Welcome to the Plague Purge mission pack! This is a narrative play mission pack for Crusade armies. On this page you will find a whole host of missions that your Crusade army can be despatched on as they battle to invade or to defend the sub-sectors around Metalica, or else to raid and pillage through the ruins.



At the heart of the Charadon Sector lies Forge World Metalica. It is a beating industrial heart, the unsleeping hub of martial manufacturing and military might around which the systems of the Obolis and Lirac Subsectors revolve. When the Great Rift opened, Metalica and its surrounding worlds stood strong. Then came Typhus, leading an immense tri-pronged invasion upon the orders of Warmaster Abaddon himself. Now the entire region is besieged, loyalist and traitor forces tearing at one another across countless contaminated battlefronts while xenos raiders strike like carrion ghouls from the shadows.

This pack contains a range of missions set within the disintegrating systems of War Zone Charadon that are tailored to different battle sizes, from Combat Patrols to full-blown Onslaught engagements. Each mission includes special rules and mission objectives that evoke the corrupt and rad-blasted horror of this warzone, and the merciless nature of the fighting therein. These missions have been written to be particularly suited to narrative play, and each includes special bonuses that reward the victors of Crusade armies specifically. Also included are a series of new Requisitions that can be purchased for your Crusade force, as well as two lists of unique Stratagems that can be used in various Plague Purge missions to recreate the tactics employed in War Zone Charadon.

Read on to absorb the full content of the mission pack, and to unlock the countless hours of exciting and close-run gaming it will provide.

Books

BookKindEditionVersionLast update
  Crusade Mission Pack: Plague Purge
  Crusade Mission Pack: Plague PurgeExpansion9

PLAGUE PURGE GAMES

A Plague Purge game is waged by following the sequence below:

1. Select Battle Size

The players must first select the battle size they wish to play: Combat Patrol, Incursion, Strike Force or Onslaught. The table below gives a rough guide of how long each battle should take.

BATTLES
BATTLE SIZEBATTLE DURATION
Combat PatrolUp to 1 hour
IncursionUp to 2 hours
Strike ForceUp to 3 hours
OnslaughtUp to 4 hours

2. Determine Mission

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





3. Read Mission Briefing

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

Some mission rules include actions that units can perform during the battle.

4. Muster Armies

Each player must then select a Battle-forged army. The Power Level of each players army, and the number of Command points each player starts with when they begin mustering their army, are shown in the table below:
ARMY
BATTLE SIZEMAXIMUM POWER LEVEL OF EACH ARMYCOMMAND POINTS
Combat Patrol253
Incursion506
Strike Force10012
Onslaught15018

Details of how to Battle-forge an army, how to use Power Ratings and what information your army roster must contain can be found in the Warhammer 40,000 Core Book. If you are playing a Combat Patrol battle, the only Detachment your army can include is one Patrol Detachment, unless your Army Faction is IMPERIAL KNIGHTS or CHAOS KNIGHTS, in which case the only Detachment your army can include is one Super-heavy Detachment. Select one of your models to be your WARLORD (this cannot be a model with the Fortifications Battlefield Role) and note this on your army roster. This must be the CHARACTER model in your army with the highest Leadership characteristic, if your army includes one (in a tie, you can choose amongst them which model will be the WARLORD). This model gains the WARLORD keyword. Each player must then provide a copy of the army roster for their opponent to read through.

5. Select Agendas

Each player then secretly selects Agendas for the battle and writes them down. Each can award experience points to certain units in their army, as described on the Agenda itself. The Agendas that players can choose from can be found here.

The number of Agendas each player chooses depends on the battle size you have selected, as shown in the table below.

AGENDAS
BATTLE SIZEAGENDAS
Combat Patrol1
Incursion2
Strike Force3
Onslaught4

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

6. Create the Battlefield

The players now create the battlefield and set up terrain features. Missions are played on rectangular battlefields. The minimum size of your battlefield depends on the battle size you have selected, as shown in the table below:

BATTLEFIELDS
BATTLE SIZEBATTLEFIELD SIZE (Minimum)
Combat Patrol44" x 30"
Incursion44" x 30"
Strike Force44" x 60"
Onslaught44" x 90"

Unless noted otherwise, when setting up terrain features, use the guidelines noted in the basic rules section. In these missions, players must use the battlefield terrain rules for terrain features.

7. Determine Attacker and Defender

The players roll off and the winner decides who will be the Attacker and who will be the Defender. You may decide in some battles that it is better for a specific player to be the Attacker or Defender. In such instances, simply agree with your opponent who will be the Attacker and who will be the Defender.

8. Place Objective Markers

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

9. Choose Deployment Zone

The deployment maps for some missions will tell you which deployment zone is the Attacker’s and which is the Defender’s. If the deployment map does not show this, but instead labels deployment zones as Player A’s or Player B’s, then the Defender now selects one of the deployment zones for their army. Their opponent uses the other deployment zone.

10. Declare Reserves and Transports

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

Unless stated otherwise, no more than half the total number of units in your army can be Strategic Reserve and/or Reinforcement units, and the combined Power Ratings of all your Strategic Reserve and Reinforcement units (including those that are embarked within TRANSPORT models that are Strategic Reserve and/or Reinforcement units) must be less than half of your army’s Power Level, even if every unit in your army has an ability that would allow them to be set up elsewhere. In these missions, Reinforcement and Strategic Reserve units can never arrive on the battlefield in the first battle round. Any Strategic Reserve or Reinforcement unit that has not arrived on the battlefield by the end of the third battle round counts as having been destroyed, as do any units embarked within them (this does not apply to units that are placed into Strategic Reserves after the first battle round has started).

11. Deploy Armies

The players alternate setting up their remaining units, one at a time, starting with the Defender. A player’s models must be set up wholly within their deployment zone. If one player has finished deploying all their units, their opponent then deploys the remainder of their units. If a model from your army is so large that it cannot physically be set up wholly within your deployment zone (i.e. the smallest dimension of that model is greater than the depth of your deployment zone), it must be set up so that it is touching your battlefield edge. In the first battle round, that model’s unit cannot do any of the following: make a Normal Move, Advance, Fall Back, attempt to manifest or deny psychic powers, make any attacks with ranged weapons, declare a charge, perform a Heroic Intervention or perform any actions or psychic actions. Models in such units count as having moved a distance in inches equal to their Move (M) characteristic in their first Movement phase. If the unit has a minimum Move characteristic, it counts as having moved its maximum Move characteristic. If both players have units with abilities that allow them to be set up ‘after both armies have deployed’, the players must roll off after all other units have been set up and alternate setting up these units, starting with the winner.

12. Determine First Turn

Unless the mission briefing says otherwise, the players roll off and the winner declares whether they will take the first or second turn. If the roll off is a tie, the Attacker is the winner.

13. Resolve Pre-battle Abilities

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

14. Begin the Battle

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

MISSION OBJECTIVES
During the battle, players can earn victory points by achieving mission objectives, which are described in the mission’s mission briefing. Mission objectives can either be ‘End Game’ or ‘Progressive’. End Game mission objectives are scored at the end of the battle. Progressive mission objectives are scored during the battle (exactly when is detailed in the mission objective itself), and can be achieved and hence award victory points several times.

15. Ending the Battle

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

16. Determine Victor

At the end of the battle, the player with the most victory points is the winner. If players are tied, the battle is a draw. Each player can score a maximum of 90 victory points from mission objectives (any excess victory points awarded are discounted). In addition, if every model in a player’s army was painted to a Battle Ready standard, that player is awarded a bonus 10 victory points. This gives the player a maximum total score out of 100 victory points. The victor of a mission can then claim the victor bonus listed on that mission. If the game is a draw, neither player can claim the bonus.

17. Update Crusade Cards

The players must now update their Crusade cards for all the units they used in the battle as follows:

1. Take Out of Action tests

Take Out of Action tests for each unit from your army that was destroyed during the battle, by rolling one D6 for that unit. On a 2+ the test is passed and nothing happens. On a 1, the test is failed; you must now choose one of the following options for that unit:

a) Devastating Blow: That unit loses D6 experience points (to a minimum of 0) and cannot gain any experience points for this battle from Agendas Achieved, Battle Experience or from being Marked for Greatness (see below). Update the unit’s Crusade card accordingly.

