures found in Warhammer 40,000: Piety and Pain to recreate the Adepta Sororitas’ counter-attack against the Drukhari raiders, as the Sisters of Battle seek to liberate the populace from torment at xenos hands.

MISSION 2: ENOUGH IS ENOUGH
Enough Is Enough is a mission set at a crucial juncture in the campaign. Palatine Erika Luminas bravely steps forward to lure out the Drukhari, a tempting prize Lelith Hesperax is all too eager to seize. As the two forces battle, these mighty champions are left to fight against one another in an epic challenge.

Theatre of War: Urban Arena

The Drukhari turned the shrine-city of Purity into an immense arena for their Wych Cults to perform within. Every district contained different forms of traps, pitfalls and xenos snares waiting to fell the unwary, or at least debilitate them in an exotic manner. Fighting in such an environment ensured that the forces of the enemy were not a warrior’s only concerns, for every seeming sanctury held the potential for a gruesome end.

Urban Arena is a new Theatre of War for your games of Warhammer 40,000. It adds an exciting new feature where one side has turned the battlefield itself into a weapon with traps and ruses to use on their enemies. It is designed to be used with the missions presented below, but if you and your opponent agree, this Theatre of War can be used in other games of Warhammer 40,000 - even in conjunction with other additional rules and mission packs - in the following manner:

After mustering their armies, each player adds up the Power Rating of all the units in their army. If the players are playing a matched play game, or are otherwise using points values, each player adds up the points values of all the units in their army instead. The table below is then consulted to establish if a player can use Urban Arena Ruses, and how many they can use.

Designer’s Note: While it specifies above when Urban Arena Ruses should be used, players should feel free to introduce them into their games even if their forces are more equally matched. For example, players might decide it is narratively appropriate for one player to have some Ruses, therefore they gain one or two to use during the game. Similarly, players may decide they want to pitch both forces against one another on an equal footing in the crucible of an Urban Arena, therefore they both randomly generate (in secret) an equal number of Urban Arena Ruses.

HIGHEST POWER VALUE/ POINTS VALUE BANDING OF OPPONENT’S ARMYMAXIMUM POWER VALUE/ POINTS VALUE OF YOUR ARMY IN ORDER TO USE URBAN ARENA RUSESNUMBER OF RUSES AVAILABLE
25/50020/4002
50/100040/8003
100/200085/12004
150+/3000+130/25005

If a player is using Urban Arena Ruses, after determining deployment zones they must secretly select the Ruses they have available from the following lists. Alternatively, they can declare they will randomly select their Ruses, then secretly roll one D3 to determine the table, and roll a further D3 to determine a Ruse from that table. Either way, they should make a note of which Ruses they have selected. Each Ruse can only be selected once (if randomly determined, re-roll until a new Ruse has been determined).

Each Ruse specifies when it can be used, can only be used once and has no effect on AIRCRAFT units. A player cannot use more than one Ruse in a phase.

RUSE TABLE 1

D3RUSE
1

Gas

What at first appears to be drifting incense, or oily smoke pooling in dense terrain, is in fact a biohazardous gas that burns the skin and sears the lungs of those unprotected.

Use this Ruse in your opponent’s Movement phase. Select one Area Terrain feature. Each player rolls one D6 for each model from their army (excluding VEHICLE models and models with a 2+ Save characteristic) within 1" of that terrain feature. For each roll of 1, that player must select one model from their army (excluding VEHICLE models and models with a 2+ Save characteristic) within 1" of that terrain feature to be destroyed.

2

Blaring Cacophony

Ear-splitting shrieks and unheard frequencies that trouble the subconscious erupt from hidden emitters, sending those in the vicinity to their knees.

Use this Ruse in any phase. Select one terrain feature. Until the end of the following turn, while a model is within that terrain feature:

  • Each time it makes an attack, subtract 1 from that attack’s hit roll.
  • Its unit cannot fire Overwatch or Set to Defend.

3

Collapsing Charges

Weakened by nanoscopic lithovores, well-placed detonations topple part of the dense urban environment, bringing it down upon a nearby unit. Those not crushed by titanic blocks of masonry must pull themselves clear before the enemy pounce.

Use this Ruse in your opponent’s Movement phase. Select one Building or Area Terrain feature, then select one enemy unit within 6" of that terrain feature. Roll one D6 for each model in that unit. For each result that is higher than the majority Toughness characteristic of models in that unit, that unit suffers 1 mortal wound. In addition, until the end of the turn, halve the Move characteristic of models in that unit and that unit cannot Advance.

RUSE TABLE 2

D3RUSE
1

Proximity Mines

Often placed on key routes, explosives are triggered by gene-trace, engine frequency or other variables.

Use this Ruse in your opponent’s Movement or Charge phase, when an enemy unit (excluding a CHARACTER unit with a Wounds characteristic of 9 or less) is selected to move. Before that unit moves, unless each model in that unit is within a terrain feature, it suffers D3 mortal wounds, or 3 mortal wounds if it is a VEHICLE or MONSTER unit.

