The Great Rift tore the Imperium in two. The region known as the Imperium Nihilus was lost to shadow, its fate uncertain, its worlds beset by heretical conquerors and xenos raiders. If Humanity was to endure then the Emperor's armies had to stabilise the lmperium Sanctus - that region still lit by the light of the Astronomican - with all haste. Yet Warmaster Abaddon's plans were now in full flow, and with them his fury turned toward the Charadon Sector.


Ultimate rule of Mankind's realm flows unquestionably from Terra and the Golden Throne. Yet so vast an empire necessitates compartmentalisation. The Imperium is broken into the Segmentums Solar, Obscurus, Pacificus, Tempestus and Ultima. Each Segmentum is further divided into many sectors, each named, connected by major warp-transit routes and containing multiple sub-sectors. Even these sub-sectors in turn break down further as they contain multiple star-systems, most of which contain numerous Imperial-held worlds along with myriad perils, anomalies, piratical territories and petty xenos empires.

Deep within the Ultima Segmentum lies the Charadon Sector. Located spinward of the Ultramarines' stellar empire of Ultramar, this sector is a gateway to the wider Imperium Sanctus and a stronghold of power for the Tech-Priests of the Adeptus Mechanic us. Crucially, it is also located within striking distance of one of only a few stable channels through the raging warp storms of the Great Rift.

The Charadon Sector has known its share of strife over the millennia. In the past few centuries alone its Palan and Anungul Sub-sectors have been all but overrun by the vast Ork empire of Charadon. Questing tendrils of the Tyranids' Hive Fleet Leviathan have pushed up through the galactic plane in almost every sub-sector of the region, though in all cases the swarming alien horrors have been driven back into the outer darkness. Most recently, the Psyphos and Palan Sub-sectors have seen further xenos invasion, this time by the eldritch legions of the Necrons' Sautekh Dynasty.

The powerhouse of defence against these threats has been forge world Metalica, whose Skitarii cohorts and Titan maniples have marched out from the Obolis Sub-sector to crush Mankind's enemies time and again. And they have not fought alone. The famed Knights of House Raven, the courageous Space Marines of the Excruciators Chapter, the warships of Battlefleet Charadon, the Battle Sisters of the Cardinal world of Alexistor, regiment upon regiment of Astra Militarum soldiery - all these and more have fought to render this sector an indomitable Imperial fortress.

Now, though, as the darkness of the Noctis Aeterna recedes and the Era Indomitus dawns in fire, so a vast host of Chaos worshippers brings doom to the Charadon Sector. The War of Rust and Slime is about to begin.

Act I – Book of Rust

Obolis Invasion Campaign

When the invasion of Obolis and Lirac began, many factions answered the call and marched to war. Below you will find a campaign system that allows you and a group of players to retell the events of the War Zone Charadon story for yourselves in an invasion of the Obolis Sub-sector.

Where one-off games against favoured opponents and new foes alike offer plenty of fun and enjoyment, campaigns are something special, adding even more excitement, consequence and narrative to every tabletop clash. By entering a campaign you get to play not just one game, but a series of interlinked battles. You're not just playing to see who wins, but to seize hard-fought territory or resources, avenge an earlier defeat or earn fresh rewards for your army. Before each battle, you determine context; where the conflict is taking place, why, and what stakes and consequences it will have. At each game's end you discover what cost the battle has levied on your forces, and what experience or potent relics they have gained. If participating as part of a team, you play knowing your fellow campaign commanders are battling at the same time on nearby tabletops, all of you fighting for the same goal. It is an exciting and immersive experience.

At its heart, playing in a campaign is a narrative experience that forges war stories you and your fellow commanders will share for years to come. It can be the highlight of an entire gaming year and can spawn future events where you revisit old grudges or beloved settings. Whether you're completely new to campaign gaming, or a veteran looking for a new thrill, all you need to do is gather your armies and read on to discover how to get the most out of War Zone Charadon.

Introduction

An Obolis Invasion campaign allows a group of players to get together, form alliances and play a series of games. It is split into campaign phases, each of which consists of multiple battles fought with unique rules inspired by the key stages in War Zone Charadon. At the end of each campaign phase, the alliance with the most war zone points achieves victory in that phase, then each alliance starts again for the following campaign phase, meaning the outcome of the campaign is at stake in each and every game from start to finish.

Campaign Master

A Obolis Invasion campaign is best run with a Campaign Master. This is a heroic individual who takes on the mobilisation and organisation of the campaign so that the other players can focus on playing games. A Campaign Master is in a privileged position that offers a degree of leadership to the individual who takes on the role; however, its primary purpose is to facilitate a smooth and enjoyable experience for all players involved. A Campaign Master can indeed play in the campaign, but in larger campaigns that includes a multitude of players, it may be best if they solely oversee the campaign rather than play in it.

Below we will refer to the Campaign Master and how they can go about organising an Obolis Invasion campaign. Campaign Master Edicts are useful tools and rules ideas that the Campaign Master can use to add further excitement to the campaign. These are by no means essential, however. If this is the first campaign for many of the players, or they would otherwise prefer to keep things as simple as possible, then these are not necessary for an Obolis Invasion campaign.

Players and Alliances

Once a Campaign Master has stepped forward, their first task in organising an Obolis Invasion campaign is to gather the players and sort them into alliances. The system is flexible enough to support various numbers of people; an experienced Campaign Master could run the campaign for dozens of gamers, and equally just two players could use the system to tie the results of their regular games together into a greater whole. The campaign is at its best, however, with a small group of like-minded and enthusiastic players who can meet on a regular basis, and who can be evenly distributed across alliances.

Alliances should be organised evenly and, where possible, based on the Faction being played, so have a chat with the group to determine this. Once players are assigned to an alliance, their army is committed to the cause and will do their all to achieve victory. For this reason, players should play the same Faction throughout the campaign. If they wish to change their Faction, they can do so at the Campaign Master's discretion. The alliances are as follows:

Defenders. The Obolis Sub-sector is currently held by the Imperium, with the Adeptus Mechanicus leading the defence against any and all aggressors. Any army with the IMPERIUM keyword is best suited to this alliance.

Invaders. The Death Guard are leading the forces of Chaos in an organised attack on the sub-sector. Any army with the CHAOS keyword is best suited to this alliance.

Raiders. With the Imperium and Chaos focusing their efforts on each other, opportunistic raiders have moved in to pick on the fringes of the sub-sector and ambush anyone vulnerable. Any army that does not have the CHAOS or IMPERIUM keyword is best suited to this alliance.

Three alliances allows for a well-rounded campaign with each side battling back and forth for dominance. However, if the players would be more evenly distributed using two alliances, that is a perfectly valid option to take.