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

2. Update Experience Points

Each unit that had a Crusade card that took part in the battle gains experience points as follows (mark on each unit’s Crusade card accordingly):
  • Battle Experience: Each unit that was part of your army roster for this battle gains 1 experience point.
  • Marked for Greatness: Select one unit that was part of your army roster for this battle; that unit gains 3 experience points.
  • Dealers of Death: A unit gains 1 experience point for every third enemy unit it has destroyed in total. If a unit’s ‘enemy units destroyed in total’ combat tally has increased enough during the battle, increase its experience points accordingly.
  • Agenda Achieved: Any units that achieved Agendas during the battle gain experience points as described by those Agendas.

3. Determine Battle Honours

If any units gain a rank, or otherwise gain any Battle Honours, these must be determined before the player’s next battle. In any case, all the Crusade cards for these units that took part in the battle and the unit’s Crusade card must be updated to reflect any and all changes.

4. Update Combat Tallies

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

18. Update Order of Battle

Increase your battle tally and Requisition points by 1, and make any notes that you wish to record following your battle. If you wish to add any units to your Order of Battle, or spend any Requisition points, do so and update your Order of Battle accordingly before your next battle.

Agendas

Each Agenda listed below has a category (e.g. Purge the Enemy, Shadow Operations etc). When you select Agendas, you cannot choose more than one from each category.

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

Purge the Enemy

CALCULATED ERADICATION
Plague Purge Agenda
Keep a Calculated Eradication tally for each unit from your army. Add 1 to a unit’s Calculated Eradication tally each time it destroys an enemy unit (excluding AIRCRAFT) that was within range of an objective marker when it was selected as the target. At the end of the battle, each unit gains 1 experience point if it has one or more marks on its Calculated Eradication tally. In addition, the unit in your army that has the highest Calculated Eradication tally earns 2 additional experience points. If two or more units are tied, you choose which unit achieves the additional experience points.
ASSASSINS
Plague Purge Agenda
Keep an Assassins tally for each unit from your army. Add 1 to a unit’s Assassins tally each time it destroys an enemy CHARACTER unit. Each unit gains 2 experience points for every mark on its Assassins tally.
PRIORITY TARGET
Plague Purge Agenda
Keep a Priority Target tally for each unit from your army. Add 1 to a unit’s Priority Target tally each time it destroys an enemy VEHICLE or MONSTER unit. Each unit gains 2 experience points for every mark on its Priority Target tally.
TITAN HUNTER
Plague Purge Agenda
Keep a Titan Hunter tally for each unit from your army. Add 1 to a unit’s Titan Hunter tally each time it destroys an enemy TITANIC unit. Each unit gains 4 experience points for every mark on its Titan Hunter tally.
KING SLAYER
Plague Purge Agenda
If a unit from your army destroyed the enemy WARLORD during the battle, that unit gains 3 experience points. A unit does not achieve this Agenda if the enemy WARLORD is subsequently resurrected by any means. If the enemy WARLORD is resurrected but is subsequently destroyed again by another unit from your army, then it is the last unit to have destroyed it that achieves this Agenda.

No Mercy, No Respite

THERE IS ONLY WAR
Plague Purge Agenda
At the end of each battle round, if more enemy units were destroyed during that battle round than friendly units, select one unit from your army that destroyed one or more enemy units during that battle round. That unit gains 1 experience point. Each unit from your army can gain a maximum of 3 experience points during the battle from this Agenda.
FIRST STRIKE
Plague Purge Agenda
Keep a First Strike tally for each unit from your army. Add 1 to a unit’s First Strike tally each time it destroys an enemy unit in the first battle round. Each unit from your army gains a number of experience points equal to their First Strike tally.
CULL THE HORDES
Plague Purge Agenda
Keep a Cull the Hordes tally for each unit from your army. Add 1 to a unit’s Cull the Hordes tally each time it destroys six or more models in the same phase. Each unit gains a number of experience points equal to their Cull the Hordes tally.
REAPER
Plague Purge Agenda
The unit in your army that has the highest combat tally of enemy units destroyed during the battle earns 2 experience points. If two or more units are tied, you choose which unit achieves this Agenda.

Battlefield Supremacy

CRITICAL POSITION
Plague Purge Agenda
After choosing deployment zones, your opponent selects one objective marker. Each unit from your army gains 2 experience points if, at the end of the battle, it is within range of that objective marker; if you control that objective marker, each unit from your army that is within range of that objective marker gains 3 experience points instead.
CENTRE SECURED
Plague Purge Agenda
At the end of the battle, select one unit from your army (excluding AIRCRAFT) within 1" of the centre of the battlefield, that unit gains 2 experience points if there are no enemy units (excluding AIRCRAFT) that are within Engagement Range of it or within 3" of the centre of the battlefield.
SENTINEL
Plague Purge Agenda
At the start of your first Command phase, select one objective marker that is on the battlefield and one unit from your army. That unit gains 4 experience points after the battle if, at the end of the battle, it is in range of that objective marker and you control that objective marker.
BREAKTHROUGH
Plague Purge Agenda
At the end of the battle, select up to three units from your army (excluding AIRCRAFT) that are wholly within 6" of your opponent’s battlefield edge. Each of these units earns 2 experience points.
SURVIVOR
Plague Purge Agenda
At the start of your first Command phase, select one unit from your army. That unit gains 2 experience points after the battle if it is not destroyed at the end of the battle, and an additional 2 bonus experience points if it is not below Half-strength. Units that have only a single model instead gain these bonus experience points if, at the end of the battle, the number of wounds that model has remaining is at least half their Wounds characteristic.

Shadow Operations

SECURE SUPPLY CACHE
Plague Purge Agenda
Keep a Secure Supply Cache tally for each unit from your army. Each time a unit successfully completes the Secure Supply Cache action, add 1 to that unit’s Secure Supply Cache tally.

If you selected this Agenda, then units in your army can attempt the following action.

Secure Supply Cache (Action): One or more units from your army (excluding AIRCRAFT and units with the Fortifications Battlefield Role) can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be in range of a different objective marker that has not already been uncovered by your army. A unit cannot start this action while there are any enemy units (excluding AIRCRAFT and units with the Fortifications Battlefield Role) in range of the same objective marker. If the unit performing the action is INFANTRY, it is completed at the end of your turn. Otherwise, it is completed at the start of your next Command phase. If this action is successfully completed, that objective marker has been uncovered by your army.

Each unit gains a number of experience points equal to their Secure Supply Cache tally.
SABOTAGE DEFENCES
Plague Purge Agenda
Keep a Sabotage Defences tally for each unit from your army. Each time a unit successfully completes the Sabotage Defences action, add 1 to that unit’s Sabotage Defences tally.

If you selected this Agenda, then units in your army can attempt the following action:

Sabotage Defences (Action): One or more INFANTRY units from your army can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be within 1" of a different terrain feature that is within your opponent’s deployment zone and not within Engagement Range of any enemy units (excluding AIRCRAFT and units with the Fortifications Battlefield Role). The action is completed at the end of your turn.

Each unit gains 1 experience point for each mark on their Sabotage Defences tally (to a maximum of 3 experience points).
INVESTIGATE MALIGNANCY
Plague Purge Agenda
Keep an Investigate Malignancy tally for each unit from your army. Each time a unit successfully completes the Investigate Malignancy action, add 1 to that unit’s Investigate Malignancy tally.

If you selected this Agenda, then units in your army can attempt the following action:

Investigate Malignancy (Action): One or more units from your army (excluding AIRCRAFT and units with the Fortifications Battlefield Role) can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be within 6" of an edge of the battlefield that has not already been investigated by your army, or within 3" of the centre of the battlefield if it has not already been investigated by your army. If the unit performing the action is INFANTRY, it is completed at the end of your turn. Otherwise, it is completed at the start of your next Command phase. If this action is successfully completed, that battlefield edge or centre of the battlefield has been investigated by your army.

Each unit gains a number of experience points equal to their Investigate Malignancy tally.

Warpcraft

WITCH HUNTER
Plague Purge Agenda
Keep a Witch Hunter tally for each unit from your army. Add 1 to a unit’s Witch Hunter tally each time it destroys an enemy PSYKER unit (add 3 instead if the destroyed unit was a PSYKER CHARACTER).

