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  Arks of Omen: Vashtorr
  Arks of Omen: VashtorrExpansion9March 2023

The Rock Besieged Campaign Missions

On this page you will find eight inter-linked missions that allow you to play through the Rock Besieged campaign in your Boarding Action games. If you have the Boarding Action rules from Arks of Omen: Abaddon and the Warhammer 40,000 Boarding Actions Terrain Set, then you can play any of the missions presented here. These battles have been designed to work best when played in sequence as part of an ongoing narrative for two players, but have also been balanced to be playable as standalone missions, if you so choose.

They have been broken down into four chapters, each representing a crucial series of events from the storyline presented in Arks of Omen: Vashtorr book. Each mission will have a rule called Campaign Outcome, which will describe the battle’s effects on a later battle. When playing these missions as part of a campaign, these sections will explain what details you need to make a note of and give you some hints as to how your future fortunes will be affected by the day’s results.

The chapters and their associated missions are as follows:

SCOUR THE DARKNESS

The forces of Vashtorr assault an Inquisition outpost in their hunt for the location of the Rock.

Find the Signal Data
WAR IN THE WARP

The loyalist armada defending the Rock comes under attack. Facing overwhelming odds, can they survive to fight another day?

Take the Teleportarium
Geller Field Collapse
FALL OF THE ROCK

As Vashtorr’s daemonic legions launch their assault against the fortress monastery, its desperate defenders mount a hasty defence.

Drastic Defence
Rapid Withdrawal
Desperate Holdout
RECLAMATION

With the loyalist fleet returning, the Rock’s defenders are able to take back the initiative and launch a counter-offensive. Will they be able to exorcise the taint of Chaos from their fortress monastery:

Retake the Elevator
Hunt the Damned

Chaos vs Imperium

This storyline presented in this campaign revolves around the Chaos forces’ attack on the Rock and several other Imperium installations. As such (and because the role of Attacker and Defender changes between these two factions depending on the mission involved) each player in a mission is labelled as either the Chaos player or the Imperium player. However, when playing these missions, there is no requirement for either player to have one of these armies, and we encourage you to repurpose these missions for whichever factions you and your opponent have to hand, with the battles on offer easily representing any number of other similar orbital attacks on planetary-based incumbents.

If you are playing these missions as part of an ongoing campaign, then before the first battle, you and your opponent should each pick which role you want to take on and then continue to play as that role throughout all of the games to come.

Killzone Upgrade: Shadowvaults

Some of these missions can also be augmented with the Killzone Upgrade: Shadowvaults set. This set provides several new elements, including a scenery piece that can be incorporated into the game board and new models that can become a part of a player’s army. These are broken into two categories - Attacker’s Upgrades and Defender’s Upgrades.

If the mission you are playing uses this set, then it will state so and also specify which upgrades each player has access to. Each of these upgrades costs a number of points that must be paid when mustering your army. Any upgrades a player takes must be included on their army roster.

BOARDING ACTION GAMES

A Boarding Action game is waged by following the sequence below.


1. Determine Mission

Players determine which mission to play from the Boarding Action missions presented on this page. This will determine the deployment map that players use, as well as the specific mission briefing. Players can either simply agree which they will use with their opponent, or, if playing these missions as part of an ongoing campaign, play them in the order below.


2. Read Mission Briefing

Each mission has a mission briefing that will detail the aims of the battle. Each mission will also list one or more additional mission rules that will apply for the duration of the battle, and a series of objectives that award victory points. Players should read and familiarise themselves with these before proceeding.

3. Muster Boarding Patrol

Players must first muster their Boarding Patrol, as described in Arks of Omen: Abaddon. If the Mission Briefing allows either player to take any Killzone Upgrade: Shadowvaults upgrades, they may do so and add these to their army roster. Each player must then provide a copy of their army roster for their opponent to read through. If, when players compare their points total, one player’s is at least 30 points less than their opponent’s, then the player with the smaller points total is the Underdog, and they may receive an Underdog Bonus as detailed in the mission they are playing.

4. Create the Battlefield and Place Objective Markers

Players now create the battlefield and set up terrain features. Missions are played on Boarding Action battlefields and the position of all terrain features - Walls and Hatchways - and objective markers that must be placed on the battlefield will be shown on the deployment map of the mission players are playing. Each mission will also specify which Hatchways start the mission open and which start the mission closed. If either player has any of the Defender’s Upgrades in their army, these will be set up on the battlefield in this step.

5. Form Boarding Squads

Each unit in a player’s Boarding Patrol that has a Unit Strength of 10 must now be split into two units, each containing 5 models. When splitting a unit, make a note of which models form each of the two new units. From this point onwards, these split units count as independent units for all rules purposes.

6. Generate Starting Command Points

Each player starts with 1 Command point.

7. Deploy Armies

Players alternate setting up their units one at a time, starting with the Defender. For each of a player’s Entry Zones (as shown in the mission map), that player sets up one unit within that Entry Zone.