Allies of Convenience

Note that the above are guidelines on how tо organise players into an alliance, rather than a requirement If it suits the group better to organise the alliances differently, then the Campaign Master should feel free to do so. For example, if many of the players in the group play armies associated with a single alliance, then to make the alliances more evenly numbered some of them may have to fight for a different alliance than what we have recommended. This is fine. You could always create some interesting narrative to explain why one side fights for another. Here are a few examples:
  • The Alpha Legion have decided to pursue their own agenda, and have fittingly joined the Raiders to use the cover of war in order to achieve their goals.
  • A Tech Priest has been tempted by the Dark Mechanicum and joined the forces of Chaos, taking their cohort with them to fight alongside the Invaders.
  • Beset from all angles by their enemies, the Defenders are forced to seek aid from an Asuryani force. The mysterious Aeldari agree to help, but the reasons why remain unknown.
Equally, if it Is just not possible to arrange alliances evenly, then the system will still work with a little extra organisation from the Campaign Master, as described later.

Ways to Play

Once players have been organised into alliances, the Campaign Master should determine the type of play for the campaign: open, matched or narrative play. It is important for the Campaign Master to specify the type of play from the outset so that each player's army can be organised accordingly, and so that players know which mission packs can be used. Whether the players are looking for a deep narrative experience using Crusade battles, or a test of minds in the crucible of war that is matched play, an Obolis Invasion campaign will support them, and the campaign system will work with any mission pack.

Campaign Length

An Obolis Invasion campaign is split into three phases, each of which involves battling in a different stage of the war. Before the campaign begins, the Campaign Master should determine the length of time allocated to each campaign phase and the total number of games that can be played in that phase. Once either of those conditions have been met, that campaign phase ends and the victorious alliance in that phase is determined. Once the third campaign phase ends, the campaign ends and the overall winning alliance is determined.

A campaign can be a long and expansive experience where each campaign phase takes place over a month, with many battles fought and mighty heroes lost to the fires of war. Equally, it can be a short and focused campaign played over a weekend, with each campaign phase consisting of just one battle representing the key moments of the conflict. Ultimately, the Campaign Master should determine a campaign length that best suits the gaming group taking part, thinking about how regularly they can meet and how many games they are likely to play.

As a guide, if each member of your campaign group will play one game a week, we recommended each phase of the campaign lasts as follows:
  • Length of time: 2 weeks
  • Total number of games: equal to the number of players.
Once you have gathered the players into alliances, established the way to play and determined the length of the campaign, it's time for the invasion of the Obolis Sub-sector to begin!

Campaign Phases

Each phase of an Obolis Invasion campaign is set during a different stage of the invasion, and every stage is vital in winning the greater war. Each campaign phase has its own set of characteristics that impact the games taking place, bringing Obolis to life on the battlefield. This is known as a Theatre of War. During the campaign phases, each phase's Theatre of War as specified here.

To play a game, a player must arrange one with a player from an opposing alliance. When they meet on the battlefield, they follow the battle sequence as specified in their mission pack. Once they have determined the victor, they earn war zone points for their alliance, the impact of which is specified later.

The Campaign Master has a few options concerning how players are matched up for games. They can leave the players to arrange games themselves, with challenges thrown down and honour at stake. This is perhaps the simplest way of arranging the games, and lets the campaign progress naturally with plenty of friendly rivalries to go with it!

Alternatively, it may be appropriate to introduce more structure to the matchups. For example, a matchup schedule will ensure that everyone gets an equal amount of games. Or, in campaigns with a large amount of players, breaking each alliance into smaller subgroups that are then matched against their enemies can make arranging games even simpler. This can also add to the narrative, as you can imagine each group battling in a different system of the Obolis Sub-sector.

War Zone Points

Each game you play in a campaign phase is about more than just personal glory. Rather, your presence contributes to the success of your alliance in the greater war. This is achieved with war zone points. Each time you play a game, your alliance earns war zone points as follows:

WAR ZONE POINTS
COMBAT PATROLINCURSIONSTRIKE FORCEONSLAUGHT
Play a game1111
Draw a game1234
Win a game2345

For example, if you play a Combat Patrol game and win your alliance earns a total of 3 war zone points. It is the players’ responsibility to determine how many war zone points are earned. They then report their results to the Campaign Master, who keeps a record of each alliance’s total war zone points. Once the campaign phase comes to an end, the victor of that phase is the alliance with the most war zone points. If any alliances are tied for the most war zone points, then the alliance that won the most battles against their rival tied alliance(s) during that campaign phase is the victor of that phase. If there is still a tie, there is no victor of that phase.

Once the next campaign phase begins, each alliance’s war zone points are reset to zero, putting alliances on an equal footing for the next phase of the campaign.

UNEVEN ALLIANCES
If an alliance has an uneven number of players, the Campaign Master is at liberty to reward extra war zone points to make up the inherent deficit. Perhaps they could set a challenge for one player in each campaign phase, with extra war zone points awarded to their alliance for playing that game, and a greater points return if they achieve victory.

Winning the Campaign

Once the third campaign phase ends, the campaign has reached its conclusion. Alliances have had victories in the various campaign phases, and these victories determine the overall winner of the Obolis Invasion campaign. Each campaign phase provides a strategic value to the alliance that was victorious during it, and the winner of the campaign is the alliance that has the highest total strategic value.

CAMPAIGN VICTORY
WAR ZONESTRATEGIC VALUE
Phase 11
Phase 22
Phase 33

Irradiated Wasteland

Either through years of atomic bombardment, or through some catastrophic industrial event, this battlefield is now an irradiated wasteland. Rad-storms and ash winds are the only things to pass through this place with any regularity, for it is now inimical to all natural forms of life. To spend any prolonged period in this hot zone will shorten an unprotected warrior’s lifespan considerably - perhaps even immediately.

During battles in phase one of an Obolis Invasion campaign, the Irradiated Wasteland rules apply. This is a Theatre of War that consists of rules for Battlefield Twists and Mysterious Objective Markers, as specified below:

Battlefield Twists

After determining Attacker and Defender, the Attacker rolls one D3 to determine which Battlefield Twist from those listed below is in effect for the durations of the battle:

1. RAD-ZONE

The site of a recent rad-bombardment. Only by taking shelter within the ruins and buildings is one able to avoid the highest levels of radiation.

Each time an attack targets an enemy unit, unless all models in that unit are wholly within an area terrain feature, subtract 1 from the Toughness characteristic of models in that unit for that attack.

2. ASH WINDS

The sterile extermination of all living things in the area has created an ash wasteland. The flat, featureless surroundings are now hounded by winds of ash - all that is left of the planet’s flora and fauna forever gusting across its surface.

At the start of each battle round, the player who took the first turn rolls one D6, adding 1 to the result for each consecutively preceding battle round that there were no gusts of ash winds. On a 4+, until the end of the current battle round, there is a gust of ash winds; randomly determine one battlefield edge to be the direction the winds are gusting towards.