Each unit gains a number of experience points equal to their Witch Hunter tally.
LORD OF THE WARP
Plague Purge Agenda
Keep a Lord of the Warp tally for each unit from your army. Add 1 to a unit’s Lord of the Warp tally each time it successfully manifests a psychic power, denies an enemy psychic power or completes a psychic action. Reset a unit’s Lord of the Warp tally to 0 if and when they suffer Perils of the Warp. The unit from your army that has the highest Lord of the Warp tally gains 2 experience points (unless that unit’s tally is 0, in which case it gains no experience points from this Agenda). If two or more units are tied, you select one of them to gain these experience points.
SCRY MALIGNANCY
Plague Purge Agenda
Keep a Scry Malignancy tally for each PSYKER unit from your army. Each time a unit successfully completes the Scry Malignancy psychic action (see below), add 1 to that units Scry Malignancy tally. If you selected this Agenda, then units in your army can attempt the following psychic action:

Scry Malignancy (Psychic Action - Warp Charge 4): One PSYKER CHARACTER unit from your army can attempt to perform this psychic action in your Psychic phase if it is within range of an objective marker.

Each unit gains 1 experience point for each mark on its Scry Malignancy tally (to a maximum of 3 experience points).

Plague Purge Requisitions

If your Crusade army is taking part in Plague Purge battles, you can spend Requisition points (RPs) on the Plague Purge Requisitions listed below in addition to those found in other sources.

VETERANS OF OBOLIS1RP
Purchase this Requisition when mustering your army for a Plague Purge battle in which the Plague Purge Assault Stratagems are in use. Select one Plague Purge Assault Stratagem. You can use that Stratagem once in the battle without spending any Command points. You can only purchase this Requisition once per battle.
RAIDERS OF OBOLIS1RP
Purchase this Requisition when mustering your army for a Plague Purge battle in which the Plague Purge Recon Stratagems are in use. Select one Plague Purge Recon Stratagem. You can use that Stratagem once in the battle without spending any Command points. You can only purchase this Requisition once per battle.
ADAPT TO OVERCOME2RP/3RP
Purchase this Requisition either before or after a Plague Purge battle. Select one Crusade card from your Order of Battle that has one or more Weapon Enhancements. Select one of that unit’s Weapon Enhancements and change it to a different Weapon Enhancement. This must be a Weapon Enhancement it could have. If that Weapon Enhancement is a Battle Honour from War Zone Charadon Act 1: The Book of Rust, this Requisition costs 2RP. Otherwise, it costs 3RP.
SPECIALIST ASSET1RP
Purchase this Requisition when mustering your army for a Plague Purge battle. Select one unit from your army roster that has a Crusade card. That unit gains one Weapon Enhancement for the battle (it loses that Weapon Enhancement at the end of the battle). This must be a Weapon Enhancement it could have. Increase the unit’s Crusade points accordingly while it has that Battle Honour.
ONE MORE INTO THE BREACH1RP
Purchase this Requisition after a Plague Purge battle, when an Out of Action test is failed tor a unit from your army of Battle-ready rank. That unit suffers a Devastating Blow but does not lose any experience points. All other effects apply.
STRENGTH THROUGH SUFFERING1RP
Purchase this Requisition before a Plague Purge battle. Select one Crusade card from your Order of Battle that has one or more Battle Scars. While that unit has any Battle Scars, each time it would gain any experience points from a battle, it gains 1 additional experience point. Only one unit from your Order of Battle can be selected for this Requisition at any one time. To use this Requisition again, all of that unit’s Battle Scars must be removed.

Plague Purge Stratagems

Below you will find Stratagems to use in your Plague Purge games. The Stratagems are split into two categories, Recon and Assault, and each mission will specify which category of Stratagems are in use. When playing a Plague Purge mission, each player has access to the Stratagems in the specified category, and can use each Stratagem a maximum of once. These Stratagems cannot be used with any other missions.

Recon

ADVANCED SCOUTING3CP
Plague Purge Recon Stratagem

A unit has scouted ahead to secure a prime position for engagement and reconnaissance when the battle begins.

Use this Stratagem during deployment, when setting up a unit from your army that has the Fast Attack or Troops Battlefield Role. That unit can be set up wholly within 6" of your deployment zone and more than 9" from the enemy deployment zone and any enemy models.
MAINTAIN FOCUS2CP
Plague Purge Recon Stratagem

Suffering no distraction or setback from combat, the unit carries out their allotted task while still engaging the enemy.

Use this Stratagem in your Shooting phase. Select one unit from your army. Until the end of the phase, that unit can make attacks with ranged weapons while performing an action without that action failing.
SELFLESS PROSECUTION2CP
Plague Purge Recon Stratagem

The unit throws themselves at the enemy in order to buy time for a chosen few in their unit to carry out vital orders.

Use this Stratagem in any phase. Select one unit from your army. Until the end of the phase, that unit can perform an action while within Engagement Range of enemy units, even if the action specifies that enemy units cannot be within range of the same objective marker.
SWIFT ENGAGEMENT1CP
Plague Purge Recon Stratagem

Having laid eyes on the area prior to the battle, the forces now engage swiftly to secure their prize and ensure it is not stolen from under them.

Use this Stratagem in the charge phase, after making a charge roll for a unit in your army if an enemy unit within range of an objective marker was selected as the target(s) of that charge. You can re-roll one or both of the dice.
MENTAL CONCENTRATION2CP
Plague Purge Recon Stratagem

The psyker has prepared themselves for the task ahead, mentally scouting out the area and focusing on the objectives that they must achieve.

Use this Stratagem in the Psychic phase, after a PSYKER unit from your army attempts to perform a psychic action. That unit can attempt to manifest one additional psychic power this phase.
RAPID ADVANCE1CP
Plague Purge Recon Stratagem

All else is abandoned for a rapid advance to secure a vital position or key objective.

Use this Stratagem after making an Advance roll for a unit from your army. Change the result of that roll to a 6. Until the start of your next turn, that unit cannot shoot or charge, even if it has an ability that would allow it to do so in a turn in which it Advanced.

Assault

STAND GROUND2CP
Plague Purge Assault Stratagem

The unit has been given their orders, and they know they must hold this ground no matter the cost.

Use this Stratagem after failing a Morale test for a unit from your army that is within range of an objective marker. That test is passed instead.
TURN THE TIDE2CP
Plague Purge Assault Stratagem

A key asset has been deployed. Applied in the right manner, it could turn the tide of the battle.

Use this Stratagem during deployment, when you deploy a unit from your army. That unit gains the Objective Secured ability until the end of the battle.
INSPIRED COMMAND2CP
Plague Purge Assault Stratagem

In a moment of heroism or infamy, a leader steps forward to better inspire their followers and strike fear in their foes.

Use this Stratagem in your Command phase. Select one CHARACTER unit from your army, then select one aura ability that unit has. Until the start of your next Command phase, add 3" to the range of that aura ability for that unit.
DIG IN2CP
Plague Purge Assault Stratagem

At a key site of previous conflict, a critical unit has established itself in a fortified position ready to engage the enemy before them.

Use this Stratagem during deployment, when a unit from your army (excluding AIRCRAFT, TITANIC units and units with the Fortifications Battlefield Role) is set up on the battlefield wholly within your deployment zone. Until the end of the battle, that unit gains the benefit of light cover. This bonus is lost if the unit makes any kind of move (excluding pile-in and consolidation moves).
TRENCH ASSAULT1CP
Plague Purge Assault Stratagem

The unit gives in to wild abandon to fight a brutal melee in the close confines of the enemy's front line.

Use this Stratagem in the Fight phase, when a unit from your army is selected to fight with. Until the end of the phase, while a model in that unit is within the enemy deployment zone, add 1 to its Attacks characteristic.
GO TO GROUND1CP
Plague Purge Assault Stratagem

A warning call goes out and the unit dives for cover to avoid a ruthless incoming barrage.

Use this Stratagem in any phase, when an INFANTRY unit from your army that has one or more models receiving the benefits of cover is selected as the target for a ranged attack. Until the end of the phase, each time a ranged attack is made against that unit, subtract 1 from that attack’s hit roll. Until the end of your next turn, halve that unit’s Move characteristic.

Combat Patrol Missions

Combat Patrol Mission

Infiltrate the Ring
 1

MISSION BRIEFING
A specialist force must attempt to infiltrate the enemy’s fortified line. If successful, they will cause untold havoc for when their larger force makes the full assault.

MISSION RULES
Assault: The players have access to the Assault Stratagems. Each player can use each Stratagem once.

Front Line: After determining Attacker and Defender, the Defender chooses deployment zones and divides their deployment zone into three equal sections as shown on the deployment map. They then place an objective marker in the horizontal centre of each of these sections and 6" from the horizontal line that runs across the centre of the battlefield.