If a unit has a pre-battle rule that allows it to be set up anywhere on the battlefield, that unit is instead set up wholly within 6" of its Entry Zone. That Entry Zone is then considered to have had a unit set up within it, and cannot have another unit set up within it before the start of the battle. If one player finishes deploying all their units, their opponent then deploys the remainder of their units, until either both players have set up one unit per Entry Zone, or all units have been deployed.

If both players have units with abilities that allow them to be set up after both armies have deployed, players must roll off after all other units have been set up and alternate setting up these units, starting with the winner.

8. Determine Reserves

Any units in a player’s army that do not start the battle on the battlefield, will start the battle in Strategic Reserves. This does not cost any Command points to do so.

In the Reinforcements step of a player’s Movement phase (starting from the first battle round onwards), that player can select one of their Strategic Reserves units for each of their Entry Zones that has no models within it and set those units up within those Entry Zones.

If one or more of a player’s Strategic Reserves units has a rule that would allow them to be set up in a location other than the battlefield (e.g. Teleport Strike) then in each of that player’s turns (starting from the second battle round onwards), one of those units can be set up on the battlefield as described by their rule that turn, instead of being set up within an Entry Zone. Any Strategic Reserves units that have not arrived on the battlefield by the end of the fourth battle round count as having been destroyed (this does not apply to units that are placed into Strategic Reserves, after the first battle round has started).

9. Determine First Turn

Players roll off and the winner takes the first turn.

10. Resolve Pre-battle Abilities

Each player can resolve a single pre-battle ability that units in their army may have, irrespective of how many units in their army may have them, starting with the player taking the first turn.

11. Begin the Battle

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

12. Ending the Battle

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 may continue to play out their turns until the battle ends.

13. 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 minimum of 90 victory points from mission objectives (any excess victory points awarded are discounted). 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 players a maximum total score out of 100 victory points.

14. Campaign Outcome

If playing this mission as part of the Rock Besieged campaign, players will need to make a note of certain aspects of the game’s outcome, as described in the Mission Briefing. Each player should make a note of these now.

Killzone Upgrade: Shadowvaults

Some missions on this page support the Killzone Upgrade: Shadowvaults set. If you have this, then you can incorporate its components into your games. When mustering your Boarding Patrol for such a mission, you can add the upgrades listed below by paying the appropriate points costs for them (even though some of them have the VEHICLE keyword and do not share a Faction keyword with the rest of your Boarding Patrol). The mission you are playing will specify whether you have access to the Attacker’s or Defender’s upgrades (such upgrades will not take up a Battlefield Role slot). Note that all of these missions are designed to be balanced, whether you use these upgrades or not, but they can add an extra level of environmental immersion to your games.

Defender’s Upgrades

If you have access to the Defender’s Upgrades, you can take up to one Sentry Turret and up to two Searchlights for the points shown below.

Sentry Turret

NAME  M WS BS S T W A Ld Sv Base
30
Sentry Turret (base: Use model)
30
Sentry Turret
- - 5+ 4 4 3 - 10 4+ Use model
A Sentry Turret is equipped with: twin heavy bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
ABILITIES
ABILITIES
Defensive Emplacement: Before the battle, in the Create the Battlefield and Place Objective Markers step, set this model up in one of the Sentry Turret positions, marked D1 on the mission map.
FACTION KEYWORDS: UNALIGNED
KEYWORDS: VEHICLE, SENTRY TURRET


Searchlight



Unit size: 1
Unit cost:
10
pts

Wall: This model is a terrain feature and counts as a Wall.

Camera Network: Before the battle, in the Create the Battlefield and Place Objective Markers step, set this terrain feature up in one of the searchlight positions, marked D2 on the mission map, that does not already contain a Searchlight.

Enemy Spotted: Each time you select targets for a ranged attack made by a friendly model, if the target is within 9" of and visible to any Searchlights from your army, re-roll a hit roll of 1, and, if the model making the attack is a Sentry Turret, add 1 to that attack’s hit roll.

Attacker’s Upgrades

If you have access to the Attacker’s Upgrades, you can take up to one Breaching Robot for the points shown below.

