Welcome to Shadow Throne. You hold in your hands an account of a Genestealer Cult infestation discovered upon Holy Terra itself, and of the vicious battles of the ensuing Imperial purge. Read on to discover more about this shocking secret war within the very heart of the Imperium, and the inhuman warriors who fought in it.


The Genestealer Cults are one of the most insidious threats faced by the Imperium of Man. From a single undetected vanguard organism grows an underground infestation that can destabilise worlds and call down the horrors of a Tyranid swarm. Through bio-corruption and mind control the cults use the Imperiums own people against it. By their unholy touch have countless precious worlds fallen to the ravening swarms. It is no surprise, then, that those Imperial servants who know of the Genestealer Cults also know not to underestimate the threat they pose to the Emperor’s Realm. Yet even in their darkest imaginings, none could have envisioned this menace rearing its head upon Holy Terra herself. Not until now.

With the contents of the Shadow Throne boxed set, you get to take control of either the Genestealer Cults or of the mighty Talons of the Emperor, sent to root out the unthinkable infestation they represent. Both factions comprise elite warriors. The Genestealer Cults miniatures within this set comprise the Patriarch itself and its chief lieutenants, not to mention the destructive genius of the Reductus Saboteur and a band of fanatical Neophyte Hybrids. The Talons of the Emperor, meanwhile, consist of ultra-elite Allarus Custodians led by a sublimely skilled Blade Champion and supported by a squad of Sisters of Silence Witchseekers. Despite the comparative numbers, the Imperial force might look to possess the upper hand in martial might. However, the narrative-driven missions you will find within this book provide you and an opponent with exciting gaming opportunities wherein the Genestealer Cults have the deadly advantages of ambushing their foes, and of hurling fresh waves of zealous warriors into the fight over the bolt-riddled corpses of those who came before.

Alongside these nail-biting narrative missions, you will also find expanded background within this publication. Both of the warring factions are detailed here, as well as the history and build-up to the conflict that they fought. Meanwhile, each mission is accompanied by further narrative to bring your games to life on the tabletop. There is also additional rules content here, with each of the units in the box having its own dedicated datasheet supported by additional matched and narrative play content - there’s even an exclusive set of Crusade rules that allow you to reward your battling heroes with fresh skills and equipment to make them even more deadly. Coupled with a showcase of beautifully painted Citadel miniatures to inspire your own building and painting efforts, this set contains everything you need for countless hours of fun and excitement. Read on to find out more...

Books

BookKindEditionVersionLast update
  Shadow Throne
  Shadow ThroneBoxset9December 2021

The Rules

Welcome to the rules section of Warhammer 40,000: Shadow Throne. On this page you will find all the content you need to recreate the attempted purge of a Genestealer Cult infestation from Holy Terra on your tabletop battlefields. You can dive straight into re-enactments of the key missions of this conflict using the Talons of the Emperor and Genestealer Cults miniatures provided. You can use the rules to represent the survivors of this conflict in narrative play. Alternatively, you can use the rules to inspire deadly uprisings of your own creation. Whichever appeals to you - even if it’s a bit of all three - the following page provides a modular toolbox that allows you to get the most out of Warhammer 40,000: Shadow Throne.

THEATRE OF WAR: DEADLY AMBUSH
Theatres of War offer a unique and exciting way to represent a wide array of different battlefield environments on the tabletop, some more extreme than others, and can be incorporated into any games of Warhammer 40,000 that you might play. The Shadow Throne Theatre of War is a unique rule set that allows one player to spring a deadly ambush on their opponent. The missions presented below will specify how to use this Theatre of War, but it is also a suitable addition to games in which one player’s army is at a greater strength than their opponents, or games in which you are looking for one player to ambush another.

MISSION 1: AMIDST THE RUBBLE
Amidst The Rubble is the first of the narrative missions included in this booklet. It allows both players to use the miniatures found in Warhammer 40,000: Shadow Throne to recreate the aftermath of the Genestealer Cults first major ambush, as the forces of the Talons of the Emperor pull themselves clear of the rubble and continue their assault. If this mission is played as part of a Crusade battle, then the Mission Bonus is in use.

MISSION 2: CORNERED PREY
Cornered Prey is the final battle of the Shadow Throne story. The last remaining forces of the Talons of the Emperor engage the very heart of the cult to end its insurrection. Yet a presence lurks above, waiting for the opportune moment to strike. If this mission is played as part of a Crusade battle, then the Mission Bonus is in use.

Theatre of War: Deadly Ambush

The Genestealer Cults were at their most dangerous when fighting to protect their lair, for within lay the Cult’s Patriarch. As the forces of the Imperium pressed on, they were ambushed at every corner and paid a high price for their advance. These rules represent the myriad of ambushing tactics displayed by the Genestealer Cults in this environment.