Patrol Duty: During the Deploy Forces step of the mission sequence, the players do not alternate setting up their units. Instead, the Defender sets up their units first in an order of their choosing, dividing their total number of units as evenly as possible between each section of their deployment zone. When setting up a unit in a section, it must be wholly within that section. If that is not possible, set it up as close as possible to that section, and in the first battle round, treat that unit as if it were a large model that was unable to be properly deployed as specified in this step of the mission sequence. After the Defender has set up all their units, the Attacker then sets up all their units in their deployment zone.

Surprise Attack: The Attacker decides who will have the first turn. At the start of one of their Command phases, the Attacker selects and reveals one objective marker to be the Alpha objective marker.

MISSION OBJECTIVES
Victory points are awarded as follows:

TEST THE LINE
Progressive Objective

Weak points have been identified in the defender’s line. If they fall, it could be the turning point for the entire front.

At the end of each battle round, each player scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control the alpha objective marker (this condition is not achievable if the Attacker has not yet selected the alpha objective marker).
  • They control more objective markers than their opponent controls.
This mission objective cannot be scored in the first battle round.
INFILTRATE THE LINE
End Game Objective

If the defender is pushed back from this position, the attacker will have free reign to infiltrate agents and saboteurs.

At the end of the battle, each player scores 10 victory points for each of the following conditions they satisfy (for a maximum of 30 victory points):
  • They control one or more objective markers.
  • They control the alpha objective marker.
  • If the Attacker has one or more units wholly within the Defenders deployment zone, the Attacker satisfies this victory condition. If the Defender has one or more units wholly within their deployment zone and the Attacker does not, the Defender satisfies this victory condition.

VICTOR BONUS
The victor can select one unit from their army that was within range of the alpha objective marker at the end of the battle to gain 4 experience points. If the Attacker did not select the alpha objective marker, the victor can select one unit from their army that was within range of any objective marker at the end of the battle to gain 2 experience points.

Combat Patrol Mission

Survivors of the Fallout
 2

MISSION BRIEFING
After an orbital bombardment or massed artillery fire, two surviving forces battle it out in the aftermath to wipe out their enemy and be the survivors of the fallout.

MISSION RULES
Recon: The players have access to the Recon Stratagems. Each player can use each Stratagem once.

Sweep and Clear: In this mission, if you control an objective marker at the end of your Command phase, it remains under your control, even if you have no models within range of it, unless your opponent controls it at the end of any subsequent phase.

Fallout: Each time a ranged attack targets a unit within the Fallout Zone, add 1 to that attack’s wound roll.

MISSION OBJECTIVES
Victory points are awarded as follows:

SWEEP AND SECURE
Progressive Objective

Your forces must sweep the area to drive back the enemy and claim the battlefield.

At the end of each battle round, each player scores 4 victory points for each objective marker they control (for a maximum of 18 victory points).

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

Combat Patrol Mission

Tech Relic
 3

MISSION BRIEFING
An enemy has withdrawn from the area and, in their haste, left behind a valuable tech relic ripe for the taking. Two forces now descend, intent on securing it for themselves. They must discover and secure the relic, and hold off an enemy looking to do the same.

MISSION RULES
Recon: The players have access to the Recon Stratagems. Each player can use each Stratagem once.

Objective Markers: The players alternate placing objective markers on the battlefield, one at a time, starting with the Attacker, until there are four on the battlefield. Each objective marker must be placed within 4" of the horizontal line that runs across the centre of the battlefield (see deployment map), more than 7" away from all other objective markers and more than 4" away from the edges of the battlefield.

Uncover Tech: Units from each player’s army can perform the following action:

Uncover Tech (Action): One unit from your army (excluding AIRCRAFT and units with the Fortifications Battlefield Role) can start to perform this action at the end of your Movement phase if it is within range of an objective marker and the tech relic has not been uncovered. A unit cannot start this action while there are any enemy units (excluding AIRCRAFT and units with the Fortifications Battlefield Role) in range of the same objective marker. If the unit performing the action is INFANTRY, it is completed at the end of your turn. Otherwise, it is completed at the start of your next Command phase. If this action is successfully completed, roll one D6 and consult the table below to determine if the tech relic has been uncovered.

NUMBER OF OBJECTIVE MARKERS ON THE BATTLEFIELDD6 ROLL REQUIRED
45+
34+
23+
11+

If the roll is successful, the tech relic has been uncovered; that objective marker is now the tech relic. Remove all other objective markers from the battlefield. If the roll is not successful, remove that objective marker from the battlefield.

Escort Tech: Units from each player’s army can perform the following action:

Escort Tech (Action): One unit from your army (excluding AIRCRAFT and units with the Fortifications Battlefield role) can perform this action at the end of your Command phase if it is within range of the tech relic (determined by the Uncover Tech mission rule). Select one model from that unit within 1" of the tech relic, then remove the tech relic from the battlefield. This action is completed at the end of your subsequent Movement phase. If this action is successfully completed, set up the tech relic within 1" of that model. If that model is destroyed before the tech relic is set up, before it is removed from the battlefield, set up the tech relic within 1" of the model. Other than being destroyed, that model cannot otherwise be removed from the battlefield while its unit is performing this action. For example, it cannot embark upon a TRANSPORT.

MISSION OBJECTIVES
Victory points are awarded as follows:

TECH RELIC SECURED
End Game Objective

Hidden before you is an ancient piece of archeotech, an invaluable relic to the force able to secure it.

At the end of the battle, if the tech relic has been uncovered, a player scores 90 victory points if they control the tech relic.
AREA SECURED
End Game Objective

Your forces may be unable to recover the archeotech, but securing the site will allow a dedicated team to locate it.

At the end of the battle, if the tech relic has not been uncovered, each player scores 45 victory points for each of the following conditions they satisfy (for a maximum of 90 victory points):
  • They control one or more objective markers.
  • They control more objective markers than their opponent controls.

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

Combat Patrol Mission

Seed Malignifier
 4

MISSION BRIEFING
A malefic horror could turn the tide of the war. One force must lay the groundwork so that it comes to pass, while the other must investigate this new threat and destroy anything they find.

MISSION RULES
Recon: The players have access to the Recon Stratagems. Each player can use each Stratagem once.

Malignant Interaction: Units from each player’s army can perform the following action:

Malignant Interaction (Action): One or more INFANTRY units from your army can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be in range of a different objective marker. A unit cannot start this action while there are any enemy units (excluding AIRCRAFT and units with the Fortifications Battlefield Role) in range of the same objective marker. This action is completed at the start of your next Command phase.

MISSION OBJECTIVES
Victory points are awarded as follows:

CAPTURE AND CONTROL
Progressive Objective

Securing the area will allow your forces to further investigate the malignancy that lingers here.

At the end of each player’s Command phase, the player whose turn it is scores 6 victory points for each of the following conditions they satisfy (for a maximum of 12 victory points):
  • They control one or more objective markers.
  • They control more objective markers than their opponent controls.
This mission objective cannot be scored in the first battle round.
MALIGNANT INTERACTION
Progressive Objective

With the enemy before you, your forces must investigate these structures while they can, or lay their foundations in haste.

At the end of each player’s Command phase, the player whose turn it is scores 4 victory points for each Malignant Interaction action they completed during that phase (for a maximum of 12 victory points).

This mission objective cannot be scored in the first battle round.

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

Combat Patrol Mission

Run Them Down
 5

MISSION BRIEFING
In the aftermath of a brutal assault, the attacker maintains their momentum to hunt down a retreating enemy and defeat them entirely.

MISSION RULES
Assault: The players have access to the Assault Stratagems. Each player can use each Stratagem once.

Spear Thrust: During battle rounds 1 and 2, add 1 to the Attackers Advance and charge rolls.

Hold the Line: During battle rounds 1 and 2:
  • The Defender can use the Fire Overwatch Stratagem without spending any Command points.
  • Each time a Combat Attrition test is taken for a unit in the Defender’s army, it can ignore any modifiers. If it could already ignore modifiers, it automatically passes Morale tests instead.

MISSION OBJECTIVES
Victory points are awarded as follows:

TAKE AND HOLD
Progressive Objective

The defender must hold the position against an attacker let loose to defeat them.

At the end of each player’s Command phase, the player whose turn it is scores 4 victory points for each objective marker they control, scoring an additional 4 victory points if they control the objective marker in their opponent’s deployment zone (for a maximum of 20 victory points).

This mission objective cannot be scored in the first battle round.
OVERRUN
End Game Objective

A decisive move could be enough to crush the enemy’s momentum, or overrun them entirely.

