The world of Vigilus became a focal point for bloody conflict when an emergence of the Great Rift left it as an Imperial beachhead amidst the darkness of the Imperium Nihilus. Beset first by Orks and xenocultists, then besieged by the heretical armies of the Despoiler himself, it has burned and burned again.



The world of Vigilus lies at the galactic-northern end of the anomalous realspace passage known as the Nachmund Gauntlet. Few but Abaddon know that the planet is entangled via primordial alien energies with the distant world of Sangua Terra that lies at the channel’s southern end, and that this effect holds the Nachmund Gauntlet open amidst the raging fury of the Great Rift. Few, however, could fail to recognise the strategic importance of Vigilus as the gateway to the Nachmund Gauntlet, nor the gauntlet itself as a vital causeway between the Imperium Sanctus and the Imperium Nihilus. It is for these reasons that loyalist and traitor alike spend years embroiled in a furious war for Vigilus. The conflict saw the very world itself shaken to its foundations, saw the powers of the warp wielded like weapons to taint the crucial world, and culminated - or so it seemed - in a clash of demi-gods atop Vigilus’ towering spires. Marneus Calgar met Abaddon the Despoiler in single combat, seeking to divert the Warmaster’s attention long enough for the perfidious Aeldari to launch a surprise strike intended to destroy Abaddon’s flagship, the Vengeful Spirit. It was a duel that ended with Calgar at death’s door, mortally wounded by the Despoiler and spirited away by his battle-brothers for life-saving surgery. At the same time, the Vengeful Spirit was so sorely damaged that it’s shipmaster sought to flee into the warp rather than lose the craft entirely. Compelled to teleport back to his vessel rather than have it stolen from him, Abaddon quit Vigilus as well. Yet the planet remained a furious battleground between Imperial, Heretic and xenos armies, and the war rages on unabated.

This pack contains a range of missions from Combat Patrols to mighty Onslaught engagements, set upon that war-torn world and focused around the idea of rival faiths and their fanatical adherents. Also included are Battle Traits to enhance the abilities of your Priest models, along with the rules to transform your heroes into the avatars of their chosen gods.

Books

BookKindEditionVersionLast update
  Crusade Mission Pack: Wars of Faith
  Crusade Mission Pack: Wars of FaithExpansion9

WARS OF FAITH GAMES

A Wars of Faith game is waged by following the sequence below:

1. Select Battle Size

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

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

2. Determine Mission

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



3. Read Mission Briefing

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

4. Muster Armies

Each player must then select a Battle-forged army. The Power Level of each player’s army, and the number of Command points each player starts with when they begin mustering their army, are shown in the table below:

ARMY
BATTLE SIZEMAXIMUM POWER VALUE OF EACH ARMYCOMMAND POINTS
Combat Patrol253
Incursion506
Strike Force10012
Onslaught15018

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

5. Select Agendas

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

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

AGENDAS
BATTLE SIZEAGENDAS
Combat Patrol1
Incursion2
Strike Force3
Onslaught4

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

6. Create the Battlefield

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

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

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

7. Determine Attacker and Defender

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

8. Place Objective Markers

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

9. Choose Deployment Zone

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

10. Declare Reserves and Transports

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

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

11. Deploy Armies

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

12. Determine First Turn

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

13. Resolve Pre-battle Abilities

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

14. Begin the Battle

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

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

15. Ending the Battle

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

16. Determine Victory

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

17. Update Crusade Cards

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

1. Take Out of Action tests

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

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

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

2. Update Experience Points

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

3. Determine Battle Honours

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

4. Update Combat Tallies

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

18. Update Order of Battle

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

Wars of Faith

This Crusade mission pack allows your Crusade force to take part in the wars of faith that engulfed the Nachmund system. Abstracted categories of faith are presented below, allowing you to represent the belief systems of the major factions in this warzone, alongside some guidance as to which is most suitable for your Crusade force should your faction not be represented here.

Your army will begin its track with little in the way of gifts from your chosen patron, but as you progress, casting down your opponents idols and completing your own Agendas along the way, you will earn Belief points, granting your force greater rewards as it forges a path of faith and fire across the system. Should you accrue enough Belief points, you can even upgrade character models from your army to become paragons of your deity, carrying their gilts with them as your Crusade force continues its quest onwards. Be warned, however - fail to please your divine benefactors and they may well turn from you, casting their gaze on those more deserving of their rewards.

Beliefs of the Dark Millennium

The first time you play a Wars of Faith battle, you must determine the particular Faith for your Crusade force to follow based on the most common Faction keyword in your Order of Battle. You can do this by selecting the one that you feel is most appropriate or selecting the recommended Faith from the list below.

Your Crusade force will start with 0 Belief points. Make a note of your Crusade forces selected Faith and its number of Belief points on your Order of Battle.

Recommended Faiths

We recommend using the following Faiths for the respective factions:

Belief Points and Idols

The missions in this pack include Idols. Idols are physlical manifestations of your Crusade force’s devotion to their chosen deity and are represented by a marker on the battlefield. In some missions your army will start with one or more Idols already on the battlefield; in others, units from your army will need to construct them by performing actions.

Idols are represented using any marker. When setting up Idol markers on the battlefield, always place them so that they are centred on the point specified by the mission.

Your army’s Idols will have access to a number of abilities based on your Crusade force’s current Belief Level, which is determined by the number of Belief points you have accrued, as shown in the table below, The higher your forces Belief Level, the more abilities your Idols will have access to. At the start of each battle round, you can select one of the abilities that your Idols have access to and, until the end of the battle round, all of your Idols will gain that ability.

The abilities that your Idols have access to depends on which Faith you have chosen, and can be found here.

BELIEF POINTSBELIEF LEVEL
0-31
4-82
9-153
16-244
25+5

Prove Your Worth


Divinity Range

Many of the Idols’ abilities refer to a Divinity Range. This is a distance in inches that will be specified as part of each missions rules, and can even change over the course of a battle depending on the actions of both you and your opponent. When measuring distances to and from an Idol, always measure to and from the centre of that Idol’s marker.

Anathema Faiths

Each Faith also has one or more Anathema Faiths, these are belief structures that are so diametrically opposed to one another that they drive their followers into a religious fervour in an attempt to cast down the opposing religion. When playing a battle against an opponent whose Crusade force is dedicated to a Faith that is an Anathema to your own, treat your Crusade force’s Belief Level as 1 higher than normal.

Idol Icon

The following symbols are used to show the locations of any Idols on the battlefield, with the colour of the symbol indicating which player that Idol belongs to.

Paragons

Each Faith has a Paragon ability that can be found in Faiths section. A CHARACTER model in your Crusade force can gain the PARAGON keyword and your faith’s Paragon ability in one of two ways:
  • The mission briefing will specify that one or more models can gain them. When gained in this way, the keyword and the associated ability are only gained by those models for the duration of the battle and are lost at the end of the battle.
  • A model can gain them by using the Paragon of Faith Requisition. When gained in this way, the keyword and associated ability are gained by that model permanently.

Units in your army can perform the following action:

Make Offering (Action): One or more PARAGON units from your army can start to perform this action at the start of your Command phase. Each unit from your army that starts to perform this action must be within Divinity Range of a different one of your Idols. The action is completed at the end of your next Movement phase. If this action is successfully completed, select one of the abilities that your Idols have access to and which that Idol does not currently have. Until the start of your next Command phase, that Idol gains that ability in addition to the one it currently has.’

Faiths

Faith: Machina Eternal

Anathema Faith: Timeless Trickery

Some races or factions within the galaxy believe in the primacy of the holy machine, viewing energy flowing through circuitry and servos as a divine force that gives life to all. Others arc themselves superior mechanical beings, offering worship not to any god but instead to their own android magnificence and ironclad might.


BELIEF LEVELIDOL ABILITIES
1+

REPAIR SPIRITS

At the start of your Command phase, each VEHICLE and CORE model from your army within Divinity Range of any of your Idols regains 1 lost wound.

2+

FOCUSED DETERMINATION

Each time you spend a Command point to use the Command Re-roll Stratagem, if the roll being re-rolled is made for a unit within Divinity Range of any of your Idols, you can roll one D6: on a 4+, that Command point is refunded.

3+

MACHINE GUIDANCE

In your Command phase, select one unit from your army within Divinity Range of this Idol. Until the start of your next Command phase, each time a model in that unit makes an attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.

4+

SUBSERVIENT MACHINE SPIRITS (AURA)

While a VEHICLE unit from your army is within Divinity Range of this Idol, that unit gains the Objective Secured ability. If a model in that unit already has this ability, it counts as one additional model when determining control of an objective marker.

5

SPIRITUAL CONSCIOUSNESS

In your Command phase, select one VEHICLE or CORE unit from your army within Divinity Range of this Idol. Until the start of your next Command phase, each time a model in that unit makes a ranged attack, you can re-roll the hit roll.


