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.
Book | Kind | Edition | Version | Last update |
Crusade Mission Pack: Plague Purge |
Crusade Mission Pack: Plague Purge | Expansion | 9 | | |
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 SIZE | BATTLE DURATION | Combat Patrol | Up to 1 hour | Incursion | Up to 2 hours | Strike Force | Up to 3 hours | Onslaught | Up to 4 hours |
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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 SIZE | MAXIMUM POWER LEVEL OF EACH ARMY | COMMAND POINTS | Combat Patrol | 25 | 3 | Incursion | 50 | 6 | Strike Force | 100 | 12 | Onslaught | 150 | 18 |
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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 SIZE | AGENDAS | Combat Patrol | 1 | Incursion | 2 | Strike Force | 3 | Onslaught | 4 |
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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 SIZE | BATTLEFIELD SIZE (Minimum) | Combat Patrol | 44" x 30" | Incursion | 44" x 30" | Strike Force | 44" x 60" | Onslaught | 44" x 90" |
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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.
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).
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.
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.
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
MISSION BRIEFINGA 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 RULESAssault: 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 OBJECTIVESVictory 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 BONUSThe 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.

MISSION BRIEFINGAfter 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 RULESRecon: 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 OBJECTIVESVictory 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 BONUSThe victor can select two units from their army to be
Marked for Greatness after the battle, instead of just 1.

MISSION BRIEFINGAn 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 RULESRecon: 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 BATTLEFIELD | D6 ROLL REQUIRED | 4 | 5+ | 3 | 4+ | 2 | 3+ | 1 | 1+ |
|
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 OBJECTIVESVictory 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 BONUSThe 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.

MISSION BRIEFINGA 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 RULESRecon: 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 OBJECTIVESVictory 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 BONUSThe victor of this mission gains 2
Requisition points after this battle, instead of just 1.

MISSION BRIEFINGIn the aftermath of a brutal assault, the attacker maintains their momentum to hunt down a retreating enemy and defeat them entirely.MISSION RULESAssault: 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 OBJECTIVESVictory 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 BONUSThe unit from the victor s army that destroyed the most enemy units during the battle gains 3 additional
experience points.

MISSION BRIEFINGAs major conflicts are fought on the front line, opportunistic raiders strike at an undefended position to loot supplies and claim materiel.MISSION RULESRecon: 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 OBJECTIVESVictory 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 BONUSThe victor can use a single Requisition before the next battle without spending any
Requisition points.

Incursion Missions
MISSION BRIEFINGAn 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 RULESRecon: 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 OBJECTIVESVictory 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 BONUSThe 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.

MISSION BRIEFINGTwo forces have dug in and repelled all attempts at assault. Now specialist teams have been brought forward to break the deadlock.MISSION RULESAssault: 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 OBJECTIVESVictory 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 BONUSThe victor can select two units from their army to be
Marked for Greatness after the battle, instead of just 1.

MISSION BRIEFINGBe it a shock assault or a vicious counter-attack, a determined advance is the decisive move that is required to win the day.MISSION RULESAssault: 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 OBJECTIVESVictory 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 BONUSThe unit from the victor’s army that destroyed the most enemy units during the battle gains 3 additional
experience points.

MISSION BRIEFINGA 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 RULESRecon: 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 OBJECTIVESVictory 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 BONUSThe victor of this mission can use the
Increase Supply Limit and
Repair and Recuperate Requisition once each for free.

MISSION BRIEFINGTwo 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 RULESAssault: 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 OBJECTIVESVictory 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 BONUSThe victor’s
WARLORD gains 3
experience points.

MISSION BRIEFINGTwo advance forces meet on the field of battle to claim the position and ensure no enemy escapes to relay information regarding their movements.MISSION RULESAssault: The players have access to the
Assault Stratagems. Each player can use each Stratagem once.
MISSION OBJECTIVESVictory 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 BONUSThe unit from the victor’s army that destroyed the most enemy units during the battle gains 3 additional
experience points.

Strike Force Missions
MISSION BRIEFINGAn 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 RULESRecon: 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 OBJECTIVESVictory 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 BONUSThe 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.

MISSION BRIEFINGThe 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 RULESAssault: 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 OBJECTIVESVictory 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 BONUSThe unit from the victor’s army that destroyed the most enemy units during the battle gains 3 additional
experience points.

MISSION BRIEFINGBe 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 RULESAssault: 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 OBJECTIVESVictory 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 BONUSThe victor of this mission gains 2
Requisition points after this battle, instead of just 1.

MISSION BRIEFINGA 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 RULESAssault: 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 OBJECTIVESVictory 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 ROUND | VICTORY POINTS | 1 | 5 | 2 | 10 | 3 | 20 | 4 | 15 | 5 | 15 |
|
VICTOR BONUSThe victor of this mission can use the
Increase Supply Limit and
Repair and Recuperate Requisition once each for free.

MISSION BRIEFINGThe 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 RULESRecon: 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 OBJECTIVESVictory 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 BONUSThe victor can select two units from their army to be
Marked for Greatness after the battle, instead of just 1.

MISSION BRIEFINGAs major conflicts are fought on the front line, opportunistic raiders strike at an undefended position to loot supplies and claim materiel.MISSION RULESRecon: 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 OBJECTIVESVictory 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 BONUSThe victor can use a single Requisition before the next battle without spending any
Requisition points.

Onslaught Missions
MISSION BRIEFINGTwo 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 RULESAssault: 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 OBJECTIVESVictory 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 BONUSThe victor can select two units from their army to be
Marked for Greatness after the battle, instead of just 1.

MISSION BRIEFINGTwo 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 RULESAssault: The players have access to the
Assault Stratagems. Each player can use each Stratagem once.
MISSION OBJECTIVESVictory 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 BONUSThe victor’s
WARLORD gains 3
experience points.

MISSION BRIEFINGAfter 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 RULESRecon: 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 OBJECTIVESVictory 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 BONUSThe victor can select two units from their army to be
Marked for Greatness after the battle, instead of just 1.

MISSION BRIEFINGA 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 RULESRecon: 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 OBJECTIVESVictory 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 BONUSThe 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.

MISSION BRIEFINGAn 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 RULESObjective 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 BATTLEFIELD | D6 ROLL REQUIRED | 5 | 6+ | 4 | 5+ | 3 | 4+ | 2 | 3+ | 1 | 2+ | 0 | 1+ |
|
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 OBJECTIVESVictory 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 BONUSThe 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.

MISSION BRIEFINGA 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 RULESAssault: 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 OBJECTIVESVictory 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 ROUND | VICTORY POINTS | 1 | 3 | 2 | 4 | 3 | 9 | 4 | 18 | 5 | 20 |
|
VICTOR BONUSThe victor of this mission can use the
Increase Supply Limit and
Repair and Recuperate Requisition once each for free.