If a player has a unit wholly within their opponent’s deployment zone at the end of the battle, that player scores 10 victory points.

VICTOR BONUS
The unit from the victor s army that destroyed the most enemy units during the battle gains 3 additional experience points.

Combat Patrol Mission

Raid for Supplies
 6

MISSION BRIEFING
As major conflicts are fought on the front line, opportunistic raiders strike at an undefended position to loot supplies and claim materiel.

MISSION RULES
Recon: The players have access to the Recon Stratagems. Each player can use each Stratagem once.

Objective Markers: Before determining Attacker and the Defender, the players roll off. Starting with the winner, the players alternate placing objective markers on the battlefield, one at a time, until there are four on the battlefield. Each objective marker must be placed more than 6" away from all other objective markers and more than 6" away from the edges of the battlefield.

Loot: Units from each player’s army can perform the following action:

Loot (Action): One or more units from your army can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be in range of a different objective marker that is not depleted (see below). A unit cannot start this action while there are any enemy units (excluding AIRCRAFT and units with the Fortifications Battlefield Role) in range of the same objective marker. If the unit performing the action is INFANTRY, it is completed at the end of your turn. Otherwise, it is completed at the start of your next Command phase. If this action is successfully completed, that objective marker has been looted. Each objective marker can be looted three times, at which point it becomes depleted. We recommend placing a dice on each objective marker to remind you how many times it can be looted.

MISSION OBJECTIVES
Victory points are awarded as follows:

RAID FOR SUPPLIES
Progressive Objective

The battlefield contains an abundance of resources and supplies that must be collected.

A player scores 8 victory points each time a unit from their army successfully completes a Loot action.

VICTOR BONUS
The victor can use a single Requisition before the next battle without spending any Requisition points.

Incursion Missions

Incursion Mission

Tech Hunt
 1

MISSION BRIEFING
An enemy has withdrawn from the area, and in their haste, have left behind valuable technology ripe for the taking. Two forces now descend, intent on securing it for themselves. They must discover and secure the technology, and prevent the enemy from doing the same.

MISSION RULES
Recon: The players have access to the Recon Stratagems. Each player can use each Stratagem once.

Objective Markers: The Attacker takes two objective markers and numbers them 1-2. The Defender takes two objective markers and numbers them 3-4. The players alternate placing objective markers on the battlefield, one at a time, starting with the Attacker. Each objective marker must be placed within 4" of the centreline (see deployment map), more than 7" away from all other objective markers and more than 4" away from the edges of the battlefield. When placing an objective marker, only the player placing them should know what number it is. If you have objective markers with a number on them, place it so the number is face down. Otherwise, we recommend writing the number on some very small paper and place it underneath the objective marker so your opponent cannot see. Once the objective marker has been placed, neither player can look at the number unless the Uncover Tech action is completed (see below).

Uncover Tech: Units from each player’s army can perform the following action:

Uncover Tech (Action): One or more units from your army (excluding AIRCRAFT and units with the Fortifications Battlefield Role) can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be in range of a different objective marker that has not already been uncovered. A unit cannot start this action while there are any enemy units (excluding AIRCRAFT and units with the Fortifications Battlefield Role) in range of the same objective marker. If the unit performing the action is INFANTRY, it is completed at the end of your turn. Otherwise, it is completed at the start of your next Command phase. If this action is successfully completed, that objective marker has been uncovered. Reveal the number of that objective marker; if it is an odd numbered objective marker, remove that objective marker from the battlefield.

MISSION OBJECTIVES
Victory points are awarded as follows:

UNCOVER TECH
Progressive Objective

A variety of technology has been abandoned at this site. Your forces must find and collect it.

A player scores 10 victory points each time a unit from their army successfully completes the Uncover Tech action (for a maximum of 30 victory points).
SCAVENGE TECH
Progressive Objective

Much of the technology will require dedicated efforts to excavate and extract, but will yield greater rewards.

At the end of each player’s Command phase, the player whose turn it is scores victory points as follows (for a maximum of 15 victory points):
  • 10 victory points if they control one or more uncovered objective markers.
  • 5 victory points if they control more uncovered objective markers than their opponent controls.
This mission objective cannot be scored in the first battle round.

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

Incursion Mission

Grind
 2

MISSION BRIEFING
Two forces have dug in and repelled all attempts at assault. Now specialist teams have been brought forward to break the deadlock.

MISSION RULES
Assault: The players have access to the Assault Stratagems. Each player can use each Stratagem once.

Defendable Position: The players determine Attacker and Defender before creating the battlefield. When creating the battlefield, before setting up any other terrain features, starting with the Defender each player follows the following steps:
  • Set up an Area Terrain feature wholly within their deployment zone as shown on the deployment map, ensuring the objective marker can be placed as specified below.
  • Set up an objective marker wholly within that terrain feature and in the location shown on the deployment map.
  • Select one terrain trait for that terrain feature that it does not already have. Alternatively, if it already has the Light Cover or Heavy Cover trait, you can instead choose to add an additional 1 to the saving throw as a result of the benefits of cover from that terrain feature.
They then set up the remainder of the battlefield following the guidance in the Warhammer 40,000 Core Book.

MISSION OBJECTIVES
Victory points are awarded as follows:

CAPTURE AND CONTROL
Progressive Objective

Key locations have been identified. Their capture will secure this position for your forces.

At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control more objective markers than their opponent controls.
  • They control the objective marker in their opponent’s deployment zone.
This mission objective cannot be scored in the first battle round.
POSITION SECURED
End Game Objective

The enemy’s stronghold is a prize worth the cost of the lives required to take it.

At the end of the battle, each player scores 30 victory points if they control the objective marker in their opponent’s deployment zone.

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

Incursion Mission

Tip of the Spear
 3

MISSION BRIEFING
Be it a shock assault or a vicious counter-attack, a determined advance is the decisive move that is required to win the day.

MISSION RULES
Assault: The players have access to the Assault Stratagems. Each player can use each Stratagem once.

Spear Thrust: During battle rounds 1 and 2, add 1 to the Attacker’s Advance and charge rolls.

Hold the Line: During battle rounds 1 and 2:
  • The Defender can use the Fire Overwatch Stratagem without spending any Command points.
  • Each time a Combat Attrition test is taken for a unit in the Defenders army, it can ignore any modifiers. If it could already ignore modifiers, it automatically passes Morale tests instead.

MISSION OBJECTIVES
Victory points are awarded as follows:

TAKE AND HOLD
Progressive Objective

The defender must hold the position against an attacker let loose to defeat them.

At the end of each player’s Command phase, the player whose turn it is scores 4 victory points for each objective marker they control, scoring an additional 4 victory points if they control the objective marker in their opponent’s deployment zone (for a maximum of 20 victory points).

This mission objective cannot be scored in the first battle round.
OVERRUN
End Game Objective

A decisive move could be enough to crush the enemy’s momentum, or overrun them entirely.

If a player has a unit wholly within their opponent’s deployment zone at the end of the battle, that player scores 10 victory points.

VICTOR BONUS
The unit from the victor’s army that destroyed the most enemy units during the battle gains 3 additional experience points.

Incursion Mission

Entrapment
 4

MISSION BRIEFING
A small force is on the march to a key position. An enemy force has moved to ambush, and awaits the order to engage. An overwhelming assault is required to rout the defender entirely.

MISSION RULES
Recon: The players have access to the Recon Stratagems. Each player can use each Stratagem once.

Line of Retreat: At the start of deployment, before any units are set up, the Defender selects one short battlefield edge to be their battlefield edge. The Attacker has the other short battlefield edge.

MISSION OBJECTIVES
Victory points are awarded as follows:

IN THEIR MIDST
Progressive Objective

The defender must hold their nerve against an aggressive attacker seeking to rout them entirely.

At the end of each battle round, each player scores 5 victory points for each of the following conditions they satisfy (for a maximum of 10 victory points):
  • They control one or more objective markers.
  • They control more objective markers than their opponent controls.
NO PRISONERS
Progressive Objective

Your forces must fight for their lives against an enemy focused on eradication.

At the end of each battle round, each player scores 5 victory points for each of the following conditions they satisfy (for a maximum of 10 victory points):
  • One or more enemy units were destroyed during the battle round.
  • More enemy units than friendly units were destroyed during the battle round.

VICTOR BONUS
The victor of this mission can use the Increase Supply Limit and Repair and Recuperate Requisition once each for free.