PARAGON ABILITY: IRON WILL

Blessed with a mind of whirring mechanisms and a singularly energised drive, this being embodies the supreme artificial focus of the divine machine.

Once per battle round, when a saving throw is failed for this model, it can choose to use this Paragon ability. If it does, the Damage characteristic of that attack is changed to 0.

Recommended Factions: ADEPTUS MECHANICUS, NECRONS.

Faith: Purity of Dedication

Anathema Faith: Dark Fervour, Timeless Trickery

Even secular warriors can venerate those who have come before them, the magnificent relics that they left behind, and the mighty cause for which they laid down their lives. To dedicate oneself so completely to one’s duty is a powerful, almost spiritual act in its own right, and for those martial societies who embrace this discipline it can prove a source of great strength and fortitude.


BELIEF LEVELIDOL ABILITIES
1+

PROFOUND ORATORY (AURA)

While a unit from your army is within Divinity Range of this Idol, each time that unit recites a litany or intones an invocation, add 1 to the roll to see if it is inspiring.

2+

SUPREME FOCUS

Each time you spend a Command point to use the Counter-Offensive or Fire Overwatch Stratagem, if the unit from your army that you select is within Divinity Range of any of your Idols, you can roll one D6: on a 5+, that Command point is refunded.

3+

GROUNDING PRESENCE (AURA)

While an INFANTRY unit from your army is within Divinity Range of this Idol, in your Shooting phase that unit counts as having Remained Stationary in your previous Movement phase.

4+

UNSHAKEABLE CERTAINTY (AURA)

While a unit from your army is within Divinity Range of this Idol, that unit automatically passes Morale tests.

5

STALWART DEFENDERS

In your Command phase, select one INFANTRY unit from your army within Divinity Range of this idol. Until the start of your next Command phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the attacker may have.


PARAGON ABILITY: MASTERY OF SELF

This warrior stands as an exemplar of all that they and their fellows fight for, a living weapon honed to perfection in the name of their cause.

Each time this model is selected to shoot or fight, you can re-roll one hit roll and you can re-roll one wound roll when resolving this model’s attacks.

Recommended Factions: ADEPTUS ASTARTES, ADEPTUS CUSTODES, T’AU EMPIRE.

Faith: Divine Piety

Anathema Faith: Dark Fervour

Many are the cults of martyrdom and selfless sacrifice throughout the Imperium and beyond. Amidst such apocalyptic and never-ending wars, hope springs from the most macabre sources.


BELIEF LEVELIDOL ABILITIES
1+

DIVINE CHANNELLING

At the start of your Command phase, select one unit from your army within Divinity Range of any of your Idols. Until the start of your next Command phase, add 3" to the range of that unit’s aura abilities (to a maximum of 12").

2+

HEROIC INSPIRATION (AURA)

While a unit from your army is within Divinity Range of this Idol, each time that unit is selected for an Epic Deed Stratagem and each time an Epic Deed Stratagem is used when that unit is selected to shoot or fight, for each Command point spent on that Stratagem, roll one D6: on a 5+, that Command point is refunded.

3+

SACRED RESOLUTION (AURA)

While a unit from your army is within Divinity Range of this Idol, each time an enemy unit declares a charge against that unit, if that unit from your army is not within Engagement Range of any enemy units, it can Hold Steady or Set to Defend.

4+

DEFY THE HERETIC (AURA)

While a unit from your army is within Divinity Range of this Idol, each time a model in that unit would lose a wound as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost.

5

DEVOUT MARTYRDOM

In your Command phase, select one unit from your army within Divinity Range of this Idol. Until the start of your next Command phase, while that unit is still within Divinity Range of this Idol, each time a model in that unit is destroyed by an attack made by an enemy model, roll one D6. On a 4+, do not remove the destroyed model from play - it can, after the attacking model’s unit has finished making its attacks, either shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase. After resolving these attacks, the destroyed model is then removed.


PARAGON ABILITY: HOLY ABJURATION

The miraculous strength offervent belief can shield the true believer from corruption.

  • In your opponents Psychic phase, this unit can attempt to deny one psychic power as if it were a PSYKER. If this unit is a PSYKER, it can attempt to deny one additional psychic power in each of your opponent’s Psychic phases.
  • Add 2 to Deny the Witch tests taken for this unit.
  • This unit gains the Objective Secured ability.

Recommended Factions: ADEPTA SORORITAS, ASTRA MILITARUM, IMPERIAL KNIGHTS, TYRANIDS, GENESTEALER CULTS.

Faith: Dark Fervour

Anathema Faith: Divine Piety, Purity of Dedication

It is a dark and bloody age, ruled by the warmonger and the destroyer. Many savage belief systems arise in such times, cults of battle for battles sake, and of the spilling of life-blood in the name of thirsting deities.


BELIEF LEVELIDOL ABILITIES
1+

VICIOUS ZEALOTRY

Each time you use the Cut Them Down Stratagem, if the enemy unit is Falling Back from a unit from your army that is within Divinity Range of this Idol, that enemy units suffers 1 mortal wound for each result of 4+, instead of 6.

2+

BLOOD OFFERING

At the end of any phase, if an enemy unit that started that phase within Divinity Range of any of your Idols has been destroyed, you gain 1 Command point. You cannot gain more than 1 Command point per battle round from this ability.

3+

CULLING OF BLADES (AURA)

While a unit from your army is within Divinity Range of this Idol, each time a model in that unit makes a pile-in or consolidation move, it can move up to an additional 2" (to a maximum of 5").

4+

DEATH MISSIONARIES

In your Command phase, select one unit from your army within Divinity Range of this Idol. Until the start of your next Command phase, each time that unit finishes a charge move, select one enemy unit within Engagement Range of that unit. Roll one D6 for each model in that unit from your army: for each 5+, that enemy unit suffers 1 mortal wound.

5

BRUTAL DEATH-THROWS (AURA)

While a unit from your army is within Divinity Range of this Idol (excluding VEHICLE units), each time a model in that unit is destroyed as the result of a melee attack, after the attacking unit has finished making their attacks, roll one D6: on a 6, the attacking unit suffers 1 mortal wound.


PARAGON ABILITY: AVATAR OF FEROCITY

Whether through channelling a desire for endless murder, or unleashing the absolute joy of unfettered battle-fury and wanton violence, this warrior has become like a blade in their gods’ hands. They carve a path of ruin through their foes, always seeking more to fight and slay.

Each time this model makes a melee attack, an unmodified hit roll of 6 scores one additional hit.

Recommended Factions: CHAOS KNIGHTS, DRUKHARI, KHORNE, ORKS, NURGLE.

Faith: Timeless Trickery

Anathema Faith: Machina Eternal, Purity of Dedication

Some faiths in the 41st Millennium espouse cunning and subtlety, the arts of warpcraft and manipulation. For some this is a path into glorious damnation, of willingly succumbing to the beings of the warp in return for great power. For others it is quite the opposite, a tightrope trodden with infinite care towards a glimmer of perilous hope.


BELIEF LEVELIDOL ABILITIES
1+

WARP-FILLED DISCIPLES (AURA)

While a PSYKER unit from your army is within Divinity Range of this Idol, each time that unit manifests a psychic power that deals one or more mortal wounds to any enemy units, select one of those enemy units. That enemy unit suffers 1 additional mortal wound.

2+

ENLIGHTENED FOLLOWERS (AURA)

While a PSYKER unit from your army is within Divinity Range of this Idol, each time that unit manifests a psychic power, if the unmodified result of that Psychic test was 10+, you gain 1 Command point. If that PSYKER unit has the TZEENTCH keyword, you gain 1 Command point on an unmodified Psychic test result of 9+ instead. You cannot gain more than 1 Command point per battle round from this ability.

3+

AETHERIC WINDS (AURA)

While a PSYKER unit from your army is within Divinity Range of this Idol, the first time that unit manifests a psychic power this turn, after that psychic power has been resolved, that unit can make a Normal Move of up to 3".

4+

UNSEEN GIFTS

In your Command phase, select one PSYKER unit from your army within Divinity Range of this Idol. Until the start of your next Command phase, each time that unit is selected to shoot or fight, you can re-roll one hit roll and you can re-roll one wound roll when resolving that unit’s attacks.

5

DEVOTEE UPLIFTED

In your Command phase, select one PSYKER unit from your army within Divinity Range of this Idol. Until the start of your next Command phase, you can re-roll Psychic tests and re-roll Deny the Witch tests taken for that unit.


PARAGON ABILITY: EMPYRIC INFLUENCE

Either this warrior has gained a powerful and unnatural patron in the warp, or else they are able, through manipulation and cunning, to influence its tides for their own benefit.

Each time a psychic power is manifested by this unit, increase the range of that psychic power by 6" (if that psychic power specifies multiple ranges, add 6" to the first range specified in that psychic power only).