While there is a gust of ash winds:
  • Models cannot target units that are more than 24" away with ranged attacks.
  • Each time a unit Advances or makes a charge move, so long as every model in that unit would finish that move closer to the battlefield edge the winds are gusting towards, add 2" to the distance that unit can move for that Advance or charge move.

3. LONG MARCH

With many a waypoint evacuated, shelter brought low and stockpile ruined, armies are forced on the long march to reach their destination. Such conditions push these warriors to the brink.

  • Units cannot Advance.
  • Each time a charge roll is made for a unit, if you roll a double, that charge automatically fails.
  • Models cannot use any rules that ignore wounds.

Mysterious Objective Markers

At the start of the first battle round, if the battle includes any objective markers, starting with the player taking the first turn, each player selects a different objective marker to be a mysterious objective marker. If possible, a player must select an objective marker that is not in either players deployment zone.

Each time a unit from your army performs the following action, roll one D3 to determine the effect below for that mysterious objective marker:

Investigate Objective (Action): One INFANTRY unit from your army can start to perform this action at the end of your Movement phase if it is within range of a mysterious objective marker that has not been investigated and there are no enemy units (excluding AIRCRAFT) within range of the same mysterious objective marker. The Action is completed at the end of your turn and that mysterious objective marker is considered to have been investigated.

1. SHIELD SYSTEM

Your warriors discover a device which they unwittingly activate. In a millisecond, an invisible energy field thrums to life, sheltering those nearby from incoming kinetic impacts.

Until the end of the battle, each time a ranged attack is allocated to a model within range of this mysterious objective marker, add 1 to the armour saving throw made against that attack.

2. ABANDONED SUPPLIES

A half buried, lead-lined crate is unearthed from the lifeless soil, clearly a cache from a war long-forgotten. Inside are vital stores of ammunition, energy cells and medical supplies.

When this effect is determined, that player gains D3 Command Points.

3. LOST TECH

Whilst investigating the area, ancient spider-like devices attach themselves to the power cells of the first weapons they find. Instead of draining the cells, they infuse them with deadly entropic energy.

When this effect is determined, select one unit from your army within range of the mysterious objective marker (excluding AIRCRAFT), then select one weapon profile models in that unit are equipped with. Until the end of the battle, each time a model in that unit makes an attack with that weapon profile, add 1 to that attack’s wound roll.

Metalican Redoubt

This is no ordinary battlefield, but a site that the Metalicans have held for countless centuries. In that time it has been enhanced in the same manner that the Adeptus Mechanicus augmented their own bodies, the landscape now riddled with ancient technologies and gleaming machinery. These all serve the needs of Metalica, preserving and protecting the forge world's precious assets.

During battles in phase two of an Obolis Invasion campaign, the Metalican Redoubt rules apply. This is a Theatre of War that consists of rules for Battle Assets as specified below:

Battle Assets

After choosing deployment zones, the Defender selects one Battle Asset from those below. Alternatively, they can randomly select a Battle Asset by rolling one D6. The Attacker then selects a Battle Asset (they cannot select the same Battle Asset as the Defender). Alternatively, the Attacker can randomly select a Battle Asset by rolling one D6 (roll again if the result is the same as the Defender's Battle Asset).

1. REPULSION-SHIELD DOME

A large energy dome covers the defenders battle lines, a shield that attenuates the impetus of any projectile that passes through it.

Each time a ranged attack is made against a unit from your army, if that unit is wholly within your deployment zone, subtract 1 from the Strength characteristic of that attack.

2. GRAV-WAVE SHOCK MINES

The battle lines and no-man's-land alike have been bombarded by shock mines that send out pulses of grav waves to stall the enemy's advance.

Enemy units treat all Obstacle and Area Terrain features that are not wholly within their own deployment zone as having the Difficult Ground trait.

3. NOOSPHERIC DATA UPLINK

The air here sings with the rich noospheric data streams that can be tapped and employed for strategic gain.

  • Add 3" to the range of aura abilities of models in your army (to a maximum of 12").
  • If your army is Battle-forged, roll one D6 each time you spend a Command Point. On a 6, that Command Point is refunded.

4. RAPID ENGAGEMENT

This battlefield sits in the centre of a massive Adeptus Mechanicus transit hub, with dedicated speedways and access routes leading to it. These enable swift assaults on enemy lines, and sweeping counter-attacks from relief forces.

  • You can re-roll charge rolls for units in your army.
  • Add 1 to charge rolls made for units in your army.

5. AGGRESSION ENHANCERS

The air is thick with servo-skulls, each equipped with binharic speakers that constantly blurt out the Omnissiah's benedictions to smite the unworthy, and beta-wave generators that stimulate the aggression centres of biological and cybernetic minds alike.

  • Each time a model in your army makes a melee attack, if its unit made a charge move this turn, you can re-roll the hit roll.
  • Each time a unit from your army piles in or consolidates, models in that unit can move an additional 1".

6. TRANSONIC EMITTERS

The battlefield houses arrays of transonic emitters that enhance the lethality of projectiles at short range.

Each time a model in your army targets a unit that is within 9" with a ranged attack, add 1 to that attack's hit roll.

Ascendancy of Entropy

The malign, corrupting influence of the warp has begun to manifest on the battlefield, the inevitable millennia-long slide into entropy accelerated beyond all mortal comprehension. Blight visibly creeps across the landscape to sap the vitality from soldiers, while the air hangs heavy with the stench of rot and the despair that comes from the encroachment of death inescapable.

During battles in phase three of an Obolis Invasion campaign, the Ascendancy of Entropy rules apply. This is a Theatre of War that consists of rules for Battlefield Twists as specified below:

Battlefield Twists

At the start of each battle round, the player who is taking the first turn rolls three D6s.
  • If the result is a 7, the player taking the second turn this battle round then rolls one D6. The result determines which Battlefield Twist will apply for the remainder of the battle.
  • If the result includes any doubles, the Battlefield Twist that corresponds to that double applies for the remainder of the battle. For example, if the three D6 rolled resulted in a 1, a 1 and a 4, the Despair result would apply for the remainder of the battle.
  • If the result is a triple 1, triple 3 or triple 5, then all the odd-numbered Battlefield Twists apply for the remainder of the battle. For example, if the three D6 rolled resulted in a 3, a 3 and a 3, the Despair, Rot and Atrophy results would apply for the remainder of the battle.
  • If the result is a triple 2, triple 4 or triple 6, then all the even-numbered Battlefield Twists shown below apply for the remainder of the battle. For example, if the three D6 rolled resulted in a 2, a 2 and a 2, the Rust, Decay and Blight results would apply for the remainder of the battle.
Duplicated Battlefield Twists have no additional effect.

The Ascendancy of Entropy Battlefield Twists are as follows:

1. DESPAIR

The wind howls with the sound of the sick and the dying, a sound that gnaws on the soul and drives soldiers into despair.