Incursion Mission

Obolis Incursion
 5

MISSION BRIEFING
Two forces have mobilised and stepped forward to fight. Strength of arms will win the day, but only if applied with a sharpness of mind.

MISSION RULES
Assault: The players have access to the Assault Stratagems. Each player can use each Stratagem once.

Mission Critical: After mustering armies, each player selects one unit from their army (excluding AIRCRAFT and units with the Fortifications Battlefield Role) to gain the Objective Secured ability until the end of the battle.

MISSION OBJECTIVES
Victory points are awarded as follows:

POSITION SECURED
Progressive Objective

Holding vital locations will secure the area for your forces and force the enemy to withdraw.

At the end of each players Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 20 victory points):
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
  • They control one or more objective markers within their opponent’s deployment zone.
  • They control two objective markers within their opponent’s deployment zone.
This mission objective cannot be scored in the first battle round.
BREAKTHROUGH
End Game Objective

Breaking the enemy’s line could force them to abandon their position entirely.

At the end of the game, each player scores 4 victory points for each unit from their army wholly within their opponent’s deployment zone (for a maximum of 10 victory points).

VICTOR BONUS
The victor’s WARLORD gains 3 experience points.

Incursion Mission

Methodical Eradication
 6

MISSION BRIEFING
Two advance forces meet on the field of battle to claim the position and ensure no enemy escapes to relay information regarding their movements.

MISSION RULES
Assault: The players have access to the Assault Stratagems. Each player can use each Stratagem once.

MISSION OBJECTIVES
Victory points are awarded as follows:

SWEEP AND SECURE
Progressive Objective

Your forces must sweep the area to drive back the enemy and claim the battlefield.

At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control more objective markers than their opponent controls.
  • They control the objective marker in their opponent’s deployment zone.
This mission objective cannot be scored in the first battle round.
ERADICATION
Progressive Objective

Destroy the enemy so that your movements go unreported.

At the end of each battle round, each player scores 3 victory points for each of the following conditions they satisfy (for a maximum of 6 victory points):
  • One or more enemy units were destroyed during the battle round.
  • More enemy units than friendly units were destroyed during the battle round.

VICTOR BONUS
The unit from the victor’s army that destroyed the most enemy units during the battle gains 3 additional experience points.

Strike Force Missions

Strike Force Mission

Tech Recovery
 1

MISSION BRIEFING
An enemy has withdrawn from the area, and in their haste, left behind valuable technology ripe for the taking. Two forces now descend, intent on securing it for themselves. They must discover and secure the technology, and prevent the enemy from doing the same.

MISSION RULES
Recon: The players have access to the Recon Stratagems. Each player can use each Stratagem once.

Objective Markers: The Attacker takes three objective markers and numbers them 1-3. The Defender takes three objective markers and numbers them 4-6. The players alternate placing objective markers on the battlefield, one at a time, starting with the Attacker. Each objective marker must be placed within 9" of the horizontal line that runs across the centre of the battlefield (see deployment map), more than 9" away from all other objective markers and more than 6" away from the edges of the battlefield. When placing an objective marker, only the player placing them should know what number it is. If you have objective markers with a number on them, place it so the number is face down. Otherwise, we recommend writing the number on a very small piece of paper and placing it underneath the objective marker so your opponent cannot see. Once the objective marker has been placed, neither player can look at the number unless the Uncover Tech action is completed (see below).

Uncover Tech: Units from each player’s army can perform the following action:

Uncover Tech (Action): One or more units from your army (excluding AIRCRAFT and units with the Fortifications Battlefield Role) can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be in range of a different objective marker that has not already been uncovered. A unit cannot start this action while there are any enemy units (excluding AIRCRAFT and units with the Fortifications Battlefield Role) in range of the same objective marker. If the unit performing the action is INFANTRY, it is completed at the end of your turn. Otherwise, it is completed at the start of your next Command phase. If this action is successfully completed, that objective marker has been uncovered. Reveal the number of that objective marker; if it is numbered 1 or 6, remove that objective marker from the battlefield.

MISSION OBJECTIVES
Victory points are awarded as follows:

UNCOVER TECH
Progressive Objective

A variety of technology has been abandoned at this site. Your forces must find and collect it.

A player scores 5 victory points each time a unit from their army successfully completes the Uncover Tech action.
RECOVER TECH
Progressive Objective

Much of the technology will require dedicated efforts to excavate and extract, but will yield greater rewards.

At the end of each player’s Command phase, the player whose turn it is scores 4 victory points for each uncovered objective marker that they control (for a maximum of 16 victory points).

This mission objective cannot be scored in the first battle round.

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

Strike Force Mission

Ring of Steel
 2

MISSION BRIEFING
The defender holds the line from an impenetrable ring of steel that none have been able to break. The attacker has planned an attack to turn the tide, and throws their all at an assault to break through.

MISSION RULES
Assault: The players have access to the Assault Stratagems. Each player can use each Stratagem once.

Planned Attack:
  • It does not cost the Attacker any Command points to place units into Strategic Reserve.
  • The Attacker automatically has the first turn in this mission.

Prepared Position: The Defender can select one obstacle or Area Terrain feature wholly within their deployment zone and chooses one of the following options:
  • Give it one terrain trait that it does not already have.
  • If it already has the Light Cover or Heavy Cover trait, add an additional 1 to the saving throw as a result of the benefits of cover from that terrain feature.

MISSION OBJECTIVES
Victory points are awarded as follows:

TAKE AND HOLD
Progressive Objective

Key locations have been identified. Their capture will secure this position for your forces.

At the end of each player’s Command phase, the player whose turn it is scores 4 victory points for each objective marker they control (for a maximum of 20 victory points).

This mission objective cannot be scored in the first battle round.
BREAK THE LINE
End Game Objective

By overrunning the enemy's position, the deadlock can be broken.

At the end of the battle, a player scores 5 victory points for each objective marker in the Defender’s deployment zone that they control.

VICTOR BONUS
The unit from the victor’s army that destroyed the most enemy units during the battle gains 3 additional experience points.

Strike Force Mission

Let it Burn
 3

MISSION BRIEFING
Be it an Adeptus Mechanicus bio-purge or arson and sabotage from the Emperor’s enemies, the order has been given. The attacker must put this location to the flame and demolish all before them.

MISSION RULES
Assault: The players have access to the Assault Stratagems. Each player can use each Stratagem once.

Demolition: Units from the Attacker’s army can perform the following action:

Demolition (Action): One INFANTRY unit from your army can start to perform this action at the end of your Movement phase if it is within range of an objective marker that is not within your deployment zone. A unit cannot start this action while there are any enemy units (excluding AIRCRAFT and units with the Fortifications Battlefield Role) in range of the same objective marker. The action is completed at the end of your next Command phase.

Smokescreen: Each time a unit from the Attacker’s army starts performing the Demolition action, until the end of their next Command phase, the corresponding objective marker creates a smokescreen. Each time a ranged attack targets a unit within range of an objective marker that is creating a smokescreen, subtract 1 from that attack’s hit roll.

MISSION OBJECTIVES
Victory points are awarded as follows:

CAPTURE AND BURN
Progressive Objective

Vital locations must be secured, lest the enemy put them to the flame.

At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each objective marker that they control. If it is the Attacker’s turn and a unit from their army is performing the Demolitions action while controlling an objective marker, they can then remove that objective marker from the battlefield and score an additional 5 victory points.

This mission objective cannot be scored in the first battle round, and a player cannot score more than 20 victory points in each of their Command phases from this mission objective.
DEMOLITIONS
End Game Objective

Smoke and ruin is the attacker’s objective, and the defender must do their all to prevent it.

At the end of the battle if the Attacker has completed two Demolition actions, they score 5 victory points; if they have completed three or more Demolition actions, they score 10 victory points instead; if they have completed less than two Demolition actions, the Defender scores 10 victory points.

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

Strike Force Mission

Pandemic Locale
 4

MISSION BRIEFING
A rampant pandemic is on the verge of an outbreak. Your forces must locate malignant structures buried within the ground to prevent contagion, or bring about its gifts.

MISSION RULES
Assault: The players have access to the Assault Stratagems. Each player can use each Stratagem once.

Objective Markers: Place objective markers after determining deployment zones. The Attacker takes two objective markers and numbers them 1 and 2. The Defender takes two objective markers and numbers them 3 and 4. The players alternate placing objective markers on the battlefield, one at a time, starting with the Attacker. Each objective marker must be placed more than 6" from each player’s deployment zone, more than 6" away from the edge of the battlefield and more than 12" from each other.