Recommended Factions: AELDARI, SLAANESH, TZEENTCH.

Priest Battle Traits

Regardless of the creed they follow or the deities to which they offer praise, priests, demagogues and avatars of the faith exhibit many traits and abilities in common. The longer a cleric of war preaches their holy word amidst the blood and fire of the battlefield, the more skilled they become in the art of compelling all around them to fight and die in the name of the gods.

When a PRIEST unit gains a Battle Trait after having played a Wars of Faith battle, you can use the table below instead of one of the tables in the Warhammer 40,000 Core Book to determine what Battle Trait the unit has gained. To do so, roll one D6 and consult the table to randomly determine what Battle Trait the unit gains, or choose a Battle Trait 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.

PRIEST BATTLE TRAITS
D6TRAIT
1Divine Inspiration

Some priests let the spirit of their deities guide their words, speaking not from dogmatic texts but by instinct and from the heart.

Once per battle, in your Command phase, instead of reciting one of the litanies, intoning one of the hymns or chanting one of the prayers that this PRIEST knows, it can recite one litany, intone one hymn or chant one prayer that it does not know (this must still be one of the litanies, hymns or prayers that it could have known when it was added to your Order of Battle).
2Holy Protection

Even as this demagogue inspires their comrades with pious proclamations, so they are rewarded in body as well as spirit, their hurts miraculously healed as proof of their gods’ favour.

Each time this PRIEST recites a litany, intones a hymn or chants a prayer, when rolling to see if it is inspiring or if it is heard, on an unmodified roll of 5+, this PRIEST regains one lost wound.
3Divine Guidance

In the preaching of this priest are seeds of strategic wisdom, tactical parables that inspire cunning martial conquest.

Each time this PRIEST recites a litany, intones a hymn or chants a prayer, when rolling to see if it is inspiring or if it is heard, on an unmodified roll of 6, you gain 1 Command point. You cannot gain more than 1 Command point per battle round from this ability.
4Shield of Piety

So great is the manifest holy will of this pious warrior that they can unmake their enemies’ empyric manifestations by sheer will.

Once per battle round, when this PRIEST recites a litany, intones a hymn or chants a prayer, if it is inspiring or if it is heard, in your opponent’s next Psychic phase, this PRIEST can attempt to deny one psychic power as if it were a PSYKER. If this PRIEST is a PSYKER, it can attempt to deny one additional psychic power in your opponent’s next psychic phase.
5Divine Demagogue

So great is this priest’s faith that their words ring out like the peals of a mighty bell, rolling across the field of war.

Each time this PRIEST recites a litany, intones a hymn or chants a prayer, add 3" to the range of that litany, hymn or prayer (to a maximum of 12").
6Transcendent Barrier

The might of the priest’s god burns from within them as they bellow their prayers, blinding the foe with its ferocity.

Once per battle round, when this PRIEST recites a litany, intones a hymn or chants a prayer, if it is inspiring or if it is heard, until the start of your next Command phase, each time an attack is made against this PRIEST, subtract 1 from that attack’s hit roll.

Requisitions

BLOOD SACRIFICE1RP

Primitive and barbaric it may be, but to sacrifice the flesh and blood of comrades is a potent offering to the gods.

Purchase this Requisition at any time, if your Crusade force has the Dark Fervour or Timeless Trickery Faith. Select one INFANTRY, CAVALRY or BIKER unit from your Order of Battle. That unit gains D3 Battle Scars and your Crusade force gains 3D3 Belief points.
THIEF OF FAVOUR1RP

Through deceit and religious politicking, or else by the selfless sacrifice of others, one mighty warrior is advanced above all others in their deity's favour.

Purchase this Requisition at any time, if your Crusade force has the Dark Fervour or Timeless Trickery Faith and has at least 3 Belief points. Select one CHARACTER unit from your Order of Battle. Your Crusade force loses D3 Belief points and that unit gains 2D3 experience points.
EXEMPLAR OF THE FAITH1RP

Through their might, courage, and ruthlessness, a hero steps from amongst the ranks and wins divine favour for all through their exemplary acts.

Purchase this Requisition after winning a Wars of Faith battle, if your Crusade force has the Machina Eternal, Purity of Dedication or Divine Piety Faith and one of the units from your army that had the PARAGON keyword during that battle gained a rank. Your Crusade force gains 2D3 Belief points.
HEALING FORCE1RP

Through what appears to be miraculous means, a wounded warriors hurts are mysteriously healed.

Purchase this Requisition at any time, if your Crusade force has the Machina Eternal, Purity of Dedication or Divine Piety Faith and at least 6 Belief points. Select one unit from your Order of Battle. That unit loses all Battle Scars it has and your Crusade forces loses 2D3 Belief points.
PARAGON OF FAITH1RP

As the fervour of their fellows reaches fever pitch, one amongst the army achieves a kind of apotheosis, empowered by the outpouring of their comrades’ zealotry.

Purchase this Requisition at any time, if your Crusade force has a Belief Level of 5. Select one CHARACTER model from your Order of Battle (excluding PARAGON models). That model gains the PARAGON keyword, your Faith’s Paragon Ability, and its Crusade points total is increased by 1 - make a note on their Crusade card. Your Crusade force loses 15 Belief points.

Agendas

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

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

Purge the Enemy

SLAY THE BELIEVERS
Wars of Faith Agenda
Keep a Slain Believers tally for each unit from your army. Add 1 to a unit’s Slain Believers tally each time it destroys an enemy PARAGON unit. Each unit gains 3 experience points for every mark on its Slain Believers tally.

If at least one enemy PARAGON unit was destroyed, your Crusade force gains 1 Belief point. If all of the enemy PARAGON units were destroyed, your Crusade force gains 3 Belief points instead.
CHOSEN ONES
Wars of Faith Agenda
Keep a Chosen Ones tally for each PARAGON unit from your army. Add 1 to a unit’s Chosen Ones tally each time it destroys an enemy unit. Each unit gains 2 experience points for every mark on its Chosen Ones tally.

If the combined total of all of your units’ Chosen Ones tallies is:
  • 2, your Crusade force gains 1 Belief point.
  • 3 or more, your Crusade force gains 2 Belief points.
PRIORITY TARGET
Wars of Faith Agenda
Keep a Priority Target tally for each unit from your army. Add 1 to a unit’s Priority Target tally each time it destroys an enemy VEHICLE or MONSTER unit. Each unit gains 2 experience points for every mark on its Priority Target tally.
TITAN HUNTER
Wars of Faith Agenda
Keep a Titan Hunter tally for each unit from your army. Add 1 to a unit’s Titan Hunter tally each time it destroys an enemy TITANIC unit. Each unit gains 4 experience points for every mark on its Titan Hunter tally.

No Mercy, No Respite

FALSE DEITY
Wars of Faith Agenda
Keep a False Deity tally for each unit from your army. Each time an enemy unit is destroyed by a unit from your army during a phase, if that enemy unit had started that phase within Divinity Range of any of your opponent’s Idols, add 1 to the False Deity tally of that unit from your army. Each unit gains a number of experience points equal to their False Deity tally.

If the combined total of all of your units’ False Deity tallies is:
  • 3-4, your Crusade force gains 1 Belief point.
  • 5 or more, your Crusade force gains 2 Belief points.
STRENGTH OF TRUTH
Wars of Faith Agenda
Keep a Strength of Truth tally for each unit from your army. Each time an enemy unit is destroyed by a unit from your army, if that unit from your army is within Divinity Range of any of your Idols, add 1 to its Strength of Truth tally. Each unit gains a number of experience points equal to half their Strength of Truth tally, rounded up.

If the combined total of all of your units’ Strength of Truth tallies is:
  • 4-5, your Crusade force gains 1 Belief point.
  • 6 or more, your Crusade force gains 2 Belief points.
CULL THE HORDES
Wars of Faith Agenda
Keep a Cull the Hordes tally for each unit from your army. Add 1 to a unit’s Cull the Hordes tally each time it destroys six or more models in the same phase. Each unit gains a number of experience points equal to their Cull the Hordes tally.
REAPER
Wars of Faith Agenda
The unit in your army that has the highest combat tally of enemy units destroyed during the battle earns 2 experience points. If two or more units are tied, you choose which unit achieves this Agenda.

Warpcraft

SOW THE SEEDS OF DOUBT
Wars of Faith Agenda
Keep a Seeds of Doubt tally for each PSYKER unit from your army. Add 1 to a unit’s Seeds of Doubt tally each time it successfully completes the following psychic action:

Plant Seeds of Doubt (Psychic Action - Warp Charge 6): One PSYKER CHARACTER unit from your army can attempt to perform this psychic action in your Psychic phase if it is within 9" of any of your opponents PARAGON units.’

Each unit gains:
  • 1 experience point if their Seeds of Doubt tally is 1.
  • 3 experience points if their Seeds of Doubt tally is 2 or more.