Deadly Ambush is a new Theatre of War for your games of Warhammer 40,000. The missions presented below will detail which of these rules are used, but if you and your opponent agree, this Theatre of War can be used in other games of Warhammer 40,000 - even in conjunction with other additional rules and mission packs - in the following manner:

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

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

HIGHEST POWER VALUE/POINTS VALUE BANDING OF OPPONENT’S ARMYMAXIMUM POWER VALUE/POINTS VALUE OF YOUR ARMY IN ORDER TO USE DEADLY AMBUSH RUSESNUMBER OF RUSES AVAILABLE
25/50020/4001
50/100040/8002
100/200085/17003
150/3000+130/25004

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

RUSE TABLE 1
D3RUSE
1

Loyal Throng

Use this Ruse when a unit from your army with the Troops Battlefield Role is set up. Until the end of the battle:

  • Each time that unit would be destroyed, it is placed into Strategic Reserves at its Starting Strength.
  • In each of your Command phases, if that unit is below its Starting Strength, roll a number of D6 equal to the difference between its Starting Strength and the number of models currently in that unit. For each result of a 2+, one of its destroyed models is returned to the unit.

2

Defiant Defenders

Use this Ruse at the start of your opponent’s Shooting phase. Each time a ranged attack is made against a unit from your army, if it is wholly within your deployment zone or Remained Stationary in your previous Movement phase, it is treated as having the benefits of Light Cover against that attack.

3

Silent Stalkers

Use this Ruse at the start of your opponent’s Shooting phase. Each time a ranged attack is made against an INFANTRY unit from your army, if it is not within 12" of any enemy units, it is treated as having the benefits of Dense Cover against that attack.


RUSE TABLE 2
D3RUSE
1

Practised Firing Lanes

Use this Ruse in your Shooting phase, when a unit from your army is selected to shoot. Select one Obstacle or Area terrain feature. Until the end of the phase, enemy units cannot claim the benefits of cover from that terrain feature.

2

Counter-attack

Use this Ruse at the start of your Charge phase. Until the end of the phase, each time you make a charge roll for a unit in your army, you can select one of the following:

  • Re-roll that charge roll.
  • Add 1 to that charge roll.

3

Ready and Waiting

Use this Ruse at the start of your opponent’s Charge phase. Until the end of the phase, each time a unit from your army is selected as a target of a charge, it can do one of the following:

  • Hold Steady and fire Overwatch. If a unit Holds Steady, any Overwatch attacks made by that unit this phase will score hits on rolls of 5+.
  • Set to Defend. If a unit Sets to Defend, it cannot fire Over watch this phase, but until the end of the next Fight phase, each time a model in that unit makes a melee attack, add 1 to the hit roll.


RUSE TABLE 3
D3RUSE
1

Patient Hunter

Use this Ruse before the battle, when declaring reserves and transports. Select one INFANTRY unit from your army. That unit can be set up hidden instead of being set up on the battlefield. If it is, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.

2

Lurking Hunter

Use this Ruse before the battle. During deployment, when setting up one INFANTRY unit from your army, it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.

3

Stalking Hunter

Use this Ruse when you set up a unit from your army on the battlefield (excluding as a result of disembarking from a TRANSPORT). You can make a Normal Move with it up to D6".

Mission 1

Amidst the Rubble

The explosive collapse of the chamber roof had buried many of Carvellan’s followers, trapping or wounding some and killing others. Before they could recover, a fresh wave of Genestealer Cultists attacked.

THE ARMIES
The Talons of the Emperor army consists of: 1 Blade Champion; 1 Allarus Custodians unit containing 3 models; 1 Prosecutor, Vigilator or Witchseeker unit containing 5 models.

The Genestealer Cults army consists of: 1 Reductus Saboteur; 1 Primus; 1 Magus; 1 Neophyte Hybrids unit containing 10 models.

THE BATTLEFIELD
Use the map below to create a battlefield that is 44" x 30".

DEPLOYMENT
The Talons of the Emperor player sets up their army first. Each unit in the Talons of the Emperor army must be set up buried (see below).

Then the Genestealer Cults player sets up their army. Each unit in the Genestealer Cult players army must be set up in ambush.

FIRST TURN
The Talons of the Emperor player has the first turn.

BATTLE LENGTH
The battle ends when all of the units in the Talons of the Emperor army have been destroyed or escaped.