Units always count as being below Half-strength. If a unit is already below Half-strength, each time a Morale test is failed for that unit, one additional model flees.

2. RUST

The air itself is heavy with the passage of time, metal visibly corroding and iron rusting with every passing heartbeat.

The Save characteristic of all models is reduced by 1.

3. ROT

The stench of the battlefield is beyond description, for every organic thing within it grows sick and rots.

Subtract 1 from the Toughness characteristic of all models.

4. DECAY

The ground saps the vitality from those who walk upon it, every step drawing yet more strength away.

Subtract 1 from the Strength characteristic of all models.

5. ATROPHY

A warp wind blows through this battlefield, wracking the bodies of those in its path with a dozen painful maladies, making even the simplest of tasks a mighty effort.

  • Units cannot make use of the Objective Secured ability (or similar abilities).
  • Units cannot perform actions in a turn in which they made a Normal Move.

6. BLIGHT

A dreadful curse hangs over the battlefield, an infection that blights both mortals and machines, poisoning their spirits and dulling their martial efficacy.

Each time a model makes an attack, the hit roll, wound roll, damage roll and rolls to determine the number of attacks cannot be re-rolled.

Campaign Master’s Edicts

Campaign Master’s Edicts are tools the Campaign Master has at their disposal to add further depth to an Obolis Invasion campaign. The Campaign Master should use these at their discretion if it is appropriate for their gaming group and the circumstances the campaign is built upon.

Legendary Missions

Along with Theatres of War, the right mission selection can further reinforce the narrative and feel of an Obolis Invasion campaign. Therefore the Campaign Master may decide to specify missions for certain stages of the campaign, or determine the pool of missions available to players.

This page contains Legendary Missions. Each of these is a mission based on a key conflict during a different phase of the War Zone Charadon campaign. They are different to missions you will find in mission packs in that they have a variety of unique mission rules that add additional narrative to the battle. Note that these missions can be played by following the sequence from any mission pack. That means in a matched play campaign, the players should select secondary objectives as normal, and in a narrative play campaign using Crusade forces, the players should select Agendas as normal. These Legendary Missions have been designed for use with Strike Force or Onslaught size battles, but the Campaign Master should feel free to adjust these missions for Combat Patrol or Incursion size battles if they so choose.

A Campaign Master should feel free to introduce these missions as appropriate. One method is to simply let the players use them if they feel like it. Another method is to introduce Legendary Missions during certain stages as a finale to each campaign phase. Either way, it is recommended that each player only plays the relevant campaign phase's Legendary Mission once, and earns one additional war zone point if they do so.

In addition to this, the Campaign Master should feel free to introduce narrative play missions from other publications that they feel suit the campaign, applying them in the same method as Legendary Missions above.

Crusade Rewards

In a narrative play campaign, the Campaign Master can further support Crusade forces by having a selection of bonuses and rewards available for the players. Here are a few ways in which these can be rewarded:

REQUISITION POINTS
At the end of each campaign phase, each player can be awarded additional Requisition points based on how their alliance did during the phase. The alliance that earned the fewest war zone points is awarded the most Requisition points, representing that alliance calling for aid and doubling their efforts to achieve victory in the following campaign phase. Remember that each player can never have more than 5 Requisition points; any excess points are lost.

REQUISITION POINTS
POSITION BASED ON WAR ZONE POINTSREQUISITION POINTS AWARDED TO EACH PLAYER
1st0
2nd1
3rd2

EXPERIENCE POINTS
The Campaign Master can award experience points based on how each Crusade force performs on the battlefield. This should be done at the Campaign Master's discretion in an impartial and consistent manner. Here are some criteria by which the Campaign Master can determine experience rewards (note that these could be communicated as a challenge for the players to achieve):
  • At the end of each campaign phase, each player from the winning alliance gains 5 experience points to distribute freely across units in their Crusade force.
  • If a player defeats an enemy player who defeated them in their previous meeting in the campaign, after that game, the winning player can select one additional unit from their army to be Marked for Greatness.
  • At the end of a campaign phase, if a player lost all the games they played during that phase, they can roll one D6. They gain that many experience points to distribute freely across the units in their Crusade force.

Secret Orders

If the players are using missions that use secondary objectives or Agendas, the Campaign Master can introduce Secret Orders. These are hidden campaign objectives that players can attempt to achieve to gain more war zone points for their alliance. The Campaign Master can assign these to players at their discretion, or they can decide that at the start of each campaign phase, each player should roll one D6 and consult the table below to determine which Secret Order they have for that campaign phase. Either way, the Campaign Master should also have a record of each player's Secret Order for the campaign phase.

D6SECRET ORDER
1Battlefield Supremacy: Win one or more battles in the current campaign phase in which you earned experience points from a Battlefield Supremacy Agenda or victory points from a Battlefield Supremacy Secondary Objective.
2Purge the Enemy: Win one or more battles in the current campaign phase in which you earned experience points from a Purge the Enemy Agenda or victory points from a Purge the Enemy Secondary Objective.
3No Mercy, No Respite: Win one or more battles in the current campaign phase in which you earned experience points from a No Mercy, No Respite Agenda or victory points from a No Mercy, No Respite Secondary Objective.
4Shadow Operations: Win one or more battles in the current campaign phase in which you earned experience points from a Shadow Operations Agenda orvictory points from a Shadow Operations Secondary Objective.
5Warpcraft: Win one or more battles in the current campaign phase in which you earned experience points from a Warpcraft Agenda or victory points from a Warpcraft Secondary Objective. If you have no PSYKER units to use in the campaign, you can determine a different Secret Order.
6Personal Agenda: Win one or more battles in the current campaign phase in which you earned experience points from an Agenda or victory points from a Secondary Objective that is specific to your faction, e.g. one that is presented in a Codex.

Each player should make a note of what their current Secret Order is. Once they have achieved their Secret Order, they earn 2 war zone points for their alliance.
Phase 1 – Legendary Mission

Rout on Okharium

MISSION BRIEFING
This mission is inspired by the massacre of Imperial forces on Okharium. If the players wish to re-enact the historical accuracy of this battle, then a player from the Defenders alliance is most suited to be the Defender in this mission. However, players should feel free to assign Attacker and Defender as they feel is appropriate. This mission has been designed to reflect a fighting retreat by a force with limited mobility as they come under fre from a determined attacker. Therefore, when mustering armies, it is thematically appropriate for the Defender to select few, if any, units that have a Move characteristic of more than 12".

MISSION RULES

A Force In Retreat
  • The Defender cannot put any units into Strategic Reserves.
  • AIRCRAFT and any units that start the battle in a location other than the battlefield (excluding GENESTEALER CULTS units that start the battle in ambush) cannot score victory points for the Defender (see Mission Objectives).

Fall Back
The Defender's models cannot be set up or finish a move within 6" of the Attacker's battlefield edge.