If the combined total of all of your units’ Seeds of Doubt tallies is:
  • 1, your Crusade force gains 1 Belief point.
  • 2 or more, your Crusade force gains 2 Belief points.
PSYCHIC INTERFERENCE
Wars of Faith Agenda
Keep a Psychic Interference tally for each PSYKER unit from your army. Add 1 to a unit’s Psychic Interference tally each time it successfully completes the following psychic action:

Psychic Interference (Psychic Action - Warp Charge 6): One PSYKER CHARACTER unit from your army can attempt to perform this psychic action in your Psychic phase if it is within 12" of any of your opponent’s Idols.’

Each unit gains:
  • 2 experience points if their Psychic Interference tally is 1.
  • 5 experience points if their Psychic Interference tally is 2 or more.

If the combined total of all of your units’ Psychic Interference tallies is:
  • 2, your Crusade force gains 1 Belief Point.
  • 3 or more, your Crusade force gains 2 Belief points.
WITCH HUNTER
Wars of Faith Agenda
Keep a Witch Hunter tally for each unit from your army. Add 1 to a unit’s Witch Hunter tally each time it destroys an enemy PSYKER unit (add 3 instead if the destroyed mill was a PSYKER CHARACTER).

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

Shadow Operations

DESECRATE HOLY SITES
Wars of Faith Agenda
Keep a Desecrate Holy Sites tally for each PARAGON unit from your army. Add 1 to a unit’s Desecrate Holy Sites tally each time it successfully completes the following action:

Desecrate Holy Site (Action): One or more PARAGON units from your army can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be within 3" of a different one of your opponent’s Idols. The action is completed at the end of your turn and that Idol is said to be desecrated.’

Each unit gains a number of experience points equal to their Desecrate Holy Sites tally (to a maximum of 2 experience points).

At the end of the battle, if every one of your opponent’s Idols have been desecrated, or the combined total of all of your units’ Desecrate Holy Sites tallies is 3 or more, your Crusade force gains 3 Belief points.
SUPPLANT IDEOLOGY
Wars of Faith Agenda
Keep an Idol Construction tally for each unit from your army. Add 1 to a unit’s Idol Construction tally each time it successfully completes the following action:

Constructed Idol (Action): One INFANTRY unit from your army can start to perform this action at the end of your Movement phase if it is wholly within your opponent’s deployment zone and you do not have a Constructed Idol on the battlefield. The action is completed at the start of your next Command phase. If this action is successfully completed, set up a marker representing a Constructed Idol within 1" of that unit. The Constructed Idol is considered to be one of your Idols, but has a Divinity Range of 3". If, at the end of any turn, there are no units from your army within Divinity Range of that Idol and there are enemy units within Divinity Range of it, it is destroyed; remove the marker from the battlefield.’

Each unit gains 3 experience points if their Idol Construction tally is at least 1.

At the end of the battle, if you have a Constructed Idol on the battlefield, your Crusade force gains 3 Belief points.
SEARCH FOR ARCHEOTECH
Wars of Faith Agenda
Keep a Search for Archeotech tally for each unit from your army. Add 1 to a unit’s Search for Archeotech tally each time it successfully completes the following action:

Search for Archeotech (Action): One or more INFANTRY units from your army that are wholly within your opponent’s deployment zone can start to perform this action at the end of your Movement phase. The action is completed at the end of your turn.’

Each unit gains 3 experience points if their Search for Archeotech tally is at least 2.
DEPLOY VOX-RELAYS
Wars of Faith Agenda
At the start of the first battle round, but before the first turn begins, select one INFANTRY unit from your army. That unit can perform the following action:

Deploy Vox-relay (Action): One unit from your army can start to perform this action at the end of your Movement phase if it is within range of an objective marker that has not already got a Vox-relay deployed on it (see below). The action is completed at the end of your turn. If this action is successfully completed, that objective marker is said to have a Vox-relay deployed on it (the Vox-relay is ‘lost’ if your opponent controls the objective marker at the start of any phase).’

The unit gains 2 experience points for each objective marker on the battlefield that has one of your Vox-relays deployed on it at the end of the battle.

Battlefield Supremacy

LEAD BY EXAMPLE
Wars of Faith Agenda
Keep a Lead By Example tally for each PARAGON unit from your army. At the end of your turn, add 1 to a unit’s Lead by Example tally if it is wholly within 6" of the centre of the battlefield or wholly within your opponent’s deployment zone. Each unit gains 3 experience points if the total of its Lead by Example tally is 3 or more.

If the combined total of all of your units’ Lead by Example tallies is:
WHERE THEY ARE STRONGEST
Wars of Faith Agenda
At the end of the battle, select up to three units from your army (excluding AIRCRAFT units) that are wholly within 6" of any of your opponent’s Idols. Each of these units earns 2 experience points. If there are more units from your army wholly within 6" of your opponent’s Idols than there are enemy units, your Crusade force gains 3 Belief points.
SENTINEL
Wars of Faith Agenda
At the start of your first Command phase, select one objective marker that is on the battlefield and one unit from your army. That unit gains 4 experience points after the battle if, at the end of the battle, it is in range of that objective marker and you control that objective marker.
SURVIVOR
Wars of Faith Agenda
At the start of your first Command phase, select one unit from your army. That unit gains 2 experience points after the battle if it is not destroyed at the end of the battle, and an additional 2 bonus experience points if it is not below Half-strength. Units that have only a single model instead gain these bonus experience points if, at the end of the battle, the number of wounds that model has remaining is at least half their Wounds characteristic.

Combat Patrol Missions

Combat Patrol Mission

Covert Engagement
 1

MISSION BRIEFING
Aided by the faithful, you have successfully snuck a small but potent force into the heartland of your enemies’ faith, to where an idol has been raised in secret to your own gods. Strike now and prove their might.

MISSION RULES
Idols: Idols have a Divinity Range of 6".

Undermine Their Faith: While a unit from your army is within Divinity Range of any of your opponents Idols, subtract 1 from the Leadership characteristic of models in that unit.

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

Paragons: At the start of the first battle round, select one CHARACTER model from your army (excluding PARAGON models). Until the end of the battle, that model gains the PARAGON keyword and your Faith’s Paragon ability.

MISSION OBJECTIVES
Victory points are awarded as follows:

DOMINATE THE HEARTLAND
Progressive Objective

You have a chance to take over the heartland of your enemies' faith. Do not waste it!

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

Slaying the champions of the enemy's faith proves to your own supporters that they were right to take the risks they did in aiding your forces. You will not want for fervent support in the future if you succeed here.

At the end the battle, each player scores 30 victory points if their opponent does not have any PARAGON models on the battlefield.

VICTOR BONUS
The victor can select one of the following victor bonuses:

Combat Patrol Mission

Reconsecration
 2

MISSION BRIEFING
This region already boasts ancient idols that hold sway over the minds of the populace. Claiming them for your own deity will also aid you in claiming the support of the people.

MISSION RULES
Idols: Idols have a Divinity Range of 6".

Reconsecrate: Units in both players’ armies can attempt the following action:

Reconsecrate (Action): One unit from your army with the Objective Secured ability can start to perform this action at the end of your Movement phase if it is in range of an objective marker that does not have one of your totems raised upon it. A unit cannot start this action while there are any enemy units (excluding AIRCRAFT units) in range of the same objective marker. The action is completed at the end of your turn. If this action is successfully completed, that objective marker is said to have one of your army’s totems raised on it (the totem is ‘removed’ if your opponent successfully completes this action on the same objective marker). While an objective marker has one of your army’s totems raised on it, it is considered to be one of your Idols.’

Paragons: At the start of the first battle round, select one CHARACTER model from your army (excluding PARAGON models). Until the end of the battle, that model gains the PARAGON keyword and your Faith’s Paragon ability.

Deemed Worthy: While there are not any objective markers with your army’s totem raised on them, PARAGON models in your army do not benefit from your Faith’s Paragon ability.

MISSION OBJECTIVES
Victory points are awarded as follows:

IDEOLOGICAL FOOTHOLD
Progressive Objective

By reconsecrating the shrines in the name of your gods, you begin to promulgate your faith to the local populace.

At the end of each player’s Command phase, the player whose turn it is scores 15 victory points for each objective marker that has their totem raised on it.
DIVINE CASTIGATION
Progressive Objective

Wielding the divine might of your deities against the foe serves to reinforce your message of spiritual supremacy.

At the end of each battle round, each player scores 5 victory points for each enemy unit that was destroyed that battle round by a PARAGON model from their army.

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • The victor of this mission gains 2 Requisition points after this battle, instead of just 1.
  • If one objective marker has the victor’s totem raised on it, the victor’s Crusade force gains D3 Belief points.
  • If both objective markers have the victor’s totems raised on them, the victor’s Crusade force gains 3 Belief points.