BURIED
During deployment, each unit in the Talons of the Emperor army must be set up buried instead of on the battlefield. In the Reinforcements step of each of their Movement phases, the Talons of the Emperor player sets up one of their units that is buried anywhere that is wholly within their deployment zone.
If it is set up within Engagement Range of any enemy units, it counts as having made a charge move this turn declared against any enemy units it is set up within Engagement Range of.

AMIDST THE RUBBLE
  • While a unit from the Talons of the Emperor army is wholly within its deployment zone, it is not an eligible target for the Reductus Saboteur’s remote explosives.
  • The Talons of the Emperor player’s deployment zone counts as Difficult Ground, and models receive the benefits of Dense and Light Cover while wholly within it.
  • Genestealer Cults units cannot be set up or finish any kind of move within 6" of the Talons of the Emperor player’s battlefield edge.

DEADLY AMBUSH
The Genestealer Cults player can use the Loyal Throng Ruse. If they do, they must select the Neophyte Hybrids unit for that Ruse.

VICTORY CONDITIONS
At the end of each battle round, if a unit from the Talons of the Emperor army is within 3" of the Genestealer Cults player’s battlefield edge, the Talons of the Emperor player can remove it from the battlefield as escaped and score 1 victory point.

At the end of the battle, if the Talons of the Emperor player has scored 3 victory points, they are the winner. If they scored 1-2 victory points, it is a draw. If they scored no victory points, the Genestealer Cults player is the winner.

MISSION BONUS
  • All units in both player’s armies pass any out of action tests after the battle.
  • The victor gains 2 Requisition points after this battle, instead of just 1.

Mission 2

Cornered Prey

Though their ranks had been thinned by ambush, the Talons of the Emperor fought their way clear and pressed on, deeper into the darkness. The hunt neared its conclusion, but who was predator and who prey?

THE ARMIES
The Talons of the Emperor army consists of: 1 Blade Champion; 1 Allarus Custodians unit containing 3 models; 1 Prosecutor, Vigilator or Witchseeker unit containing 5 models.

The Genestealer Cults army consists of: 1 Patriarch; 1 Reductus Saboteur; 1 Primus; 1 Magus; 1 Neophyte Hybrids unit containing 10 models.

THE BATTLEFIELD
Use the map below to create a battlefield that is 44" x 30".

DEPLOYMENT
The Genestealer Cults player sets up their army first. The Patriarch must be set up underground. Each other unit in the Genestealer Cult player’s army must be set up in ambush.

Then the Talons of the Emperor player sets up their army. Each unit in the Talons of the Emperor army must be set up wholly within their deployment zone.

FIRST TURN
The Genestealer Cults player has the first turn.

BATTLE LENGTH
The battle ends when one of the following conditions has been met:
  • All units in the Talons of the Emperor army have been destroyed.
  • The Patriarch, Primus and Magus have been destroyed.

DEADLY AMBUSH
The Genestealer Cults player can use the Stalking Hunter Ruse. If they do, they must select the Patriarch unit for that Ruse.

VICTORY CONDITIONS
At the end of the battle, the player with the most victory points is the winner.

Each time a unit in the Talons of the Emperor army is destroyed, the Genestealer Cults player scores 1 victory point.

The Talons of the Emperor player scores 1 victory point each time one of the following units is destroyed: Patriarch; Primus; Magus.

MISSION BONUS
Every eligible unit in the victor’s army is Marked for Greatness after the battle, instead of just one unit.
  • If the Patriarch is destroyed as a result of an ability from or attack made by the Blade Champion, the Blade Champion gains 5 experience points and it automatically passes an out of action test after the battle (if any).
  • If the Blade Champion is destroyed as a result of an ability from, psychic power manifested or attack made by the Patriarch, the Patriarch gains 5 experience points and it automatically passes an out of action test after the battle (if any).

Power Ratings
Every unit has a Power Rating listed on its datasheet, and it is a measure of its efficacy on the battlefield. They are designed to give players, at a glance, an idea of how mighty a unit is on the battlefield, irrespective of the weapons its models can be equipped with. They can therefore be used as a quick guide to establish the comparative strength of each army.

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

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

  • Points values: Detailed measure of a unit's efficacy.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.
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.
Dense Cover
If this terrain feature is at least 3" in height, then subtract 1 from the hit roll when resolving an attack with a ranged weapon unless you can draw straight lines, 1mm in thickness, to every part of at least one model’s base (or hull) in the target unit from a single point on the attacking model's base (or hull) without any of those lines passing over or through any part of any terrain feature with this trait. Models that are on or within an Area Terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is on or within. Models within 3" of an Obstacle terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is within 3" of. The height of a terrain feature is measured from the highest point on that terrain feature.