Automated Fire Zones
After declaring reserves and transports, but before setting up any remaining units, starting with the Attacker, the players alternate placing automated fire zone markers until there are three on the battlefield. When placing these markers, they must be placed within 1" of the Defender's battlefield edge and more than 6" from any other automated fire zone markers.

At the start of each battle round after the first, the players roll off. The winner selects one automated fre zone marker that has not already been selected this battle round, then selects one of the following options:
  • Engage: the closest visible unit within 24" of the marker suffers D3 mortal wounds.
  • Stand Down: no effect.
The players then roll off again, repeating the process until each automated fre zone marker has been selected.

Escape
Units from the Defender's army can perform the following action:

Escape (Action): One or more units from your army can start to perform this action at the start of your Movement phase. Each unit from your army that performs this action must be wholly within 3" of the Defender's battlefield edge. A unit cannot perform this action while there are any enemy units within 6" of them. The action is completed at the end of your Movement phase. If this action is completed, that unit is removed from the battlefield, but that unit does not count as having been destroyed for any rules purposes.

PRIMARY OBJECTIVES
Victory points are awarded as follows:

ROUT
Progressive Objective

It is not enough to simply defeat the foe here; they must be utterly annihilated if their army is to be routed.

The Attacker scores 2 victory points each time a unit from the Defender's army is destroyed.
CUT OFF
End Game Objective

Do not let the foe escape - surround them and cut off their lines of retreat to ensure victory.

At the end of the battle, the Attacker scores 2 victory points for each unit from the Defender's army that is on the battlefield but not within 6" of the Defender's battlefield edge.
ESCAPE
Progressive Objective

You must fall back in order to preserve as much of your fighting force as possible. Escape this battlefield so that you can regroup and mount a counter-attack later.

The Defender scores 4 victory points each time a unit from their army performs the Escape action.
FIGHTING RETREAT
End Game Objective

Provide covering fire for your forces as they fall back, lest the foe overrun them. But be sure that your forces don’t stray far from the point of egress.

At the end of the battle, the Defender scores 4 victory points for each unit from their army that is within 6" of their battlefield edge.
VICTOR BONUS
The victor can select one unit from their army. If that unit can gain a Battle Honour, it gains a Battle Trait of your choice (see the Warhammer 40,000 Core Book). Make a note of that battle Trait on that unit's Crusade card and adjust its Crusade points accordingly.

Phase 2 – Legendary Mission

Flood Tide on Fathom

MISSION BRIEFING
This mission is inspired by Rotigus Rainfather's attacks on the aqua-harvesting rigs on the ocean world of Fathom. If the players wish to re-enact the historical accuracy of this battle, then a player from the Invaders alliance is most suited to be the Attacker in this mission. However, players should feel free to assign the Attacker and Defender as they feel is appropriate.

MISSION RULES

Aqua-extraction Pump
Units from both players’ armies can perform the following action:

Aqua-extraction Pump (Action): One or more units from your army can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be in range of a different objective marker. A unit cannot start this action while there are any enemy units (excluding AIRCRAFT) in range of the same objective marker. The action is completed at the start of the next battle round so long as the unit performing it is still within range of the same objective marker.

Flooded
Do not use a Theatre of War in this mission. The flooding of the aqua-harvesting rig is represented by levels, with level 1 being the lowest. At the start of the first battle round, level 1 is active. At the start of each battle round thereafter, after any Aqua-extraction Pump actions have been resolved, the flood levels can change as follows:
  • If the Attacker completed more Aqua-extraction Pump actions than the Defender at the start of the battle round, the flood level progresses up to the next level.
  • If the Defender completed more Aqua-extraction Pump actions than the Attacker at the start of the battle round, the flood level digresses to the previous level (level 1 is the minimum).
  • If neither player completed more Aqua-extraction Pump actions than the other player at the start of the battle round, the flood level does not change.
Each flood level is cumulative, and the effects of each flood level last until the flood level decreases below that level. These effects are as follows:
  • Level 1: Subtract l" from the Move characteristic of all models. Subtract 1 from all Advance and charge rolls.
  • Level 2: Subtract 1 from the Strength characteristic of all models
  • Level 3: Each time a ranged attack is made against a unit, add 1 to that attack's wound roll.
  • Level 4: When the flood level progresses to this level, and at the start of each battle round thereafter, each CHARACTER unit suffers D3 mortal wounds. Each other unit suffers D6 mortal wounds.
  • Level 5: The Range characteristic of all ranged weapons that models are equipped with is halved.
None of these affects apply to AIRCRAFT.

Shelter from the Floods
While a unit is wholly within an Area Terrain feature and/or on a Hill or Obstacle, it treats the flood level as being one level lower. If the flood level is currently at level 1, that unit is not affected by the Flooded rule.

Sabotage the Water Rig
The Attacker has the first turn.

PRIMARY OBJECTIVES
Victory points are awarded as follows:

AQUA-EXTRACTION PUMPS
Progressive Objective

Whoever commands the aqua-extraction pumps will control whether the rig stays afloat or is plunged into the polluted depths.

Score 4 victory points each time a unit from your army successfully completes the Aqua-extraction Pump action.
VICTOR BONUS
The victor of this mission gains 2 Requisition points after this battle, instead of just 1.

Phase 3 – Legendary Mission

Desperation and Despair

MISSION BRIEFING
This mission is inspired by the anarchy that ensued following the Invaders’ completing their feculent ritual on St Bartolph’s Throne. This not only tore a grotesque fistula through the fabric of realspace, but also raised Miasmic Malignifers and hordes of plague zombies on countless worlds. It was the culmination of Typhus’ plan - to plunge the entire war zone into a state of hopeless degradation.

MISSION RULES

Objective markers
At the Place Objective Markers step of this mission, the players alternate placing a total of six objective markers on the battlefield, one at a time, starting with the Defender (if your mission does not have this step, set up these objective markers after you have created the battlefield, but before either side deploys). Objective markers can be placed anywhere on the battlefield that more than 6" away from any battlefield edge and more than 12" away from any other objective marker (they cannot be set up on top of terrain features that have the unstable terrain trait).

Scattered Forces
The following rules are in effect:
  • During deployment, units cannot be set up within Engagement Range of any enemy models.
  • During deployment, units that are set up on the battlefield cannot be set up in a location other than their deployment zone, even if they have a rule that allows them to do so (e.g. Concealed Positions).
  • Units cannot move before the first turn begins, even if they have a rule that allows them to do so.

Desperation
Unless a unit is within 6" of another friendly unit, each time a Morale test is taken for that unit, halve its Leadership characteristic for that test.

Wild Abandon
  • Each time a unit makes a pile-in or consolidate move, it can move an additional 1" for that move.
  • All units are eligible to perform Heroic Interventions as if they were CHARACTERS. If a unit is already able to perform Heroic Interventions, it can move an additional 1" when performing a Heroic Intervention.