Combat Patrol Mission

Defiant Disciples
 3

MISSION BRIEFING
Your enemies have hounded your forces and driven them to this defiant stand. Yet in adversity does true faith burn the hottest, and if you can endure this trial by fire then you will surely earn your gods’ blessings.

MISSION RULES
Idols: Idols have a Divinity Range of 9".

Prove Devotion: Units in both players’ armies can attempt the following action:

Prove Devotion (Action): One PARAGON unit from your army can start to perform this action at the end of your turn if it is within 3" of the centre of the battlefield. The action is completed at the start of your next turn. If this action is successfully completed, add 6" to the Divinity Range of your Idols (to a maximum of 15").’

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

Paragons: At the start of the first battle round, select one CHARACTER model from your army (excluding PARAGON models). Until the end of the battle, that model gains the PARAGON keyword and your Faith’s Paragon ability.

MISSION OBJECTIVES
Victory points are awarded as follows:

FAVOURABLE BLESSINGS
Progressive Objective

The gods look favourably upon the brave and the bold.

At the end of each battle round, each player scores 10 victory points if a unit from their army completed the Prove Devotion action that battle round.
HALLOWED GROUND
Progressive Objective

Seize this battlefield that it might become a blessed place.

At the end of each player’s turn, the player whose turn it is scores 5 victory points for each objective marker that they control.

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

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • Each unit from the victor’s army that had the PARAGON keyword and that completed the Prove Devotion action at least once during that battle gains 3 experience points.
  • The victors Crusade force gains D3 Belief points.

Combat Patrol Mission

The Storm Breaks
 4

MISSION BRIEFING
Over long days the fervour and fury of the faithful has built as the stalemate has dragged on. At last, like thunder clouds unleashing their wrath, the zeal and hate of both factions drives them from behind their barricades to do battle.

MISSION RULES
Idols: Idols have a Divinity Range of 3".

Fanatical Ferocity: While a unit from your army is within Divinity Range of any of your opponent’s Idols, each time a model in that unit makes a pile-in or consolidation move, it can move up to an additional 3".

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

MISSION OBJECTIVES
Victory points are awarded as follows:

TAKE THE FIGHT TO THEM
Progressive Objective

The gods demand action! Only by striking out can you purge the unbelievers from this land.

At the end of each phase, if a unit that started that phase within their own player’s deployment zone was destroyed, that players opponent gains twice that unit’s Power Rating in victory points.

If a unit splits during the battle, then for the purposes of this mission objective, divide the unit’s original Power Rating as equally as possible between the individual units. The only exception to this are units of T’AU EMPIRE DRONES that split from a larger unit during the battle - these DRONE units are considered to have a Power Rating of 0, and the Power Rating of the unit they split from remains unchanged.
SEAT OF FAITH
Progressive Objective

Be careful, in your fervour, not to abandon the holy ground you have fought so hard to hold onto.

At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 10 victory points):
  • They control two or more objective markers.
  • They control more objective markers than their opponent.
This mission objective cannot be scored in the first battle round.

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • The victor can select two units from their army to be Marked for Greatness after the battle, instead of just 1.
  • If the victor has one or more units from their army wholly within their opponent’s deployment zone and their opponent has no units from their army within their deployment zone, the victor’s Crusade force gains D3 Belief points.

Combat Patrol Mission

Martyrs Reborn
 5

MISSION BRIEFING
In a seeming display of divine power, the gods restore fallen martyrs to life. Yet these restored champions must prove their worth at once, for such a miraculous expenditure of might brings with it a great weight of expectation.

MISSION RULES
Idols: Idols have a Divinity Range of 9".

Martyrs Reborn: Units in both players’ armies can attempt the following action:

Martyrs Reborn (Action): One INFANTRY unit from your army can start to perform this action at the end of your Movement phase if it is within 1" of your Idol (excluding Constructed Idols) and no units from your army have successfully completed this action this game. The action is completed at the end of the turn. If this action is successfully completed, select one destroyed unit from your army (excluding VEHICLE units) and return it to the battlefield with all of its models with their full wounds remaining. That unit must be set up wholly within 6" of that Idol.’

Paragons: At the start of the first battle round, select one CHARACTER model from your army (excluding PARAGON models). Until the end of the battle, that model gains the PARAGON keyword and your Faith’s Paragon ability.

MISSION OBJECTIVES
Victory points are awarded as follows:

THE PRICE OF LIFE
Progressive Objective

Miraculous rebirth comes with a cost paid in bloodshed.

At the end of each battle round, if, in that battle round, a player’s opponent returned a unit to the battlefield using the Martyrs Reborn action, that player scores a number of victory points equal to the Power Rating of the unit their opponent returned to the battlefield.

If a unit splits during the battle, then for the purposes of this mission objective, divide the unit’s original Power Rating as equally as possible between the individual units. The only exception to this are units of T’AU EMPIRE DRONES that split from a larger unit during the battle - these DRONE units are considered to have a Power Rating of 0, and the Power Rating of the unit they split from remains unchanged.
A PLACE OF MIRACLES
Progressive Objective

Such a seemingly miraculous region must be seized in the hopes the gods will repeat their generous deeds.

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

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • The victor of this mission gains 2 Requisition points after this battle, instead of just 1.
  • The victor’s Crusade force gains D3 Belief points.

Combat Patrol Mission

Encroaching Darkness
 6

MISSION BRIEFING
Supernatural gloom shrouds the region, some foul manifestation that is held at bay only by the shrinking circles of divine protection radiating from holy idols and powered by desperate belief.

MISSION RULES
Waning Embers: Idols have a Divinity Range based on the current battle round, as shown in the table below:

BATTLE ROUNDDIVINITY RANGE
1-212"
3-49"
56"

Encroaching Darkness: At the end of each battle round, roll one D6 for each unit not within Divinity Range of any of its player’s Idols, subtracting 1 if that unit has the CHARACTER keyword: on a 2-5, that unit suffers D3 mortal wounds; on a 6, it suffers 3 mortal wounds.

Paragons: At the start of the first battle round, select one CHARACTER model from your army (excluding PARAGON models). Until the end of the battle, that model gains the PARAGON keyword and your Faith’s Paragon ability.

MISSION OBJECTIVES
Victory points are awarded as follows:

SEEK SANCTUARY
Progressive Objective

Survival in this terrible place depends upon fighting to remain within the warding circles projected by the idols, while forcing your foes out into the hungry dark.

At the end of each players Command phase, the player whose turn it is scores 10 victory points for each of the objective markers they control.

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

To see the champions of their faith fall in battle at such a moment will surely shatter the morale of your enemies and break their hope altogether.

At the end the battle, each player scores 10 victory points if their opponent does not have any PARAGON models on the battlefield.

VICTOR BONUS
The victor can select one of the following victor bonuses:

Incursion Missions

Incursion Mission

Fanatical Rampage
 1

MISSION BRIEFING
Whipped into a fervent rage by their demagogues, one faction unleashes a zealous onslaught against the other, seeking to expunge the hated worshippers of rival gods.

MISSION RULES
Idols: Idols have a Divinity Range of 3".

Burn The Idol: Units in the Attacker’s army can attempt the following action:

Burn the Idol (Action): One or more INFANTRY or VEHICLE units from your army can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be within 1" of a different one of your opponent’s Idols. The action is completed at the end of the turn. If this action is successfully completed, that Idol is destroyed; remove it from the battlefield.’

Onrushing Zealots: Any units that cannot be set up within the Attacker’s deployment zone before the battle starts are placed in Strategic Reserves without costing any Command points.

Paragons: At the start of the first battle round, select one CHARACTER model from your army (excluding PARAGON models). Until the end of the battle, that model gains the PARAGON keyword and your Faith’s Paragon ability.

MISSION OBJECTIVES
Victory points are awarded as follows:

PURGATION
End Game Objective

The attacker must purge all signs of their heathen foe.

At the end of the battle, each player scores the number of victory points shown in the table below:

DEFENDER’S IDOLS STILL ON THE BATTLEFIELD (EXCLUDING CONSTRUCTED IDOLS)DEFENDER’S VICTORY POINTSATTACKER’S VICTORY POINTS
5900
46030
35040
23060
11080
0090

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • The victor can select one unit from their Order of Battle. If that unit can gain a Battle Honour, it gains a Battle Trait of the victor’s choice. Make a note of it on that unit’s Crusade card and increase its Crusade points accordingly.
  • If the victor scored 60 victory points from the Purgation objective, their Crusade force gains D3 Belief points.
  • If the victor scored 80 or more victory points from the Purgation objective, their Crusade force gains 3 Belief points.

Incursion Mission

Growing Faith
 2

MISSION BRIEFING
With every new believer the might of the gods swells, surging over the land like a physical manifestation of their power and smothering that of their rival’s deities.

MISSION RULES
Idols: Idols have a Divinity Range of 6".

Growing Movements: At the start of your turn, roll one D6: on a 4+, add 3" to the Divinity Range of your Idols (to a maximum of 15").