Pandemic Locale: At the start of the second battle round, the Attacker selects odds or evens; the corresponding objective markers are removed from the battlefield. At the start of the third battle round, the Defender selects one remaining objective marker to be removed from the battlefield.

MISSION OBJECTIVES
Victory points are awarded as follows:

PANDEMIC LOCALE
Progressive Objective

A malignant structure must be located to either prevent, or hasten, an outbreak.

At the end of each battle round, each player scores victory points for each objective marker they control. The number of victory points they score is as follows:

BATTLE ROUNDVICTORY POINTS
15
210
320
415
515

VICTOR BONUS
The victor of this mission can use the Increase Supply Limit and Repair and Recuperate Requisition once each for free.

Strike Force Mission

Extermination Sweep
 5

MISSION BRIEFING
The battlefield is a site of former conflict littered with the detritus of war. Two fresh forces meet to pick it clean, reclaim the position and exterminate the foe.

MISSION RULES
Recon: The players have access to the Recon Stratagems. Each player can use each Stratagem once.

Sweep and Clear: Units from both players’ armies can perform the following action:

Sweep and Clear (Action): One or more INFANTRY units from your army can start to perform this action at the end of your Movement phase if it is within range of an objective marker. A unit cannot start this action while there are any enemy units (excluding AIRCRAFT and units with the Fortifications Battlefield Role) in range of the same objective marker. At the end of your turn, if you control that objective marker, the action is completed. That objective marker remains under your control, even if you have no models within range of it, unless your opponent controls it at the end of any subsequent phase.

Outriders: Units with the Fast Attack Battlefield Role gain the Objective Secured ability until the end of the battle. If such units already have the Objective Secured ability, each model in the unit counts as two models for the purposes of determining who controls objective markers.

MISSION OBJECTIVES
Victory points are awarded as follows:

SWEEP AND SECURE
Progressive Objective

Your forces must sweep the area to drive back the enemy and claim anything of worth.

At the end of each battle round, each player scores 6 victory points for each of the following conditions they satisfy (for a maximum of 18 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.

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

Strike Force Mission

Strike for Supplies
 6

MISSION BRIEFING
As major conflicts are fought on the front line, opportunistic raiders strike at an undefended position to loot supplies and claim materiel.

MISSION RULES
Recon: The players have access to the Recon Stratagems. Each player can use each Stratagem once.

Objective Markers: Before determining Attacker and the Defender, the players roll off. Starting with the winner, the players alternate placing six objective markers on the battlefield, one at a time. Each objective marker must be placed more than 9" away from any other objective marker, more than 5" away from the edge of the battlefield and not within a player’s deployment zone.

Loot: Units from each player’s army can perform the following action:

Loot (Action): One or more units from your army can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be in range of a different objective marker that is not depleted. A unit cannot start this action while there are any enemy units (excluding AIRCRAFT and units with the Fortifications Battlefield Role) in range of the same objective marker. If the unit performing the action is INFANTRY, it is completed at the end of your turn. Otherwise, it is completed at the start of your next Command phase. If this action is successfully completed, that objective marker has been looted. Each objective marker can be looted three times, at which point it becomes depleted. We recommend placing a dice on each objective marker to remind you how many times it can be looted.

MISSION OBJECTIVES
Victory points are awarded as follows:

STRIKE FOR SUPPLIES
Progressive Objective

The battlefield contains an abundance of resources and supplies that must be collected.

A player scores 5 victory points each time a unit from their army successfully completes a Loot action.

VICTOR BONUS
The victor can use a single Requisition before the next battle without spending any Requisition points.

Onslaught Missions

Onslaught Mission

Choke Point
 1

MISSION BRIEFING
Two forces meet at a key crossing. Whoever holds it can manoeuvre their forces into key locations to win the war. Only the most resolute will shrug off enemy fire, push through the choke point and claim the position.

MISSION RULES
Assault: The players have access to the Assault Stratagems. Each player can use each Stratagem once.

Choke Point: Unless they can FLY, models cannot be set up or finish any kind of move in the areas marked impassable.

MISSION OBJECTIVES
Victory points are awarded as follows:

TAKE AND HOLD
Progressive Objective

Key locations have been identified. Their capture will help secure this position for your forces.

At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control two or more objective markers.
  • They control one or more alpha objective markers in their opponent’s deployment zone.
  • They control more objective markers than their opponent controls.
This mission objective cannot be scored in the first battle round.
BREAKTHROUGH
End Game Objective

Your forces must force their way over the choke point and securing the crossing.

At the end of the game, each player scores 5 victory points as follows:
  • For each marker they control that is not an alpha objective marker in their own deployment zone.
  • If they control one or more alpha objective markers in their opponent’s deployment zone.

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

Onslaught Mission

Obolis Onslaught
 2

MISSION BRIEFING
Two large forces have mobilised and stepped forward to fight. Strength of arms will win the day, but only if applied with a sharpness of mind.

MISSION RULES
Assault: The players have access to the Assault Stratagems. Each player can use each Stratagem once.

MISSION OBJECTIVES
Victory points are awarded as follows:

POSITION SECURED
Progressive Objective

Holding vital locations will secure the area for your forces and force the enemy to withdraw.

At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 20 victory points):
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
  • They control one or more objective markers in their opponent’s deployment zone.
  • They control two or more objective markers in their opponent’s deployment zone.
This mission objective cannot be scored in the first battle round.
BREAKTHROUGH
End Game Objective

Breaking into the enemy’s line could force them to abandon their position entirely.

At the end of the game, each player scores 4 victory points for each unit from their army wholly within their opponent’s deployment zone (for a maximum of 10 victory points).

VICTOR BONUS
The victor’s WARLORD gains 3 experience points.

Onslaught Mission

Fallout
 3

MISSION BRIEFING
After an orbital bombardment or massed artillery fire, two forces battle it out in the aftermath to wipe out their enemy and be the survivors of the fallout.

MISSION RULES
Recon: The players have access to the Recon Stratagems. Each player can use each Stratagem once.

Fallout: Each time a ranged attack targets a unit within the Fallout Zone, add 1 to that attack’s wound roll.

Sweep and Clear: Units from both players’ armies can perform the following action:

Sweep and Clear (Action): One or more INFANTRY units from your army can start to perform this action at the end of your Movement phase if it is within range of an objective marker. A unit cannot start this action while there are any enemy units (excluding AIRCRAFT and units with the Fortifications Battlefield Role) in range of the same objective marker. At the end of your turn, if you control that objective marker, the action is completed. That objective marker remains under your control, even if you have no models within range of it, unless your opponent controls it at the end of any subsequent phase.

MISSION OBJECTIVES
Victory points are awarded as follows:

SWEEP AND SECURE
Progressive Objective

Your forces must sweep the area to drive back the enemy and claim the battlefield.

At the end of each battle round, each player scores 6 victory points for each of the following conditions they satisfy (for a maximum of 18 victory points):
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
  • They control objective markers in three or more table quarters (the objective marker in the centre of the battlefield does not count towards this condition).

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

Onslaught Mission

Encirclement
 4

MISSION BRIEFING
A large force is on the march to a key position. An enemy force has moved to ambush, and awaits the order to engage. An overwhelming assault is required to rout the defender entirely.

MISSION RULES
Recon: The players have access to the Recon Stratagems. Each player can use each Stratagem once.

Line of Retreat: At the start of deployment, before any units are set up, the Defender selects one short battlefield edge to be their battlefield edge. The Attacker has the other short battlefield edge.

MISSION OBJECTIVES
Victory points are awarded as follows:

IN THEIR MIDST
Progressive Objective

The defender must hold their nerve against an aggressive attacker seeking to rout them entirely.

At the end of each battle round, each player scores 5 victory points for each of the following conditions they satisfy (for a maximum of 10 victory points):
  • They control one or more objective markers.
  • They control more objective markers than their opponent controls.
NO PRISONERS
Progressive Objective

Your forces must fight for their lives against an enemy focused on eradication.

At the end of each battle round, each player scores 5 victory points for each of the following conditions they satisfy (for a maximum of 10 victory points):
  • One or more enemy units were destroyed during the battle round.
  • More enemy units than friendly units were destroyed during the battle round.

VICTOR BONUS
The victor of this mission gains 2 Requisition points after this battle, instead of just 1, and can use the Repair and Recuperate Requisition once for free.

Onslaught Mission

Tech Seizure
 5

MISSION BRIEFING
An enemy has withdrawn from the area, and in their haste have left behind valuable technology including a rare piece of archeotech. Two forces now seek to secure it all for themselves.