PRIMARY OBJECTIVES
Victory points are awarded as follows:

SECURE AND CONTROL
Progressive Objective

Seek out whatever sites of tactical importance remain and secure them from falling into enemy hands, no matter the cost.

At the end of each player’s Command phase, the player whose turn it is scores 4 victory points for each objective marker they control (to a maximum of 18 victory points per turn).

This mission objective cannot be scored in the first battle round.
VICTOR BONUS
The unit from the victor’s army that destroyed the most enemy units gains 3 experience points.

Crusade Rules

In this section you’ll find additional rules for playing Crusade battles with your army during an Obolis Invasion Campaign, such as Crusade Relics, Battle Traits, Weapon Enhancements and Requisitions that are inspired by the conflict of War Zone Charadon. You can find out more about Crusade armies in the Warhammer 40,000 Core Book.

This section contains the following additional rules:

CAMPAIGN BADGE
At the end of every battle that is part of an Obolis Invasion Campaign, every unit that was part of your Crusade army in that battle that does not already have it gains the Obolis Invasion Campaign Badge. Such a unit gains the OBOLIS INVASION keyword. This will allow it to access various Crusade rules presented in this section. Note that it keeps this keyword, and therefore any associated Battle Honours, for future battles, even if those battles are not part of an Obolis Invasion Campaign.

CRUSADE RELICS
In addition to the Crusade Relics presented in other sources, whilst playing an Obolis Invasion Campaign your characters can gain Crusade Relics; these Relics are categorised based on the allegiances from the War Zone Charadon campaign, and can only be given to units that match those allegiances.

BATTLE TRAITS
Various units can be given one of the Battle Traits presented below as they gain experience during an Obolis Invasion Campaign and are promoted in your Crusade force. These help to better reflect the unique upgrades and Battle Honours that are earned by fighting in War Zone Charadon.

WEAPON ENHANCEMENTS
The Weapon Enhancements presented below can be used on units that gain a rank during an Obolis Invasion Campaign. These upgrades represent the proliferation of technology present in War Zone Charadon, whether it is bestowed by a forge world in defence of their lands, or seized by those invading and raiding.

REQUISITIONS
In an Obolis Invasion Campaign, Crusade forces have access to additional Requisitions inspired by the events of the War Zone Charadon campaign.

VIRULENT GIFTS
Virulent Gifts are powerful upgrades that can be bestowed on Death Guard characters in exchange for the Virulence points your Crusade force has acquired. The rules presented in Book of Rust supplement the Crusade rules found in Codex: Death Guard, and while perfect for use in an Obolis Invasion Campaign, they are not limited to such a campaign, and can be used for any Death Guard Crusade force.

Crusade Relics

When an OBOLIS INVASION unit gains a Crusade Relic you can instead select one of the Relics from the appropriate list below. All the usual rules for selecting Crusade Relics, as described in the Warhammer 40,000 Core Book, apply.

ARTIFICER RELICS
An OBOLIS INVASION CHARACTER model can be given one of the following Artificer Relics instead of one of the ones presented in the Warhammer 40,000 Core Book.

Xanthon’s Haptic Skull

Xanthon was one of Metalica’s finest artificers, and after bionic enhancement rendered his skull redundant, he used this vestigial bone to house an array of augers, photo-sensors and laser sights. This servo-skull links to the owner’s own nervous system, guiding their aim to ensure the target’s destruction.

IMPERIUM INFANTRY model only. Each time an attack is made by the bearer:
  • You can ignore any or all hit roll and Ballistic Skill modifiers for that attack.
  • The target does not receive the benefits of cover against that attack.

Tsorr’Kanath’s Forbidden Grimoire

A fell tome taken from Tsorr’Kanath’s sepulchral library, bound in Daemon hide and wrapped in silver chains, it has remained unopened for centuries, but nonetheless imbues its dark knowledge of murder to whoever possess it.

CHAOS INFANTRY model only. Once per battle round, you can re-roll one hit roll, one wound roll or one damage roll made for the bearer.

Mimic Shroud

This esoteric device is of unknown origin and bears an unfathomable rune which, when pressed, projects a holographic field that distorts the image of the bearer, making them indistinguishable to those nearby.

INFANTRY model (excluding IMPERIUM and CHAOS models) with a Wounds characteristic of 9 or less only. Each time an enemy unit is selected to shoot, your opponent cannot use any abilities that would allow attacks to ignore the Look Out, Sir rule in order to target the bearer.

PRIZED RELICS
Prized Relics are a new category of Crusade Relics. An OBOLIS INVASION CHARACTER model of Battle-Hardened rank or higher can be given one of the following Prized Relics instead of one of the Crusade Relics presented in the Warhammer 40,000 Core Book. Prized relics can only be given to a model immediately after playing a battle that is part of an Obolis Invasion Campaign; each time such a relic is given to a model in your Crusade Force, the war zone points you contribute to your alliance for that battle is reduced by 1 (to a minimum of 0).

Metalican Augmentation

As a mark of respect for lending aid to their forge world in its hour of need, the Tech-Priests of Metalica bless one of your weapons with their finest augmentations.

IMPERIUM INFANTRY model only. When a model gains this Crusade Relic, select one weapon it is equipped with that does not have a Weapon Enhancement and is not a Relic or Crusade Relic. That weapon gains two Weapon Enhancements (it cannot be the same Weapon Enhancement twice). These Weapon Enhancements do not further increase the model’s Crusade points.

Abaddon’s Writ

This unassuming bone pendant bears Abaddon's personal sigil, and authority and respect are afforded to those who bear it. Should a recipient fail the Despoiler though, they will live to regret it, for the bone that the pendant is carved from is taken from the previous soul who bore such a favour, and who was found wanting.

CHAOS INFANTRY model only.
  • Add 3" to the range of this model’s aura abilities.
  • This model has the Objective Secured ability, and counts as 6 models when determining control of an objective marker.

The Pain Siphon

This small trinket, made from a dark crystal, glows bright when exposed to fear and suffering. The pallid light bestows unnatural vitality and strength upon the bearer, as well as affording them a limited degree of prescience - allowing them to glimpse the deaths of enemies in the moments before such a fate is sealed.

INFANTRY model (excluding IMPERIUM and CHAOS models) only. If an enemy unit fails a Morale test while within 6" of the bearer, until the end of the battle, each time the bearer makes an attack, you can re-roll the hit roll, wound roll and damage roll.

Battle Traits

When an OBOLIS INVASION unit gains a Battle Trait, you can use one of the tables below instead of one from another source to determine what Battle Trait the unit has gained. To do so, roll one D6 and consult the appropriate table, or choose a Battle Trait from the appropriate table that tells the best narrative for your unit. All the normal rules for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any Battle Honour, make a note on the unit's Crusade card when it gains a Battle Trait and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.