2

Tripwire

Sometimes rigged across building entrances, these taut lines can easily take off a limb or the head of the unwary.

Use this Ruse in your opponent’s Movement or Charge phase, after an enemy INFANTRY, BIKER or CAVALRY unit (excluding a CHARACTER unit) has moved. If a model from that unit is within an Area Terrain feature, and no models from its unit were within that Area Terrain feature when it was selected to move or charge, roll one D6: on a 3+, your opponent must select one model from that unit to be destroyed.

3

Decoy Projections

Disturbingly realistic hololight imagery draws the foe's fire, allowing the real threat to creep nearer.

Use this Ruse in your opponent’s Shooting phase, after an enemy unit has made all of its attacks. Select one INFANTRY unit from your army that had models destroyed by those attacks. Place one marker within 6" of that unit. Set up any models from that unit that were destroyed this phase wholly within 6" of the centre of that marker, more than 6" from any enemy models and within unit coherency of each other. Then remove the remaining models in that unit and set them up within unit coherency of the models returned to that unit and more than 6" from any enemy models.


RUSE TABLE 3

D3RUSE
1

Smokescreen

A dark shroud of clinging mist suddenly envelops charging warriors, allowing their targets to slip swiftly out of reach.

Use this Ruse in your opponent’s Charge phase, when a unit from your army that is not within Engagement Range of any enemy units is selected as the target of a charge. Until the end of the phase, that unit cannot fire Overwatch or Set to Defend, but before the charge roll is made, you can make a Normal Move with that unit up to 2D6".

2

Shielding System

A sophisticated device emits a broadspectrum energy shield, warping the fabric of reality enough that all but the most powerful munitions are swatted away on harmless trajectories.

Use this Ruse at the start of your opponent’s Shooting phase. Select one terrain feature. Until the end of the phase, all models wholly within that terrain feature have a 3+ invulnerable save against ranged attacks with a Strength characteristic of 5 or less, or attacks that don’t have a Strength characteristic (e.g. attacks made by a splinter rifle).

3

Sphere of Night

An orb of cold, ink-black darkness spreads out, merging with battlefield shadows and shielding those within its embrace from detection.

Use this Ruse at the start of your opponent’s Shooting phase. Select one INFANTRY unit from your army. Until the end of the turn, that unit cannot be selected as a target for ranged attacks or charges unless they are within 9" of the shooting or charging unit.

Mission 1

Soul Hunt

Palatine Luminas reached the location of Jheraldine’s remains to find death and butchery, and the relics taken. Yet she also discovered hope that they had been sequestered in desperation elsewhere. Now, a search begins and Adepta Sororitas patrols scour the city for traces of the bearer’s route. Yet at every turn the Drukhari haunt their steps, with Lelith Hesperax determined to extract cruel entertainment from them.

THE ARMIES
The Drukhari army consists of: Lelith Hesperax; 2 Wyches units each containing 5 models; 5 Scourges; 1 Venom.

The Adepta Sororitas army consists of: 1 Palatine; I Retributor Squad unit containing 5 models; 1 Immolator.

THE BATTLEFIELD
Use the deployment map shown below to create a battlefield that is 44"x30". As shown on the map, divide the battlefield into three equal sections and place two Area Terrain features within each of these sections more than 6" from each other (if this is not possible, place them as far apart as you can). With the exception of any obstacles, ensure that there is open ground devoid of any terrain features between the Area Terrain features.

DEPLOYMENT
The Adepta Sororitas player sets up their army first. They must set up the Immolator in the location specified on the deployment map as close as possible to their battlefield edge. They must then set up the Palatine and each model in the Retributor Squad unit within 2" of the Immolator and not within an Area Terrain feature.

Then the Drukhari player sets up their army. Each unit in the Drukhari players army must be set up wholly within their deployment zone.

FIRST TURN
The Drukhari player has the first turn.

BATTLE LENGTH
The battle ends if the Adepta Sororitas player successfully completes the Locate Signs action (see below) three times. Otherwise, the battle ends when all of the INFANTRY units in the Adepta Sororitas players army have been destroyed.

VICTORY CONDITIONS
The winner is determined depending on how many times the Adepta Sororitas player successfully completes the Locate Signs action:
  • Three times - The Adepta Sororitas player achieves a major victory.
  • Two times - The Adepta Sororitas player achieves a minor victory.
  • One time - The Drukhari player achieves a minor victory.
  • Zero times - The Drukhari player achieves a major victory.

CAUTIOUS ADVANCE
Each unit from the Adepta Sororitas players army can move no further than 6" in the Movement phase.

SWEEP AND SEARCH
At the end of each of their Movement phases, if any models from the Adepta Sororitas players army are wholly within a section labelled on the deployment map that has not already been searched, they can search that section. Randomly select one of the Area Terrain features within that section. That Area Terrain feature is the location of hidden Sororitas signs.