Forms of Worship: At the start of the first battle round, you can choose to have a larger Divinity Range or to have an additional paragon for the battle. If you choose to have a larger Divinity Range, add 3" to the Divinity Range of your Idols and add 1 when rolling for the Growing Movements rule. If you choose to have an additional paragon for the battle, select one CHARACTER model from your army (excluding PARAGON models). Until the end of the battle, that model gains the Paragon keyword and your Faith’s PARAGON ability.

MISSION OBJECTIVES
Victory points are awarded as follows:

WARRING GODS
Progressive Objective

The deity that dominates this region through their followers will surely emerge triumphant over the foes.

At the end of each players Command phase, the player whose turn it is scores a number of victory points based on how many objective markers they control, as shown in the table below:

OBJECTIVE MARKERS
CONTROLLED
VICTORY POINTS SCORED
00
14
212
320
430

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

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • The victor of this mission gains 2 Requisition points after this battle, instead of just 1.
  • If, at the end of the battle, the victor controls 2 objective markers, their Crusade force gains D3 Belief points.
  • If, at the end of the battle, the victor controls 3 or 4 objective markers, their Crusade force gains 3 Belief points.

Incursion Mission

Blood Offering
 3

MISSION BRIEFING
There is power to be had in blood, whether it be shed in ritual offerings or let upon the field of battle by the blades of the faithful.

MISSION RULES
Idols: Idols have a Divinity Range of 6".

Blood Offering: Each time:
  • An enemy PARAGON model is destroyed, add 6" to the Divinity Range of your Idols (to a maximum of 24").
  • An enemy unit is destroyed by a PARAGON model from your army, add 3" to the Divinity Range of your Idols (to a maximum of 24").

Paragons: At the start of the first battle round, select up to two different CHARACTER models from your army (excluding PARAGON models). Until the end of the battle, those models gain the PARAGON keyword and your Faith’s Paragon ability.

MISSION OBJECTIVES
Victory points are awarded as follows:

SOUL FEAST
End Game Objective

The gods' power and influence upon realspace grows with every offering of life-force made to them.

At the end of the battle, each player scores:
  • 15 victory points if the Divinity Range of their Idols is 15"-20".
  • 30 victory points if the Divinity Range of their Idols is 21" or more.
RITUAL SITES
Progressive Objective

By holding your own ritual sites and seizing those of the foe, you increase your ability to make offerings to the gods.

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

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • After the battle, the victor can use the Increase Supply Limit Requisition once for free.
  • If the Divinity Range of the victors Idols is 15" or more, their Crusade force gains D3 Belief points.
  • If the Divinity Range of the victors Idols is 21" or more, their Crusade force gains 3 Belief points.

Incursion Mission

Hazardous Pilgrimage
 4

MISSION BRIEFING
Even in the midst of war, it is required of the faithful that they prove their devotion by walking the paths their deities decree. Of course, there can be rich rewards for those willing to plunder the holy sites along their route.

MISSION RULES
Idols: Idols have a Divinity Range of 6".

Pilgrimage: Units in both players’ armies can attempt the following action:

Visit Holy Site (Action): One or more units from your army with the Objective Secured ability can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be within range of a different objective marker. The action is completed at the start of your next Movement phase. If this action is completed successfully, that objective marker is said to have been visited by your forces; add 3" to the Divinity Range of your Idols.’

MISSION OBJECTIVES
Victory points are awarded as follows:

THE ROAD OF FAITH
End Game Objective

The faithful must walk their allotted path unto its ending.

At the end of the battle, each player scores the number of victory points shown in the table below:

OBJECTIVE MARKERS VISITED BY PLAYER’S FORCESVICTORY POINTS SCORED
00
15
215
330
450
575
GUARDIANS OF THE WAY
Progressive Objective

This sacred region was trodden by the saints, and must not be profaned by the footfalls of heretics and heathens.

At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 10 victory points):
  • They control two or more objective markers.
  • They control more objective markers than their opponent.
This mission objective cannot be scored in the first battle round.

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • The unit from the victor’s army that successfully completed the Visit Holy Site action the most times (and did so at least once) gains 5 experience points.
  • If the victor scored 30-50 victory points from the Road of Faith objective, their Crusade force gains D3 Belief points.
  • If the victor scored 75 victory points from the Road of Faith objective, their Crusade force gains 3 Belief points.

Incursion Mission

Chosen Ones
 5

MISSION BRIEFING
With sufficient belief and through sacred offerings, it is possible for mortal champions to become possessed by the essence of their deities. Such a vessel must use the resultant power wisely to smite their foes.

MISSION RULES
Idols: Idols have a Divinity Range of 9".

Apotheosis: Units in both players’ armies can attempt the following action:

Apotheosis (Action): One CHARACTER unit (excluding PARAGON units) from your army can start to perform this action at the start of your Command phase if it is within 1" of your Idol and if your army does not contain any UPLIFTED models (see below) that have one or more wounds remaining. The action is completed at the end of your next Movement phase. If this action is successfully completed, select one model in that unit. Until the end of the battle, that model gains the PARAGON and UPLIFTED keywords and your Faith’s Paragon ability.’

MISSION OBJECTIVES
Victory points are awarded as follows:

THE BLOODIED VESSEL
Progressive Objective

Empowered by their deities, the faithful must prove their gods' might by using that power to slay their enemies.

At the end of each battle round, each player scores 10 victory points if they satisfy one or both of the following conditions:
  • A PARAGON unit from their army destroyed an enemy unit that battle round.
  • A unit from their army destroyed an enemy PARAGON unit that battle round.
DOGMATIC DOMINANCE
Progressive Objective

Led by the chosen avatars of the gods themselves, it is expected of the faithful that they utterly overrun the foe and seize their lands for themselves.

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

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • One unit from the victor’s army that had the UPLIFTED keyword during that battle gains 5 experience points.
  • If the victor scored 10 victory points from the Bloodied Vessel objective, their Crusade force gains D3 Belief points.
  • If the victor scored 20 or more victory points from the Bloodied Vessel objective, their Crusade force gains 3 Belief points.

Incursion Mission

Eternal Desecration
 6

MISSION BRIEFING
It is not enough simply to topple the enemy's idols and slay their worshippers. This ground must be utterly desecrated, sown with salt and left barren forevermore as an object lesson to those who would worship false gods.

MISSION RULES
Idols: Idols have a Divinity Range of 9".

Desecrate Idol: Units in both players’ armies can attempt lhe following action:

Desecrate Idol (Action): One or more INFANTRY or VEHICLE units from your army can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be within 1" of a different one of your opponent’s Idols. The action is completed at the start of your next Movement phase. If this action is successfully completed, subtract 3" from that Idol’s Divinity Range (to a minimum of 3").’

Pious Ceremony: Units in both players’ armies can attempt the following action:

Pious Ceremony (Action): One INFANTRY or VEHICLE unit from your army can start to perform this action at the end of your Movement phase if it is within 1" of one of your Idols. The action is completed at the start of your next Movement phase. If this action is successfully completed, until the start of your next Command phase, double the Divinity Range of that Idol.’

Paragons: At the start of the first battle round, select one CHARACTER model from your army (excluding PARAGON models). Until the end of the battle, that model gains the PARAGON keyword and your Faith’s Paragon ability.

MISSION OBJECTIVES
Victory points are awarded as follows:

ERASE THEIR FAITH
Progressive Objective

Victory in this place comes through eradicating all traces of the enemy, their fanes, and their patron deities.

At the end of each battle round, each player scores 15 victory points for each unit from their army that completed the Desecrate Idol action that battle round.

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • The unit from the victor’s army that successfully completed the Desecrate Idol action the most times (and did so at least once) gains 5 experience points.
  • If the victor has an Idol with a Divinity Range of 6" or more, their Crusade force gains 3 Belief points.

Strike Force Missions

Strike Force Mission

Fuel the Fires
 1

MISSION BRIEFING
Sometimes it requires a bloody example to fuel the fires of faith, proof of your deities' supremacy offered through the victorious conquests of their worshippers.

MISSION RULES
Power of Belief: Idols have a Divinity Range of 6". At the start of the battle round, for each objective marker that you control, until the end of the battle round, add 3" to the Divinity Range of your Idols.

Wavering Faith: While a unit from your army is within Divinity Range of any of your opponents Idols, subtract 1 from the Leadership characteristic of models in that unit.

Paragons: At the start of the first battle round, select one CHARACTER model from your army (excluding PARAGON models). Until the end of the battle, that model gains the PARAGON keyword and your Faith’s Paragon ability.

MISSION OBJECTIVES
Victory points are awarded as follows:

SPREAD THE MESSAGE
Progressive Objective

It is the duty of those already enlightened to spread the word of their gods far and wide.