Breaching Robot

NAME  M WS BS S T W A Ld Sv Base
35
Sentry Turret (base: Use model)
35
Sentry Turret
6" 4+ - 4 4 3 2 10 4+ Use model
A Breaching Robot is equipped with: cutting blade; cutting gear.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Cutting blade
Cutting blade
Melee
Melee
User
-2
1
-
OTHER WARGEAR
ABILITIES 
Cutting gear
Each time the bearer finishes a Normal Move, you can open one Hatchway that is within 1" of it. Your opponent cannot attempt to prevent that Hatchway from opening.
Cutting gear
Each time the bearer finishes a Normal Move, you can open one Hatchway that is within 1" of it. Your opponent cannot attempt to prevent that Hatchway from opening.
Bomb kit
In your Command phase, the bearer can trigger its bomb. If it does so:
  • Open each Hatchway that is within 3" of it. Your opponent cannot attempt to prevent those Hatchways from opening and those Hatchways cannot be closed again.
  • Roll one D6 for each other unit within 3" of and visible to this model: on a 2+, that unit suffers 1 mortal wound. This model is then destroyed.
When the bearer is destroyed (other than through triggering its bomb), roll one D6 before removing it from play. On a 6, it explodes, and each unit within 3" of and visible to it suffers 1 mortal wound.
Bomb kit
In your Command phase, the bearer can trigger its bomb. If it does so:
  • Open each Hatchway that is within 3" of it. Your opponent cannot attempt to prevent those Hatchways from opening and those Hatchways cannot be closed again.
  • Roll one D6 for each other unit within 3" of and visible to this model: on a 2+, that unit suffers 1 mortal wound. This model is then destroyed.
When the bearer is destroyed (other than through triggering its bomb), roll one D6 before removing it from play. On a 6, it explodes, and each unit within 3" of and visible to it suffers 1 mortal wound.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s cutting blade and cutting gear can be replaced with 1 bomb kit.
ABILITIES
ABILITIES
Assault Robot: Before the battle, in the Deploy Armies step, when setting up a unit from your army within an Entry Zone, you can set this unit up alongside that unit as if it was a part of it, using the same Entry Zone.
Limited Loadout: This model cannot attempt to close Hatchways and is ignored for the purpose of controlling objective markers.
FACTION KEYWORDS: UNALIGNED
KEYWORDS: VEHICLE, BREACHING ROBOT

Scour the Darkness

Find the Signal Data
#1

MISSION BRIEFING
An Inquisitorial way station with knowledge of the Rock’s location is stormed. The forces of Chaos have breached it, slaughtering all in their path. They are here for one reason: the data stored within the way station’s infocores.

MISSION RULES
Shadowvaults: In this mission, the Imperium player can use the Defender’s Upgrades, and the Chaos player can use the Attacker’s Upgrades.

Rapid Offence: The Chaos player has the first turn.

Hide the Intel: Before the battle, at the start of the Deploy Armies step, the Imperium player must secretly select one of the objective markers to hide the intel within. That player should make a note of this.

Search the Terminal: Units from the Chaos player’s army can perform the following action:

Search the Terminal (Action): One or more units can start to perform this Action at the end of the Move Units step of your Movement phase if they are within range of an objective marker. The action is completed at the end of the turn. If completed, the Imperium player must reveal if that objective marker contains the intel. If it does not: remove that objective marker from the battlefield; otherwise, remove all other objective markers from the battlefield and make a note that the unit that performed this action is carrying a copy of the intel. Note that other units from the Chaos player’s army can continue to perform this action on that objective marker in order to gain their own copy of the intel.

Underdog Bonus: If a player receives an Underdog bonus, that player starts the battle with 1 additional Command point.

Campaign Outcome: If playing this battle as part of the Rock Besieged campaign, make a note of whether the Chaos player identifies which objective marker contained the intel, and if so, in which battle round they did this in. How quickly the Chaos player is able to find the intel will affect on how quickly they can move against the Rock. This will have an impact on the Drastic Defence mission.

OBJECTIVES

PICK IT CLEAN
End Game Objective

The forces of Chaos will stop at nothing to glean the knowledge of where the Rock can be located.

At the end of the battle, the Chaos player scores 30 victory points for each of the following conditions they satisfy (for a maximum of 90 victory points):
  • They identified which objective marker contained the intel.
  • They have one or more units left alive at the end of the battle that have a copy of the intel.
  • They have two or more units left alive at the end of the battle that have a copy of the intel.
BLOODY DELAY
End Game Objective

Agents of the Inquisition will fight to the death to prevent the forces of Chaos from accessing their databanks and intelligence archives. Even if every last one of them be slain, their sacrifice will slow down the heretics and thwart their plans at least for a time.

At the end of the battle, the Imperium player scores the number of victory points shown in the table below, based on when the Chaos player identified which objective marker contained the intel.

VITAL INTEL
BATTLE ROUND INTEL IDENTIFIEDVICTORY POINTS SCORED
235
355
470
580
Never90

War in the Warp

Take the Teleportarium
#2

MISSION BRIEFING
The fighting aboard the ship has reached a critical juncture, with fierce, bloody battle raging around vital enginarium and teleportarium locations. Should the former fall, the forces of Chaos will have the means to deny power to vital ship functions. Should the latter fall to the heretics, they will have the means to rapidly reinforce multiple areas of the war zone. The Emperor’s loyal warriors must stop at nothing to ensure the forces of Chaos are thwarted.