MISSION RULES
Objective Markers: Before determining foe Attacker and foe Defender, foe players roll off. Starting with foe winner, foe players alternate placing objective markers until there are six on the battlefield. Each objective marker must be placed more than 9" away from all other objective markers, more than 9" away from the edge of the battlefield and not within a player’s deployment zone.

Recon: The players have access to the Recon Stratagems. Each player can use each Stratagem once.

Uncover Tech: Units from each players army can perform the following action:

Uncover Tech (Action): One unit from your army (excluding AIRCRAFT and units with the Fortifications Battlefield Role) can start to perform this action at the end of your Movement phase if it is within range of an unsearched objective marker and the tech relic has not been discovered. A unit cannot start this action while there are any enemy units (excluding AIRCRAFT and units with the Fortifications Battlefield Role) in range of the same objective marker. If the unit performing the action is INFANTRY, it is completed at the end of your turn. Otherwise, it is completed at the start of your next Command phase. If this action is successfully completed, the objective marker is no longer unsearched. Then, roll one D6 and consult the table below to determine if the tech relic has been uncovered. If the roll is successful, the tech relic has been uncovered; that objective marker is now the tech relic (note that it still counts as an objective marker).

NUMBER OF OBJECTIVE MARKERS ON THE BATTLEFIELDD6 ROLL REQUIRED
56+
45+
34+
23+
12+
01+

Escort Tech: Units from each player’s army can perform the following action:

Escort Tech (Action): One unit from your army (excluding AIRCRAFT and units with the Fortifications Battlefield Role) can perform this action at foe end of your Command phase if it is within range of foe tech relic. Select one model from that unit within 1" of foe tech relic, then remove foe tech relic from the battlefield. This action is completed at the end of your subsequent Movement phase. If this action is successfully completed, set up foe tech relic within 1" of that model. If that model is destroyed before the tech relic is set up, before it is removed from the battlefield, set up the tech relic within 1" of the model. Other than being destroyed, that model cannot otherwise be removed from the battlefield while it’s unit is performing this action. For example, it cannot embark upon a TRANSPORT.

MISSION OBJECTIVES
Victory points are awarded as follows:

UNCOVER TECH
Progressive Objective

Your forces must find and collect the valuable technology here.

A player scores 5 victory points each time a unit from their army successfully completes the Uncover Tech action.
RECOVER TECH
Progressive Objective

Extracting the technology here will yield great rewards.

At foe end of each player’s Command phase, the player whose turn it is scores 4 victory points for each of foe following conditions they satisfy (for a maximum of 8 victory points):
  • They control one or more objective markers.
  • They control more objective markers than their opponent controls.
This mission objective cannot be scored in the first battle round.
TECH RELIC SECURED
End Game Objective

Amongst the trove of technology lies an ancient piece of archeotech, an invaluable relic to the force able to secure it.

At the end of the battle, if the tech relic has been uncovered, a player scores 28 victory points if they control the tech relic.

VICTOR BONUS
The victor can select one unit from their Order of Battle. If that unit can gain a Battle Honour, it gains a Weapon Enhancement of their choice. In addition, if the victor controlled the tech relic at the end of the battle, they can select one CHARACTER unit from their Order of Battle. If that CHARACTER can gain Battle Honours, it can gain one Crusade Relic of the victors choice. In both cases, all the normal rules and restrictions apply, and make a note on the units’ Crusade cards and increase their Crusade points accordingly.

Onslaught Mission

Pandemic Outbreak
 6

MISSION BRIEFING
A rampant pandemic is on the verge of an outbreak. Your forces must locate malignant structures buried within the ground to prevent contagion, or bring about its gifts.

MISSION RULES
Assault: The players have access to the Assault Stratagems. Each player can use each Stratagem once.

Objective Markers: Place objective markers after determining deployment zones. Each player takes three objective markers and labels each of them alpha, beta and gamma. The players alternate placing objective markers on the battlefield, one at a time, starting with the Attacker. Each objective marker must be placed more than 12" away from all other objective markers, more than 6" from each player’s deployment zone and more than 6" away from the edges of the battlefield.

Pandemic Outbreak: At the start of the second battle round, the Attacker selects the alpha, beta or gamma objective markers to be removed from the battlefield. At the start of the third battle round, the Defender selects one of the remaining objective marker categories to be removed from the battlefield. At the start of the fourth battle round, the Attacker randomly determines one objective marker to be removed from the battlefield so that one objective marker remains.

MISSION OBJECTIVES
Victory points are awarded as follows:

PANDEMIC LOCALE
Progressive Objective

A malignant structure must be located to either prevent, or hasten, an outbreak.

At the end of each battle round, each player scores victory points for each objective marker they control. The number of victory points they score is as follows:

BATTLE ROUNDVICTORY POINTS
13
24
39
418
520

VICTOR BONUS
The victor of this mission can use the Increase Supply Limit and Repair and Recuperate Requisition once each for free.

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.
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.
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.
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.
Army Faction
In a Battle-forged army, all of the units in your army - with the exception of those that are UNALIGNED — must have at least one Faction keyword in common (e.g. IMPERIUM or CHAOS) even if they are in different Detachments. If a unit does not have the correct Faction keyword, it cannot be included in your army.

  • Army Faction: All units in army must share at least one Faction keyword.
  • UNALIGNED units are exempt.
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.
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.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

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

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

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Manifesting Psychic Powers
When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
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.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
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).
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 of 10 or less.
    • 2 if unit has a Power Rating of 11 or more.

Combat Tallies
A unit’s Crusade card contains space to record all kinds of battle statistics. Each time your unit takes part in a battle, survives a battle, or destroys an enemy unit, make a note of that on the unit’s Crusade card. Units can earn experience points from these tallies, as described in Crusade Mission Pack section.

There is also space on each unit's Crusade card to record Agenda tallies during a battle. These are always reset to 0 after each battle. You can find out more about Agendas in Crusade Mission Pack section.

  • Combat tallies: Used to record battle Statistics for units during games.
Perils of the Warp
When a PSYKER unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a PSYKER unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a PSYKER unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

  • Perils of the Warp: The PSYKER unit manifesting the power suffers D3 mortal wounds.
  • If PSYKER unit is destroyed, the psychic power fails to manifest.
  • If PSYKER unit destroyed, every other unit within 6" suffers D3 mortal wounds.
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.
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.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
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.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

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

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
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.
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.
FIRE OVERWATCH1CP
Core Stratagem
Use this Stratagem after an enemy unit has declared a charge against one or more units from your army. One of the units that was chosen as the target of that charge can fire Overwatch before the charge roll is made.
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.
Heavy Cover
When an attack made with a melee weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack unless the model that the attack is allocated to made a charge move this turn (invulnerable saving throws are not affected).

  • +1 to saving throws against melee weapons unless model has made a charge move this turn.
  • Invulnerable saving throws unaffected.
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.
INCREASE SUPPLY LIMIT1RP
Purchase this Requisition at any time. Increase your Crusade force's Supply Limit by 5 Power.
REPAIR AND RECUPERATE1RP
Purchase this Requisition either before or after a battle. Select one Crusade card from your Order of Battle that has one or more Battle Scars. Select one of that unit’s Battle Scars and remove it from its Crusade card (remember that for each Battle Scar removed, the unit's Crusade points will effectively increase by 1).
Obstacles
Obstacles include Barricades, Ruined Walls and other battlefield debris that your models have to move over or around. Models can move up, over and down Obstacles following the normal rules for movement. A model on or behind an Obstacle uses the normal rules for determining if another model is visible to it, or if it is visible to another model. Obstacles cannot be chosen as the target of an attack.

An INFANTRY, BEAST or SWARM model receives the benefits of cover from an Obstacle while it is within 3" of that terrain feature unless, when you resolve an attack that targets that model's unit, you can draw straight lines, 1mm in thickness, to every part of that model’s base from a single point on the attacking model’s base (or hull) without any of those lines passing over or through any part of this terrain feature.

  • Models move over Obstacles using normal rules for movement.
  • Models use normal rules to determine if model behind an Obstacle is visible.
  • Obstacles cannot be attacked.
  • INFANTRY, BEASTS and SWARM models receive the benefits of cover while within 3", unless a Straight line can be drawn from the attacker to all parts of the target model without it passing over or through this terrain feature.
Flying
If a unit’s datasheet has the FLY keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • FLY models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • FLY models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.

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