At the end of each players Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 10 victory points):
  • They control two or more objective markers.
  • They control more objective markers than their opponent.
This mission objective cannot be scored in the first battle round.
DESTROY THE UNBELIEVER
Progressive Objective

Prove your devotion and the might of your gods by sacrificing your heathen foes upon the altar of the battlefield.

At the end of each battle round, each player scores 5 victory points if any units from their opponent’s army were destroyed while within Divinity Range of the scoring player’s Idols.

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • The victor can select one unit from their army within range of an objective marker that they control. That unit gains 4 additional experience points.
  • If the victor controls more objective markers than their opponent, their Crusade force gains D3 Belief points.
  • If the victor controls at least three objective markers and more than their opponent, their Crusade force gains 2D3 Belief points.

Strike Force Mission

Icons of Domination
 2

MISSION BRIEFING
Warring armies seek to raise mighty icons of their gods to prove their domination over the region, while tearing down those of the idolator foe.

MISSION RULES
Idols: Idols have a Divinity Range of 6".

Raise Totem: Units in both players’ armies can attempt the following action:

Raise Totem (Action): One or more units from your army with the Objective Secured ability can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be in range of a different objective marker that does not have one of your totems raised upon it. A unit cannot start this action while there are any enemy units (excluding AIRCRAFT units) in range of the same objective marker. The action is completed at the end of your turn. If this action is successfully completed, that objective marker is said to have one of your army’s totems raised on it (the totem is ‘removed’ if your opponent successfully completes this action on the same objective marker). While an objective marker has one of your army’s totems raised on it, it is considered to be one of your Idols.’

Paragons: At the start of the first battle round, select up to three different CHARACTER models from your army (excluding PARAGON models). Until the end of the battle, those models gain the PARAGON keyword and your Faith’s Paragon ability.

MISSION OBJECTIVES
Victory points are awarded as follows:

POWER STRUGGLE
Progressive Objective

Just as their mortal followers strive for dominance on the battlefield of realspace, so the gods themselves duel for supremacy beyond the veil.

At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 10 victory points):
  • One or more objective markers have their totem raised on them.
  • Two or more objective markers have their totem raised on them.
NEW-FOUND FANE
End Game Objective

This region will become a new place of worship for whichever gods’ icons rise proud against its skyline.

At the end of the battle, each player scores 15 victory points for each objective marker that has their totem raised on it.

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • The victor of this mission gains 2 Requisition points after this battle, instead of just 1.
  • If 2 objective markers have the victor’s totems raised on them, the victor’s Crusade force gains D3 Belief points.
  • If 3 or more objective markers have the victor’s totems raised on them, the victor’s Crusade force gains 2D3 Belief points.

Strike Force Mission

Divine Deadlock
 3

MISSION BRIEFING
Two strongholds of rival faiths stand opposed in this place, yet only one pantheon can reign supreme over the toppled and trampled ruins of their enemies’ idols.

MISSION RULES
Idols: Master Idols have a Divinity Range of 9". Minor Idols have a Divinity Range of 3".

Destroy The Idols: Units in both players’ armies can attempt the following action:

Destroy the Idol (Action): One or more INFANTRY or VEHICLE units from your army can start to perform this action at the end of your Fight phase. Each unit from your army that starts to perform this action must be within 1" of a different one of your opponent’s Idols. The action is completed at the start of your next Fight phase. If this action is successfully completed, that Idol is destroyed, remove it from the battlefield.’

Seat of the Gods: At the start of your turn, for each unit from your army within Divinity Range of your opponent’s Master Idol, roll one D6: on a 2-5, that unit suffers D3 mortal wounds; on a 6, that unit suffers 3 mortal wounds.

Paragons: At the start of the first battle round, select one CHARACTER model from your army (excluding PARAGON models). Until the end of the battle, that model gains the PARAGON keyword and your Faith’s Paragon ability.

MISSION OBJECTIVES
Victory points are awarded as follows:

LASTING PRESENCE
End Game Objective

Only one faith can endure here, outlasting that of the foe.

At the end of the battle:
  • Each player scores 15 victory points for each of their Minor Idols that was not destroyed.
  • Each player scores 30 victory points if their Master Idol was not destroyed.
SACRED GROUND
Progressive Objective

You must prevent the enemy from setting foot in the sanctified presence of your holy place.

At the end of each player’s turn, the player whose turn it is scores 10 victory points if their Master Idol is still on the battlefield and there are no units from their opponent’s army within Divinity Range of it.

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

VICTOR BONUS
The victor can select one of the following victor bonuses:

Strike Force Mission

Twilight of the Gods
 4

MISSION BRIEFING
For whatever metaphysical reasons, the power of the gods is waning in this region, leaving their influence seeming capricious and hard to win.

MISSION RULES
Waning Influence: Idols have a Divinity Range of 6". For the purpose of this battle, your Crusade force begins the battle with a Belief Level of 5. From the second battle round onwards, at the start of your Command phase, your Belief Level is reduced by 1. At the end of the battle, after the victor bonus has been selected, your Crusade force’s Belief Level returns to what it was before the battle (modified by any Belief points gained or lost as a result of this battle as usual).

Sacred Rituals: Units in both players’ armies can attempt the following action:

Sacred Ritual (Action): One unit from your army with the Objective Secured ability can start to perform this action at the end of your Movement phase if it is within range of your Sacred Altar objective marker and you control that objective marker. The action is completed at the start of your next Command phase. If this action is successfully completed, that unit suffers D3 mortal wounds and your Belief Level is not reduced by 1 this turn.’

Craven Whisperings: While a unit from your army is within Divinity Range of any of your opponent’s Idols, each time a model in that unit makes an attack, the hit roll cannot be re-rolled.

Paragons: At the start of the first battle round, select up to two different CHARACTER models from your army (excluding PARAGON models). Until the end of the battle, those models gain the PARAGON keyword and your Faith’s Paragon ability.

MISSION OBJECTIVES
Victory points are awarded as follows:

SELFLESS DEDICATION
Progressive Objective

Determined to restore the true might of their deities, the faithful perform selfless acts of sacrifice and devotion.

At the end of each battle round, each player scores 10 victory points if a unit from their army completed the Sacred Ritual action that battle round.
SPIRITUAL SITES
Progressive Objective

What power remains to the gods in this place is focused upon their holy sites. Control of these may be key to breathing life back into the faltering faith.

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

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • The victor can select one unit from their army. That unit loses any or all Battle Scars that it has.
  • If the victor’s Belief Level at the end of the battle is 2 3, their Crusade force gains D3 Belief points.
  • If the victor’s Belief Level at the end of the battle is 4 or more, their Crusade force gains 2D3 Belief points.

Strike Force Mission

Centre of Worship
 5

MISSION BRIEFING
A mighty place of worship stands at the heart of this region, that may be claimed by whichever deity’s followers fight the hardest to claim it. The more control of the region they exert, the higher the flames of faith will leap until the temple becomes theirs to command.

MISSION RULES
Idols: Idols have a Divinity Range of 6".

Sanctification: Units in both players’ armies can attempt the following action:

Sanctification (Action): One unit from your army with the Objective Secured ability can start to perform this action at the start of your Command phase if it is within 1" of your Host Idol. The action is completed at the start of your next Command phase. If this action is successfully completed, add 3" to the Divinity Range of your Host Idol.’

Paragons: At the start of the first battle round, select one CHARACTER model from your army (excluding PARAGON models). Until the end of the battle, that model gains the PARAGON keyword and your Faith’s Paragon ability.

MISSION OBJECTIVES
Victory points are awarded as follows:

HOLY RITES
Progressive Objective

Through offering worship within the hallowed grounds of the temple, the faithful may claim the space for their gods.

At the end of each battle round, each player scores 10 victory points if a unit from their army completed the Sanctification action that battle round.
IDEOLOGICAL DOMINATION
Progressive Objective

Once this temple lies in your hands, you can assert absolute spiritual control of the entire region.

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

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • The victor of this mission gains 2 Requisition points after this battle, instead of just 1.
  • If the Divinity Range of the victor’s Host Idol at end of the battle is 12"-15", their Crusade force gains D3 Belief points.
  • If the Divinity Range of the victor’s Host Idol at end of the battle is 18", their Crusade force gains 2D3 Belief points.

Strike Force Mission

All to Ashes
 6

MISSION BRIEFING
Long has a mighty fane stood here, a holy place to its priests and worshippers alike. Now, attackers seek to burn it all to the ground, putting all that the defenders hold sacred to the torch.

MISSION RULES
Idols: Idols have a Divinity Range of 3".

Burn the Idol: Units in the Attacker’s army can attempt the following action:

Burn the Idol (Action): One or more INFANTRY or VEHICLE units from your army can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be within 1" of a different one of your opponent’s Idols. The action is completed at the end of the turn. If this action is successfully completed, that Idol is destroyed, remove it from the battlefield.’