CHARACTER UNITS
D6TRAIT
1-2Cogent and Determined

Focused on overarching strategic goals, this commander orders their soldiers towards the greater victory, rather than looking only to the most immediate threats.

In your Command phase, select one friendly unit within 6" of this unit, then select one option from the list below.
  • Until the start of your next Command phase, each time that unit performs an action, it can shoot without that action failing.
  • Until the start of your next Command phase, that unit can attempt to perform a psychic action instead of attempting to manifest one psychic power, rather than any.
3-4Lead from the Front

This hero earned much glory on the bloody fields of Metalica, and not by sitting back and letting their warriors do all the fighting for them.

While this unit is within 6" of your opponent's deployment zone:
  • It is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit, instead of 3" horizontally and 5" vertically. Each time models in this unit make a Heroic Intervention move, so long as it ends that move closer to the closest enemy model, it can move up to 6". All other rules for Heroic Interventions still apply.
  • At the start of the Fight phase, if this unit is within Engagement Range of any enemy units, it can fight first that phase.
5-6Master of the Counter-attack

This cunning warrior knows precisely when to commit to the battle in order to have the most impact.

In a battle that uses Strategic Reserves, this unit is ignored for the purpose of determining the combined power rating of units placed into strategic reserves. If it is TITANIC, its power rating is halved (rounding down) for this purpose instead.
ANY UNIT (EXCLUDING VEHICLE AND MONSTER UNITS)
D6TRAIT
1-2Unwavering Conviction

These warriors will not be cowed or broken whilst their goal is within their grasp.

While this unit is within range of an objective marker, each time a Combat Attrition test is taken for it, you can ignore any or all modifiers to that test.
3-4Dig In

This unit earned a reputation for being dependable in the face of the enemy, holding onto vital tactical sites despite every attempt to drive them away.

While this unit is within range of an objective marker, each time an enemy unit declares a charge against it, if it is not within Engagement Range of any enemy units, it can Hold Steady or Set to Defend.
5-6Zealous Defence

This unit launches itself at the foe with perfervid zeal in order to swiftly and decisively command the battle ground.

At the start of the Fight phase, if this unit is within range of an objective marker and it also within Engagement Range of any enemy units, it can fight first that phase.
IMPERIUM VEHICLE UNITS
D6TRAIT
1-2Defiant Machine Spirit

This machine spirit is unperturbed by the enemies before it, refusing to yield while its foes still stand.

If this model's characteristics change as it suffers damage, once per battle, in your Command phase, you can use this ability. Until the start of your next Command phase, this model is considered to have double the number of wounds remaining for the purposes of determining its characteristics. If this battle trait was randomly generated for a VEHICLE unit whose characteristics do not change as it suffers damage, re-roll until a different battle trait is generated.
3-4Emotion is a Weakness

This machine spirit has been expunged of rage and choler in favour of cald, ruthless logic.

  • Each time a ranged attack is made by a model in this unit, if its unit Remained Stationary in your previous Movement phase, add 1 to that attack’s hit roll.
  • Change the Weapon Skill characteristic of models in this unit to 6+.
  • Halve the Move characteristic of models in this unit.
5-6Sterile Purge

Embracing the Metalican way of sterile purity, this vehicle purges its enemies from every crack and crater.

Each time an attack made by a model in this unit targets a unit that is wholly within an Area Terrain feature, re-roll a wound roll of 1.
CHAOS VEHICLE UNITS
D6TRAIT
1-2Thirst for Violence

The machine spirit that once dwelled within has been consumed and replaced by a malevolent, bloodthirsty daemon.

Each time an attack made by a model in this unit targets the closest enemy unit, re-roll a wound roll of 1.
3-4Hull Growth

Crystalline warp growths on the hull of this vehicle absorb and refract incoming fire, greatly reducing their impact.

Each time an attack with a Strength characteristic of 7 or less is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1). This is not cumulative with any other abilities that reduce the Damage characteristic of an attack.
5-6Frenzied Spirit

This machine growls like a hunting beast, always eager to close in for the kill.

  • Add 1" to the Move characteristic of models in this unit.
  • Add 1 to Advance and charge rolls made for this unit.
VEHICLE AND MONSTER UNITS (EXCLUDING CHAOS AND IMPERIUM UNITS)
D6TRAIT
1-2Piratical Raider

Never fight the foe on their own terms, and never depart from battle without offering a parting gift.

  • This unit is eligible to shoot in a turn in which it Fell Back.
  • Each time a model in this unit makes a ranged attack, if its unit Fell Back this turn, reduce its Ballistic Skill characteristic by 1 for that attack.
3-4Fickle Raider

Choose your battles wisely, and keep an eye open for a better choice to present itself.

This unit is eligible to charge in a turn in which it Fell Back.
5-6Lie in Wait

It is not the first shots of battle that are the most decisive, but rather the first shots that find their mark.

Add 1 to armour saving throws made for models in this unit during the first battle round.

Weapon Enhancements

Each time an OBOLIS INVASION unit gains a Weapon Enhancement, you can use the list below for a Ranged Weapon instead of one of the tables in another source to determine what Weapon Enhancement the unit has gained. Unlike other Weapon Enhancements, which have a table that can be rolled on to select randomly, you must select which Weapon Enhancement is gained. Each weapon can only have a single Weapon Enhancement from the following list. All of the other rules for Weapon Enhancements, as described in the Warhammer Core Book, still apply.

As with any Battle Honour, make a note on the unit's Crusade card when it gains a Weapon Enhancement and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.

RANGED WEAPON ENHANCEMENT
Rad-Infused Ammunition

This pistol’s ammunition has been upgraded ro house unstable radioactive cores.

Pistol weapon only. Each time an attack made with this weapon is allocated to an enemy model:
  • That model cannot use any abilities that reduce the Strength, Armour Penetration or Damage characteristics of that attack.
  • Rules that ignore wounds cannot be used.
Capacitor Loader

This weapon has been fitted with enhanced magazine capacitors to increase its lethality at all ranges.

Rapid Fire weapon only.
  • Each time the bearer shoots with this weapon, the target is always considered to be within half range when determining the number of attacks it makes.
  • Each time an attack made with this weapon targets a unit within half range, add 1 to that attack’s hit roll.
Suspensor Gyros

This weapon enhancement stabilises the weapon's aim so that the wielder can fire from the hip oк full pace without loss of accuracy.

Assault weapon only.
  • Each time an attack is made with this weapon, the bearer does not suffer the penalty to the hit roll for Advancing.
  • The bearer is eligible to shoot with this weapon in a turn in which it Fell Back.
Recoil Dampeners

This device compensates for viscous recoil, allowing the bearer to wield even the heaviest of weapons as they would a small firearm.

Heavy weapon only.
  • Each time an attack is made with this weapon, if the bearer is an INFANTRY model, it does not suffer the penalty to the hit roll for moving.
  • Each time the bearer fires Overwatch, attacks with this weapon score hits on unmodified hit roll of 5+ instead of 6.
Auto-targeting System

This haptic device guides the wielder's aim so they can track even those foes that bound skyward from the battlefield.