MISSION RULES
Separate Locations: When setting up the battlefield, each game board represents a different location within the ship. It is not possible to move units from one game board to another unless using the Activate Teleportarium action (see below), and units on one game board cannot affect units on the other.

Activate Teleportarium: Units from your army can perform the following action:

Activate Teleportarium (Action): One unit from your army can start this action at the start of your Command phase if it is within the Teleportarium Control Zone. The action is completed at the end of your next Movement phase. If successfully completed, select one friendly unit within the Teleportarium and remove it from the battlefield. Set that unit up on the battlefield anywhere within the Enginarium and not within 9" of any enemy models. Until the end of the turn, that unit cannot move.

Underdog Bonus: If a player receives an Underdog bonus, that player starts the battle with 1 additional Command point.

Campaign Outcome: If playing this battle as part of the Rock Besieged campaign, make a note of which player wins the battle and secured ultimate control over the teleportarium controls. This will have an impact on the Geller Field Collapse mission.

OBJECTIVES

FEROCIOUS CONTEST
Progressive Objective

It is imperative that at no point the enemy be left unmolested in the teleportarium. The disruption of battle will surely prevent them from exploiting its powerful capabilities. They must be kept under relentless pressure.

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 in the Teleportarium.
  • They control two or more objective markers.
  • They control three or more objective markers.
This objective cannot be scored in the first battle round. In the fifth battle round, the player who has the second turn does not score any victory points at the end of their Command phase; instead, at the end of their turn, they score 5 victory points for each of the above conditions they satisfy (for a maximum of 15 victory points).
ABSOLUTE CONTROL
End Game Objective

Both forces seek total control of the teleportarium. With an uncontested hold over this powerful strategic asset, they can bring greater strength to bear in other areas of the battle, turning the tide in their favour.

At the end of the battle, if one player has one or more units within the Teleportarium and their opponent does not, they score 15 victory points.
MASTERY
End Game Objective

Whoever controls the critical node in the enginarium has the ability to restrict power to multiple essential systems.

At the end of the battle, if one player controls the Critical objective marker, they score 15 victory points.

War in the Warp

Geller Field Collapse
#3

MISSION BRIEFING
The forces of Chaos have succeeded in collapsing the Geller field generators, exposing the ship to the raw power of the empyrean. Warp energy runs rampant through corridors and chambers and the laws of realspace cease to function. For the Imperial defenders it is imperative the Geller fields be restored. For the heretics who oppose them, all they have to do is stop the lackeys of the False Emperor and the ship is doomed.

Warp Tear Zone: Warp tears open intermittently in these Zones, creating connected tunnels between them that allow units to travel through and shoot at targets on the other side.


MISSION RULES
Empyric Strike: If playing this battle as part of the Rock Besieged campaign, before the battle, at the start of the Deploy Armies step, the player who won the Take the Teleportarium mission can select one of their units to set up in a teleportarium chamber instead of setting it up on the battlefield. If they do so, then in the Reinforcements step of one of their Movement phases they can set up that unit anywhere on the battlefield that is more than 9" away from any enemy models.

Warp Tears: From the second battle round onwards, at the start of the battle round, roll one D3 and, until the end of the battle round, the two Warp Tear Zones shown in the table below are connected to one another. When two Warp Tear Zones are connected, they are said to form a Warp Tunnel.

WARP TEARS
D3WARP TEAR ZONES CONNECTED
1A and E
2B and D
3C and F

Warp Transit: In the Movement phase, each time a unit ends a move (excluding Remaining Stationary), if every model in that unit is within a connected Warp Tear Zone, that unit can travel through it. If it does, remove that unit from the battlefield and set it back up with each model within the Warp Tear Zone at the other end of the Warp Tunnel. This can allow a unit to be set up within Engagement Range of enemy units. If this happens, then those units will be eligible to fight during the subsequent Fight phase, but none of them will count as having made a charge move this turn.

Warpshift: Each time a model makes a ranged attack, if a connected Warp Tear Zone is visible to it, that model can make that ranged attack through it so long as there is not any friendly units within the Warp Tear Zone at the other end of the Warp Tunnel. If that model does so:
  • When determining which units are visible to that model, check visibility from any point within the Warp Tear Zone at the other end of the Warp Tunnel.
  • When measuring the distance to an enemy unit, the distance is the combined total of the distance from the attacking model to the Warp Tear Zone it is shooting through and the distance from the Warp Tear Zone at the other end of the Warp Tunnel to the target.
  • If there are any enemy units within the Warp Tear Zone at the other end of the Warp Tunnel, that attack must be made against one of those units.

Underdog Bonus: If a player receives an Underdog bonus, that player starts the battle with 1 additional Command point.

Campaign Outcome: If playing this battle as part of the Rock Besieged campaign, make a note of which player wins the battle. If the Chaos player wins, the ship is destroyed in the warp, but if the Imperium player wins it will be able to return later to aid in the defence of the Rock. This will have an impact on the Retake the Elevator mission.