LOCATE SIGNS
Units in the Adepta Sororitas players army can perform the following action: ‘Locate Signs (Action): One INFANTRY unit from your army can start to perform this action at the start of your Command phase if every model in that unit is within an Area Terrain feature that is the location of hidden Sororitas signs. The action is completed at the end of your Command phase. If this action is successfully completed, this action cannot be performed within that section again.’

URBAN ARENA
This mission uses the Urban Arena Theatre of War. The Drukhari player can use 2 Urban Arena Ruses.

VICTOR BONUS
The victor of this mission gains 2 Requisition points after this battle, instead of just 1. If the victor achieves a major victory, they gain 3 Requisition points, instead of just 1.

Mission 2

Enough is Enough

St Jheraldine’s mortal remains are finally discovered, but the Battle Sisters must overcome the Drukhari’s barrier encircling Purity if they are to get them to Alexistor. Unable to engage the xenos in open battle, Palatine Luminas offers a prize too great forthem to resist - herself. While Lelith’s obsession with obtaining the relic grows, she prepares her spectacle’s bloody finale with the Palatine's suffering the star attraction.

THE ARMIES
The Drukhari army consists of: Lelith Hesperax; 2 Wyches units each containing 5 models; 5 Scourges; 1 Venom.

The Adepta Sororitas army consists of: 1 Palatine; 1 Retributor Squad unit containing 5 models; 1 Immolator.

THE BATTLEFIELD
Use the deployment map shown below to create a battlefield that is 44"x30".

DEPLOYMENT
The Adepta Sororitas player sets up their army first. Each unit in the Adepta Sororitas players army must be set up wholly within their deployment zone.

Then the Drukhari player sets up their army. Each unit in the Drukhari player’s army must be set up more than 16" from the Adepta Sororitas player’s deployment zone.

FIRST TURN
The Drukhari player has the first turn.

BATTLE LENGTH
The battle ends when one player’s PRIZE model (see below) has been destroyed.

VICTORY CONDITIONS
A player wins the battle if the enemy PRIZE model (see below) has been destroyed.

A PRIZE TOO GREAT TO RESIST
For this battle, Lelith Hesperax and the Palatine gain the PRIZE keyword. While an enemy PRIZE model has not been destroyed and there are other enemy units on the battlefield, the following rules apply:
  • Only the PRIZE model from your army can target the enemy PRIZE model with attacks, and the PRIZE model from your army can only target the enemy PRIZE model with attacks.
  • Models cannot move within Engagement Range of an enemy PRIZE model unless they are also a PRIZE model, and the PRIZE model from your army can only move within Engagement Range of the enemy PRIZE model.

CHALLENGE
When a PRIZE model within Engagement Range of an enemy PRIZE model is selected to fight, the enemy PRIZE model is selected to fight at the same time. Players alternate making those attacks, one at a time, starting with the player whose turn is taking place.

BY THE GRACE OF THE EMPEROR
Each time the Palatine is selected to fight as a result of the Challenge mission rule (see above), you can re-roll one hit roll, you can re-roll one wound roll and you can re-roll one saving throw made for the Palatine.

URBAN ARENA
This mission uses the Urban Arena Theatre of War. The Drukhari player can use 2 Urban Arena Ruses.

VICTOR BONUS
Every eligible unit in the victor’s army is Marked for Greatness after the battle, instead of just one unit.

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.
Points Values
Every model and weapon has a points value, which is found in a number of Warhammer 40,000 publications. Points values are similar to Power Ratings, in that they give you a guide as to how powerful certain warriors and weapons are, but they offer a greater degree of granularity. A unit’s points value is calculated by adding together the points value of every individual model in that unit and the points value of every individual weapon equipped by a model in that unit. Certain items of wargear also have a points value, and must be included in a unit's points value if equipped by a model in that unit. While it takes a little longer to work out each unit's points value, doing so enables you to differentiate between two similar squads equipped with different weapon options, as the points values listed in our publications reflect the fact that some weapons are more powerful than others.

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

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
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.
Unit Coherency
A unit that has more than one model must be set up and finish any sort of move as a single group, with all models within 2" horizontally and 5" vertically of at least one other model from their unit. While a unit has six or more models, all models must instead be within 2" horizontally and 5" vertically of at least two other models from their unit. This is called unit coherency. If a unit cannot end any kind of move in unit coherency, that move cannot be made. Units are primarily moved in the Movement phase, but they can also be moved in the Charge phase and the Fight phase.

Some rules allow you to add models to a unit during the battle; such models must always be set up in unit coherency with the unit they are being added to. Sometimes there will be insufficient room to set up all the models from a unit, or it will not be possible to set up all the models so that they are in unit coherency. When this is the case, any models that cannot be set up are considered to have been destroyed.

  • Unit coherency: 2" horizontally + 5" vertically.
  • Each model must be in unit coherency with one other model from own unit.
  • While unit has 6+ models, each model must be in unit coherency with 2 other models from own unit.
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.
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.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

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

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
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).
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.
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.
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.
© Vyacheslav Maltsev 2013-2021