Each time an attack is made with this weapon against a unit that can FLY, add 1 to that attack's hit roll.
Skyfire Interception System

Even supersonic aircraft cannot evade the wrath of a weapon equipped with this ancient piece of archeotech.

Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack's hit roll.

Requisitions

You can spend Requisition points (RPs) on the relevant Crusade Faction Requisitions listed below in addition to those found in other sources. This is determined by your Crusade force’s Faction keyword (e.g. IMPERIUM).

These requisitions can only be purchased immediately after playing a battle that is part of an Obolis Invasion Campaign; each time such a requisition is purchased the war zone points you contribute to your alliance for that battle is reduced by 1 (to a minimum of 0).

IMPERIUM Requisitions

OATH OF FEALTY1RP

During the Obolis Invasion, many Freeblade Knights swore to fight side-by-side with a Noble household once more, for the duration of the campaign at least.

Purchase this Requisition after playing a battle that is part of an Obolis Invasion Campaign. Select one OBOLIS INVASION FREEBLADE unit in your Crusade force. That model gains one additional <HOUSEHOLD> keyword (this must match the <HOUSEHOLD> keyword of at least one other model in your army, excluding other FREEBLADES). You can use this Requisition on each FREEBLADE model in your Crusade Force once.

CHAOS Requisitions

CHOSEN OF ABADDON2RP

Though several Warlords bear Abaddon's sigil during the Obolis Invasion, the Despoiler has chosen one to be first among equals. Where this warrior treads, whole armies tremble.

Purchase this Requisition after playing a battle that is part of an Obolis Invasion Campaign. Select one OBOLIS INVASION HERETIC ASTARTES CHARACTER unit of Heroic rank or higher from your Order of Battle. You can use the Warlord Trait Requisition on that unit without spending any additional Requisition points, without needing to have gained a rank, and even if that model already has a Warlord Trait. In addition, that model gains the CHOSEN OF ABADDON keyword. Your Order of Battle can only include one CHOSEN OF ABADDON model.
AELDARI, TYRANIDS, ORKS, NECRONS and T’AU EMPIRE Requisitions

BANE OF EMPIRES2RP

During the Obolis Invasion, many alien Warlord's made a name for themselves by seeking out, challenging and defeating the mightiest commanders they could find.

Purchase this Requisition after playing a battle that is part of an Obolis Invasion Campaign. If your OBOLIS INVASION WARLORD destroyed the enemy WARLORD during that battle, your WARLORD gains 5 additional experience points.
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.
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.
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.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
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.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
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.
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.
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.
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).
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
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.
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.
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.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

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

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.
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.
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).
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.
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.
Battle Honours
Units gain one Battle Honour each time they gain a rank. Sometimes, a unit can gain an additional Battle Honour by other means (such as by winning certain missions). There are several types of Battle Honours that can be bestowed onto a unit: Battle Traits, Psychic Fortitudes, Weapon Enhancements and Crusade Relics. Each time a unit gains a Battle Honour, it can select from one of those categories. A unit can never have more than six Battle Honours. Make a note of each Battle Honour a unit has on its Crusade card.

Each time a unit gains a Battle Honour you must increase its Crusade points total by 1 (if the unit has a Power Rating of 10 or less) or 2 (if the unit has a Power Rating of 11 or higher).

  • There are four types of Battle Honours:
    • Battle Traits: New skills and abilities.
    • Weapon Enhancements: Upgrade an item of wargear.
    • Psychic Fortitudes: Boosts a unit's psychic might.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points by:
    • 1 if unit has a Power Rating or 10 or less.
    • 2 if unit has a Power Rating of 11 or more.

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.
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.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

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

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
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. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. 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).
Look out, Sir
Models cannot target a unit that contains any CHARACTER models with a Wounds characteristic of 9 or less with a ranged weapon while that CHARACTER unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more VEHICLE or MONSTER models with a wounds characteristic of 10 or more.
  • A friendly non-CHARACTER unit that contains 1 or more VEHICLE or MONSTER models.
  • A friendly non-CHARACTER unit that contains 3 or more models.
In all cases, if that CHARACTER unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that CHARACTER unit is the closest enemy unit to the firing model, ignore other enemy units that contain any CHARACTER models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy CHARACTER with 9 or less wounds while it is within 3" of a friendly unit that contains 1 MONSTER, 1 VEHICLE or 3+ other models (excluding CHARACTER models with 9 or less wounds) unless it is the closest target.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.
Manifesting Psychic Powers
The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round. When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units.

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

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

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
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.
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.
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.
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.
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.
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.
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.
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.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Number of Attacks (shooting)
When a model shoots a ranged weapon, it will make a number of attacks. You make one hit roll for each attack being made.

The number of attacks that a model makes with a ranged weapon is equal to the number written on that weapon’s profile after its type. For example, a model shooting an ‘Assault 1’ weapon can make one attack with that weapon; a model firing a ‘Heavy 3’ weapon can make three attacks, and so on.

  • All of a ranged weapon’s attacks must be made against the same target unit.
  • Number of attacks = number after weapon’s type.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
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.
Flying
If a unit’s datasheet has the FLY keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • FLY models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • FLY models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.
Crusade Faction
When you start a Crusade force, you must decide what its Crusade Faction will be - this must be one of the following Faction keywords:
  • IMPERIUM
  • CHAOS
  • AELDARI
  • TYRANIDS
  • ORKS
  • NECRONS
  • T’AU EMPIRE
In a Crusade force, all of the units in your Order of Battle (see below), with the exception of those that are UNALIGNED, must have at least one Faction keyword in common (e.g. IMPERIUM or CHAOS). If a unit does not have the correct Faction keyword, it cannot be included in your Order of Battle.

  • Crusade Faction: All units in your Crusade force must share this keyword (or be UNALIGNED).
WARLORD TRAIT1RP
Purchase this Requisition when you add a Crusade card for a CHARACTER unit to your Order of Battle, or when a CHARACTER in your Order of Battle gains a rank. You can give that CHARACTER one Warlord Trait (even if they are not your Warlord - in battle, this CHARACTER is only considered your Warlord for the purposes of this trait). This must still be a Warlord Trait it can have; any Warlord can have the Inspiring Leader Warlord Trait (see below). Alternative Warlord Traits can be found in other publications. Make a note of the Warlord Trait on the unit’s Crusade card and add 1 to its Crusade points total (+2 instead if the CHARACTER is TITANIC). This Warlord Trait is permanent to this unit, and cannot be removed or changed. No model can have more than one Warlord Trait and the same Warlord Trait cannot be included more than once by any model in your Order of Battle.*

Inspiring Leader (Warlord Trait, Aura)
Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
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.
© Vyacheslav Maltsev 2013-2021