OBJECTIVES

GELLER FIELDS SECURE
Progressive Objective

The fate of the ship will be decided by the victor of the battle.

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. In the fifth battle round, the player whose turn it is scores 10 victory points for each of the conditions instead:
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
This objective cannot be scored in the first battle round. In the fifth battle round, the player who has the second turn does not score any victory points at the end of their Command phase; instead, at the of their turn, they score 10 victory points for each of the above conditions they satisfy.

Fall of the Rock

Drastic Defence
#4

MISSION BRIEFING
Having recovered the data of the Rock’s position, the forces of Chaos have attacked the Dark Angels’ fortress monastery and achieved surprise over its defenders. Desperately racing to throw back their attackers, the Rocks garrison is hurriedly establishing defensive positions from which to blunt the heretics’ assault and launch the counter-attacks to drive them from the Rock forever.

MISSION RULES
Shadowvaults: In this mission, the Imperium player can use the Defender’s Upgrades, and the Chaos player can use the Attacker’s Upgrades.

Preparedness: If playing this battle as part of the Rock Besieged campaign, before the battle, in the Generate Starting Command Points step, the Imperium player starts with the additional number of Command points shown in the table below based on the outcome of the Find the Signal Data mission.

PREPAREDNESS
BATTLE ROUND THE CHAOS PLAYER IDENTIFIED THE OBJECTIVE CONTAINING THE INTELIMPERIUM PLAYER ADDITIONAL COMMAND POINTS
1-20
31
42
5/Did Not Identify3

Erect Defences: Before the battle, at the start of the Deploy Armies step, the Imperium player selects one of the objective markers shown on the deployment map. Remove that objective marker from the battlefield (this objective marker does not count as having been overrun, see below), and, when the Imperium player is setting up their units, they cannot use the Entry Zones adjacent to that objective marker.

Forward Positions: Before the battle, the Imperium player cannot set up any units from their army within their Backup Entry Zones. Once the first battle round has started, they can only use these Backup Entry Zones when setting up any Strategic Reserve units from their army in an Entry Zone.

Hold At All Costs: For each objective marker on the battlefield, if, at the end of the turn there are no models from the Imperium players army within range of that objective marker and it is controlled by the Chaos player, then that objective marker is overrun, and is removed from the battlefield.

Underdog Bonus: If a player receives an Underdog bonus, that player starts the battle with 1 additional Command point.

Campaign Outcome: If playing this battle as part of the Rock Besieged campaign, make a note of which player wins the battle. If the Imperium player wins, they will have bought valuable time for their fellow defenders to reach their regrouping points before being overrun, but if the Chaos player wins, they will be able to push through the outer defences of the Rock at a more rapid pace. This will have an impact on the Rapid Withdrawal mission.

OBJECTIVES

IN THE LION’S NAME, STAND FIRM
End Game Objective

The defenders will fight with a fury even they did not know they possessed to hold their ground and slaughter their foul attackers.

At the end of the battle:
  • The Imperium player scores 30 victory points for each objective marker that remains on the battlefield.
  • The Chaos player scores 30 victory points for each objective marker that was overrun.

Fall of the Rock

Rapid Withdrawal
#5

MISSION BRIEFING
The hordes of Chaos drive ever deeper into the Rock. A force of defenders deployed to stall the heretics’ advance is close to becoming encircled by the rapidly encroaching traitors, and the time has come for them to withdraw.

MISSION RULES
Shadowvaults: In this mission, the Imperium player can use the Defender’s Upgrades, and the Chaos player can use the Attacker’s Upgrades.

Fall Back: The Imperium player has the first turn. In addition, units from the Imperium player’s army are eligible to shoot in a turn in which they Fell Back; if they do so, then until the end of the turn, each time a model in that unit makes a ranged attack, it requires an unmodified hit roll of 6 to score a successful hit against the target.

Trapped: Other than setting them up in Strategic Reserves, the Chaos player cannot make use of any rules that allow units to be set up anywhere other than on the battlefield. The Imperium player cannot make use of any rules that allow a unit to be set up anywhere other than on the battlefield and cannot set up any units in Strategic Reserves - if they have more units than they are able to set up on the battlefield, then those units do not partake in the battle (but do not count as destroyed).

Encirclement: The Chaos player cannot use the Initial Reinforcements or Later Reinforcements Entry Zones until the battle rounds shown in the table below. If playing this battle as part of the Rock Besieged campaign and the Chaos player won the Drastic Defence mission, they will be able to use these Entry Zones in earlier battle rounds as shown.

ENCIRCLEMENT
BATTLE ROUNDS IT CAN BE USED IN
ENTRY ZONECHAOS PLAYER WON DRASTIC DEFENCEOTHERWISE
Initial Reinforcements1+ (Not before the battle)2+
Later Reinforcements2+3+

They’re Everywhere: In the Chaos player’s Movement phase, at the start of the Reinforcement step, if they have no Strategic Reserves units, they can select one Boarding Squad from their army that has been destroyed and place it into Strategic Reserves with all of its models having their full wounds remaining.