Models do not suffer this penalty to their hit rolls when making an attack with a ranged weapon that targets an AIRCRAFT unit, or a unit that includes any models with a Wounds (W) characteristic of 18 or more, even if this terrain feature is between it and the firing model (note that the reverse is not true).

  • Subtract 1 from hit rolls made for ranged weapons if at least 3” tall.
  • Does not apply to models that are only shooting through their own terrain feature.
  • No penalty when shooting at AIRCRAFT and units with W characteristic of 18+.
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.
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).
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.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

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

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

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

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

  • INFANTRY units can Hold Steady or Set to Defend (if no enemy within Engagement Range).
  • Hold Steady: Overwatch attacks hit on 5+.
  • Set to Defend: Cannot fire Overwatch but add 1 to hit rolls in next Fight phase.
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.
Disembark
If a unit starts its Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase so long as the model itself has not yet made a Normal Move, an Advance or has Fallen Back that phase.

When a unit disembarks, set it up on the battlefield so that it is wholly within 3" of the TRANSPORT model and not within Engagement Range of any enemy models.

Units that disembark can then act normally (move, shoot, charge, fight, etc.) in the remainder of the turn, but its models count as having moved that turn, even if they are not moved further (i.e. they never count as having Remained Stationary).

  • Units that start their Movement phase embarked in a TRANSPORT can disembark this phase.
  • A unit must disembark before their TRANSPORT moves.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models.
  • Units that have disembarked count as having moved this turn.
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.

The BIKER keyword is used in the following Genestealer Cults datasheets:

Fast Attack

The TRANSPORT keyword is used in the following Genestealer Cults datasheets:

Dedicated Transport
Heavy Support
Conceal

Genestealer Cults keep their fighting strength carefully hidden from their oppressors until the glorious day of ascension arrives.

During deployment, you can set up this unit in ambush instead of setting it up on the battlefield. If this unit is an INFANTRY or BIKER unit, you can set up this unit underground instead of setting it up on the battlefield or in ambush.

Ambush
Ambush marker
If you set up this unit in ambush, place an ambush marker anywhere on the battlefield that is wholly within your deployment zone.

Units set up in ambush are considered to be set up on the battlefield (unless they are embarked within a TRANSPORT model that is set up in ambush), even though their models are not actually on the battlefield. Enemy models cannot be set up or moved within 9" of the centre of any of your ambush markers.

Underground
If this unit is set up underground, then in the Reinforcements step of one of your Movement phases, you can set up this unit under one of the following conditions:
  • You can set up this unit anywhere on the battlefield that is more than 8" away from any enemy models.
  • You can set up this unit anywhere on the battlefield that is more than 6" away from any enemy models, but that unit is not eligible to declare a charge this turn.
If a unit set up underground has any abilities that are used in your Command phase (e.g. Meticulous Planner), then the first time that unit is set up on the battlefield, it can use any or all of those abilities as if it were your Command phase.

Units set up underground are considered to be set up in a location other than the battlefield, therefore this must be determined in the Declare Reserves and Transports step of a mission sequence that includes such a step.

Revealing Ambush Markers
In the first battle round:
  • If you have the first turn, you must reveal all of your ambush markers at the start of your Command phase.
  • If you do not have the first turn, you must reveal all of your ambush markers at the end of your opponents Movement phase.
To reveal an ambush marker, select one unit from your army that was set up in ambush and has not yet been set up from an ambush marker:
  • Set up one model from that unit within 1" of the centre of that ambush marker, wholly within your deployment zone and more than 9" away from any enemy models. Then remove that ambush marker.
  • Set up the remaining models in that unit wholly within 6" of the first model, wholly within your deployment zone and more than 9" away from any enemy models.
Units set up from an ambush marker do not count as Reinforcements. After all units from your army that were set up in ambush have been set up from an ambush marker, remove any remaining ambush markers you placed on the battlefield.
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.
Difficult Ground
If a unit makes a Normal Move, Advances or Falls Back, and any of its models wish to move over any part of this terrain feature, subtract 2" from the Move characteristic of every model in that unit (to a minimum of 0), even if every part of this terrain feature is 1" or less in height. If a unit declares a charge, and any of its models wish to move over any part of this terrain feature as part of its subsequent charge move, subtract 2 from that unit’s charge roll, even if every part of this terrain feature is 1" or less in height. These modifiers do not apply if every model in the moving unit can FLY. These modifiers do not apply if every model in the moving unit is TITANIC and this terrain feature is less than 3" in height. The height of a terrain feature is measured from the highest point on that terrain feature.

  • Subtract 2" when making a Normal Move, Advance, Fall Back or charge move over this terrain feature (unless the moving unit can FLY, or if the moving unit is TITANIC and the terrain feature is less than 3" in height).
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).

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