It’s Too Late for Them: Each time a Morale test is taken for a unit from the Imperium player’s army, it is automatically passed.

The Doors are Sealed: Units cannot perform the Operate Hatchway action on the Hatchways labelled 1 to 6. Starting in the third battle round, at the start of each battle round, the Imperium player rolls one D6, and for each objective marker they control they can add 1 to the roll or subtract 1 from the roll: if the Hatchway whose label corresponds to that result is closed, open it.

Escape: At the end of the Imperium player’s turn, they can choose for any units from their army that are within any Escape Zones to escape. For any that do, remove those units from the battlefield, they count as having escaped and have not been destroyed.

Underdog Bonus: If a player receives an Underdog bonus, at the start of the first battle round, that player can select one unit from their army and it can make a Normal Move of up to 6".

Campaign Outcome: If playing this battle as part of the Rock Besieged campaign, make a note of which player wins the battle. If the Imperium player wins, more of their troops will have escaped to prepare future traps and ambushes for the Chaos player’s forces. This will have an impact on the Desperate Holdout mission.

OBJECTIVES

RUN THEM DOWN
Progressive Objective

Every dead defender weakens defences yet to be reached.

Each time a unit from the Imperium player’s army is destroyed, the Chaos player scores 10 victory points.
LIVE TO FIGHT ANOTHER DAY
Progressive Objective

Every defender who escapes is one more to man the barricades.

Each time a unit from the Imperium player’s army escapes, they score 15 victory points. If that unit was not below Half-strength, the Imperium player scores an additional 5 victory points.

Fall of the Rock

Desperate Holdout
#6

MISSION BRIEFING
There is nowhere left to retreat to. This is the final line of defence. As the forces of Chaos move in for the kill, it is time for the defenders to make their last stand. They must achieve victory, or they will be slaughtered.

MISSION RULES
Shadowvaults: In this mission, the Imperium player can use the Defender’s Upgrades, and the Chaos player can use the Attacker’s Upgrades.

Mine the Hatches: Before the battle, at the start of the Deploy Armies step, for each half of the battlefield, the Imperium player secretly selects four Hatchways within that battlefield half to sabotage and makes a note of their selections.

When playing this battle as part of the Rock Besieged campaign, if the Imperium player was victorious in the Rapid Withdrawal mission, they can sabotage one additional door within each battlefield half.

Each time a unit from the Chaos player’s army opens a Hatchway, if that Hatchway has not been opened before, the Imperium player must reveal if it was sabotaged. If it was, roll one D6: on a 2+, that unit suffers 1 mortal wound and, until the end of the Chaos player’s next Movement phase, halve the Move characteristic of models in that unit and those models cannot make ranged attacks.

Beleaguered Reinforcements: Before the battle, when setting up units from their army, the Imperium player can only set up units on the battlefield using the Holdout Entry Zones (they cannot use the Backup Entry Zones). In addition, Strategic Reserves units from the Imperium player’s army cannot be set up on the battlefield in the first battle round, and when they are, they can only use the Backup Entry Zones.

Push Through: The Chaos player has the first turn.

Ready and Waiting: At the start of the battle, units from the Imperium player’s army count as having Set Overwatch and Set to Defend. Until the start of the Imperium player’s first turn, those units also count as Holding Steady.

Null Blockers: In the Reinforcements step of the Chaos players Movement phase, each time they set up a unit on the battlefield, that unit cannot be set up within 9" of any objective markers or within 9" of any of the Imperium players Entry Zones.

Underdog Bonus: If a player receives an Underdog bonus, that player starts the battle with 1 additional Command point.

Campaign Outcome: If playing this battle as part of the Rock Besieged campaign, make a note of which player wins the battle. If the Chaos player wins, they will have dealt a devastating blow to the Rock’s defenders, earning the favour of their Chaos masters. This will have an impact on the Hunt the Damned mission.

OBJECTIVES

GIVE NOTHING, TAKE EVERYTHING
End Game Objective

The loyalists refuse to die cowards and without forcing the attackers to pay a heavy price. The heretics scent blood and victory in the air, and know all they must do is win one final battle.

At the end of the battle, each player scores 30 victory points for each objective marker they control.

Reclamation

Retake the Elevator
#7

MISSION BRIEFING
The defenders of the Rock are on the counter-attack, eager to kill the invaders of their fortress. To reclaim fallen levels, they turn to an elevator which will grant them swift access. Unsuspecting of attack, the heretics guarding the lift are little prepared for what is coming.

MISSION RULES
Shadowvaults: In this mission, the Imperium player can use the Attacker’s Upgrades, and the Chaos player can use the Defender’s Upgrades.

Lift Defenders: Before the battle, the Chaos player cannot set up any units from their army within their Lift Entry Zones. Once the first battle round has started, they can only use these Lift Entry Zones when setting up any Strategic Reserve units from their army in an Entry Zone.

Teleportarium: If playing this battle as part of the Rock Besieged campaign, and the Imperium player won the Geller Field Collapse mission, during deployment they can select one unit from their army and set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If they do so, when that unit arrives from Strategic Reserves, they can set it up either wholly within one of their Entry Zones, or anywhere on the battlefield that is more than 9" away from any enemy models.

Emplaced Defenders: Before the battle, after Determining Reserves, the Chaos player decides who has the first turn.

Underdog Bonus: If a player receives an Underdog bonus, that player starts the battle with 1 additional Command point.

Campaign Outcome: If playing this battle as part of the Rock Besieged campaign, make a note of which player wins the battle. If the Imperium player wins, they will have pushed through and seized the lift early, allowing them to get reinforcements to the upper levels of the Rock much earlier. This will have an impact on the Hunt the Damned mission.

OBJECTIVES

SECURE AND PACIFY
Progressive Objective

For the Rock’s defenders, securing the elevator will give them swift and easy access to swathes of their fortress to retake it from the invaders. For the heretics trying to stop them, all of their hard- won gains will be at risk if they lose control of the elevator.

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. In the fifth battle round, the player whose turn it is scores 10 victory points for each of the conditions instead:
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
This objective cannot be scored in the first battle round. In the fifth battle round, the player who has the second turn does not score any victory points at the end of their Command phase; instead at the of their turn, they score 10 victory points for each of the above conditions they satisfy.
PURGE THE UPPER LEVELS
End Game Objective

Stopping at nothing, the defenders of the Rock storm the elevator's access area, determined to eliminate the traitors protecting it and eager to advance into upper levels of the Rock to purge it of heretics.

At the end of the battle, if there are any units from the Imperium player’s army that have every model in them within one of the Lift Entry Zones, the Imperium player scores 30 victory points. Otherwise, the Chaos player scores 30 victory points.

Reclamation

Hunt the Damned
#8

MISSION BRIEFING
The forces of Chaos are defeated, yet many of their warriors remain. Like poison they linger. They must be exterminated.

MISSION RULES
Shadowvaults: In this mission, the Imperium player can use the Attacker’s Upgrades, and the Chaos player can use the Defender’s Upgrades.

Reinforcements from Below: During deployment, the Imperium player can select up to two units from their army to be set up in the lift instead of setting them up on the battlefield. These units can only be set up in the Lift Entry Zones later in the battle (and no other units can use these Entry Zones). The Imperium player cannot use the Lift Entry Zones when setting up any Strategic Reserve units from their army in an Entry Zone until the third battle round. If playing this battle as part of the Rock Besieged campaign and the Imperium player won the Retake the Elevator mission they can use the Lift Entry Zones from the second battle round onwards instead.

Trapped: Other than setting them up in Strategic Reserves or using the Reinforcements from Below rule, the Imperium player cannot make use of any rules that allow units to be set up anywhere other than on the battlefield. The Chaos player cannot make use of any rules that allow a unit to be set up anywhere other than on the battlefield and cannot set up any units in Strategic Reserves - if they have more units than they are able to set up on the battlefield, then those units do not partake in the battle (but do not count as destroyed).

Fall Back: The Chaos player has the first turn. In addition, units from the Chaos player’s army are eligible to shoot in a turn in which they Fell Back; if they do so, then until the end of the turn, each time a model in that unit makes a ranged attack, it requires an unmodified hit roll of 6 to score a successful hit against the target.

Blessed by the Gods: If playing this battle as part of the Rock Besieged campaign and the Chaos player won the Desperate Holdout mission, each time a model from a unit in the Chaos player’s army would lose a wound, if that unit is within an Escape Zone, roll one D6: on a 5+, that wound is not lost.

Go to Ground: At the end of the Chaos player’s Command phase, they can choose for any units from their army that have every model within any Escape Zones to escape. For any that do so, remove those units from the battlefield; they count as having escaped and have not been destroyed.

Underdog Bonus: If a player receives an Underdog bonus, at the start of the first battle round, that player can select one unit from their army and it can make a Normal Move of up to 6".

Campaign Outcome: If playing this battle as part of the Rock Besieged campaign, congratulations; you have reached the end of the campaign! The Chaos forces have dealt a savage blow to the forces of the Imperium, yet the Rock remains in the hands of its rightful owners. The winner of this battle is the overall victor of the campaign, the amount of further destruction wreaked on the fortress as a result being critical in how far back the Imperium war machine has been set.

OBJECTIVES

ERADICATE THE INVADERS
Progressive Objective

The defenders seek to wipe out the heretics entirely.

Each time a unit from the Chaos player’s army is destroyed, the Imperium player scores 10 victory points.
GUERILLA WAR
Progressive Objective

Those heretics who survive slink away into the bowels of the Rock.

Each time a unit from the Chaos player’s army escapes, they score 10 victory points. If that unit was not below Half-strength, the Chaos player scores an additional 5 victory points. In addition, if that unit was the Chaos player’s WARLORD, they score an additional 15 victory points.

Objective Markers
In Boarding Actions, objective markers should have a diameter of 40mm. A model is within range of an objective marker if it is within 1" of that objective marker.

At the start of the battle, each objective marker on the battlefield is contested, and so is not controlled by either player. Unless otherwise noted, a player will control an objective marker at the end of any phase if they have more models within range of it than their opponent does.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

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

  • Starting number of Command points varies with battle size.
Entry Zones
In Boarding Actions, each player will have one or more deployment zones called Entry Zones. Each time a unit from your Boarding Patrol is set up, it must be set up wholly within one of your Entry Zones. If a unit will not fit wholly within an Entry Zone, all of its models must be set up as close to the centre of that Entry Zone as possible.

You cannot set up a unit within an Entry Zone if any other unit is in that Entry Zone. However, when setting up a unit at the start of the battle, you can set up your WARLORD alongside that unit as if it was a part of it, using the same Entry Zone. Rules that prevent a unit from being set up within a specific distance of another model or unit cannot prevent a unit from being set up within an Entry Zone.
Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

  • Roll-off: Both players roll a D6 – highest wins.
  • Roll again if a tie.
Mission Objectives
During the battle, players can earn victory points by achieving mission objectives. There are two types of mission objectives: End Game and Progressive. Progressive mission objectives are scored during the battle (exactly when is detailed on the objective itself), and can be achieved, and hence award victory points, several times. End Game mission objectives are scored at the end of the battle.

Twin heavy bolter used in the following datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
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.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
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.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

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

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Engagement Range
When measuring to see if one model is within Engagement Range of another, if the shortest line between those two models passes through an open Hatchway, then those models are within Engagement Range if they are within 2" of one another, as shown below.


  • Both Models B and C are within Engagement Range of Model A, as the shortest distance between them passes through an open Hatchway and they are within 2" of one another.
  • However, Model D is not within 2" of Model A and so these two are not within Engagement Range.
Operate Hatchway
One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase if they are within 1" of a Hatchway. This action can be performed by any unit that is not within Engagement Range of any enemy models, even if that unit is being affected by a rule that would normally prevent it from performing actions. The action is completed at the end of your Movement phase if no enemy models are within 1" of that Hatchway. If there are any enemy models within 1" of that Hatchway, your opponent can attempt to prevent the action from being completed. If they do so, roll off with your opponent; each player adds the Strength characteristic of one of their models that is within 1" of that Hatchway to their respective scores. If you win, the action is completed; otherwise, the action fails. If completed, that Hatchway opens (if it was closed) or closes (if it was open).

If a Hatchway opens and units on opposite sides of that Hatchway now find themselves within Engagement Range of each other, then those units will be eligible to fight during the subsequent Fight phase, but neither of those units count as having made a charge move this turn.


Before opening the Hatchway, Model A and Model B are not within Engagement Range of one another.


After Model A opens the Hatchway, it is within Engagement Range of Model B as the shortest distance between them passes through an open Hatchway and they are within 2" of one another. In the following Fight phase, both units will be eligible to fight, but Model A’s unit will not count as having charged that turn.
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.
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.
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.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Set Overwatch
One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase. The action is completed at the end of your turn. If completed, until the end of your opponent’s next turn, that unit is said to have Set Overwatch. Each time an enemy unit is set up on the battlefield or ends a Normal Move, an Advance move, a Fall Back move, a charge move, or opens a Hatchway, units from your army that have Set Overwatch can fire Overwatch at that enemy unit.

Overwatch is resolved like a normal shooting attack except that models can only target the enemy unit that has just finished moving, and an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers. A unit cannot fire Overwatch while enemy units are within Engagement Range of it unless it is firing Overwatch at an enemy unit that has just finished making a charge move within Engagement Range of it. In this case it can do so even if other friendly units are within Engagement Range of the same enemy unit, and it can do so with any ranged weapon it is equipped with (excluding weapons with the Blast ability).

After a unit has fired Overwatch, it must complete the Set Overwatch action again before it can fire Overwatch again.
Set to Defend
One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase. The action is completed at the end of your turn. If completed, until the end of your opponents next turn, that unit is said to have Set to Defend. While a unit is Set to Defend, each time a model in that unit makes a melee attack, add 1 to that attack’s hit roll.
Hold Steady
Some rules will allow a unit to Hold Steady. If a model makes an Overwatch attack while its unit is under the effects of such a rule, an unmodified hit roll of 5+ for that attack will score a hit.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

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