Paragons: At the start of the first battle round, the Attacker selects up to three different CHARACTER models from their army (excluding PARAGON models). Until the end of the battle, those models gain the PARAGON keyword and that player’s Faith’s Paragon ability.

MISSION OBJECTIVES
Victory points are awarded as follows:

POWERFUL HOLD
Progressive Objective

Long have the gods held sway here, and their grip upon this place will not be easy to dislodge.

At the end of each battle round, the Defender scores 4 victory points for each of their Idols that is on the battlefield (excluding Constructed Idols).

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

Those attacking this place seek to loot, burn, and slaughter until nothing remains but blackened ruin and broken bodies.

At the end of the battle, the Attacker scores the number of victory points shown in the table below:

DEFENDER’S IDOLS STILL ON THE BATTLEFIELD (EXCLUDING CONSTRUCTED IDOLS)VICTORY POINTS
SCORED
50
4-345
2-175
090

VICTOR BONUS
The victor can select one of the following victor bonuses:

Onslaught Missions

Onslaught Mission

Sack the Shrine
 1

MISSION BRIEFING
After breaking through the defenders’ lines, the attacker now finds themselves afforded the unique opportunity to raze their enemies’ holiest site. This will be no simple task, however, for the gods themselves will make their displeasure felt at this desecration.

MISSION RULES
Idols: Idols have a Divinity Range of 6".

Sack The Shrine: Units in the Attacker’s army can attempt the following action:

Sack the Shrine (Action): One or more INFANTRY or VEHICLE units from your army can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be within 1" of a different one of your opponent’s Idols. The action is completed at the end of the turn. If this action is successfully completed, that Idol is destroyed. Remove it from the battlefield and roll one D6: on a 5+, you gain 1 Command point.’

Divine Wrath: PSYKER units in the Defender’s army know the following psychic power in addition to any others that they know:

Divine Wrath (Witchfire): Divine Wrath has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this PSYKER. Roll two D6s for each of your Idols on the battlefield: for each 4+, that unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).’

Paragons: At the start of the first battle round, the Attacker can select one CHARACTER model from their army (excluding PARAGON models). Until the end of the battle, that model gains the PARAGON keyword and the Paragon ability of their army’s Faith.

Fanatical Defence: The Defender has the first turn.

MISSION OBJECTIVES
Victory points are awarded as follows:

SHRINE IN RUINS
End Game Objective

Should the attacker wreak sufficient havoc they will surely bring this most sacred of shrines crashing down.

At the end of the battle:
  • The Attacker scores 20 victory points for each of the Defender’s Idols that was destroyed (excluding Constructed Idols).
  • The Defender scores 15 victory points for each of their Idols that was not destroyed (excluding Constructed Idols).
PURGE THE HERETICS
End Game Objective

By offering up the head of whichever heathen leads this unholy invasion, the defenders will break the spirit of their foes while restoring the favour of their angered gods.

At the end of the battle, the Defender scores 15 victory points if any of the Attacker’s PARAGON models were destroyed.

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • After the battle, the victor can use the Increase Supply Limit Requisition once for free.
  • If the victor scored 45 or more victory points from the Shrine in Ruins objective, their Crusade force gains 3 Belief points.

Onslaught Mission

Confluence of Faiths
 2

MISSION BRIEFING
Ragged bands of worshippers, dispossessed priests and warrior fanatics have fashioned altars to conflicting faiths in this place. As the armies of conquest sweep down upon the region, it is time to see which gods claim all at last.

MISSION RULES
Invocation of Power: Idols have a Divinity Range of 12". Units in both players’ armies can attempt the following action:

Invocation of Power (Action): One INFANTRY or TITANIC unit from your army can start to perform this action at the end of your Movement phase if it is within 6" of the centre of the battlefield. The action is completed at the start of your next Movement phase. If this action is successfully completed, until the start of your next Command phase, add 6" to the Divinity Range of your Idols.’

Paragons: At the start of the first battle round, select up to three different CHARACTER models from your army (excluding PARAGON models). Until the end of the battle, those models gain the PARAGON keyword and your Faith’s Paragon ability.

MISSION OBJECTIVES
Victory points are awarded as follows:

CORPOREAL CONTROL
Progressive Objective

Seizing the battlefield itself will be a crucial first step in this region to finally establishing which faith gains spiritual supremacy over it.

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

It will be harder for the foe to promulgate their faith when their gods' greatest avatars lie slain!

At the end of the battle, each player scores 5 victory points for each of their opponent’s PARAGON models that was destroyed.

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • Each unit from the victor’s army that had the PARAGON keyword during that battle gains 3 experience points.
  • The victor’s Crusade force gains D3 Belief points.
  • If the victor scores at least twice as many victory points as their opponent, their Crusade force gains D3+3 Belief points.

Onslaught Mission

Damnation
 3

MISSION BRIEFING
A mighty ritual site has been discovered, an eight-pointed star dedicated to the Dark Gods. With the correct rites it can be used to plunge the entire planet into damnation, or else to drive back the Ruinous Powers.

MISSION RULES
Idols: The Main Idol has a Divinity Range of 9". Other Idols have a Divinity Range of 3".

Octed Sigil: While the Defender has:
  • Seven or more Idols on the battlefield, their Belief Level is treated as 1 higher (to a maximum of 5).
  • Four or fewer Idols on the battlefield, their Belief Level is treated as 1 lower (to a minimum of 1).

Chaos Worshippers: If only one of the players’ Crusade forces has the Dark Fervour or Timeless Trickery Faith, that player is the Defender.

Cast Down the Idols: Units in the Attackers army can attempt the following action:

Cast Down Idol (Action): One or more INFANTRY or VEHICLE units from your army can start to perform this action at the end of your turn. Each unit from your army that starts to perform this action must be within 1" of a different one of your opponents Idols. The action is completed at the start of your next turn. If this action is successfully completed, that Idol is destroyed; remove it from the battlefield.’

Foul Ceremony: Units in the Defender’s army can attempt the following action:

Foul Ceremony (Action): One INFANTRY or VEHICLE unit from your army can start to perform this action at the start of your Command phase if it is within 1" of your Main Idol. The action is completed at the start of your next Command phase. If this action is successfully completed, select one enemy unit within Divinity Range of one of your Idols and roll one D6 for each of your Idols that is not destroyed: for each 6, that unit suffers 1 mortal wound.’

Paragons: At the start of the first battle round, the Defender selects one CHARACTER model from their army (excluding PARAGON models) and the Attacker selects up to three different CHARACTER models from their army (excluding PARAGON models). Until the end of the battle, those models gain the PARAGON keyword and the Paragon ability of their player’s Faith.

MISSION OBJECTIVES
Victory points are awarded as follows:

THIRSTING GODS
End Game Objective

If enough of the ritual site remains intact by the battle's end, then the blood spilled here will surely unleash the power of the Gods of Chaos.

At the end of the battle:
  • The Defender scores 10 victory points for each of their Idols that was not destroyed.
  • The Attacker scores 10 victory points for each of their opponent’s Idols that was destroyed.

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • The victor can select one unit from their Order of Battle. If that unit can gain a Battle Honour, it gains a Battle Trait of the victor’s choice. Make a note of it on that unit’s Crusade card and increase its Crusade points accordingly.
  • If the victor scores 70 or more victory points from the Thirsting Gods objective, their Crusade force gains D3+3 Belief points.

Onslaught Mission

The Veil Grows Thin
 4

MISSION BRIEFING
So much carnage has been perpetrated here, so much warpcraft unleashed, and so many passions and hatreds felt that the barriers between realspace and the warp have been eroded almost unto the point of a full warp breach.

MISSION RULES
Idols: Idols have a Divinity Range of 12".

Unholy Presence: While a unit from your army is within Divinity Range of any of your opponent s Idols, subtract 1 from Combat Attrition tests taken for that unit.

Paragons: At the start of the first battle round, select up to three different CHARACTER models from your army (excluding PARAGON models). Until the end of the battle, those models gain the PARAGON keyword and your Faith’s Paragon ability.

MISSION OBJECTIVES
Victory points are awarded as follows:

DESPERATE OFFERINGS
Progressive Objective

By slaying the enemy and offering their souls up to the presences beyond the veil, perhaps these hunting entities can be placated.

At the end of each battle round, each player scores 5 victory points for each enemy unit that was destroyed while within Divinity Range of any of their own players Idols (to a maximum of 15 victory points).

This mission objective cannot be scored in the first battle round.
STRENGTHEN THE SHROUD
Progressive Objective

Fervent prayer and rites of warding about your holy sites may be enough to restore the barrier between realspace and the warp.

At the end of each players Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 10 victory points):
  • They control two or more objective markers.
  • They control more objective markers than their opponent.
This mission objective cannot be scored in the first battle round.

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • The victor can select two units from their army to be Marked for Greatness after the battle, instead of just 1.
  • The victors Crusade force gains 2D3 Belief points.

Onslaught Mission

Keep the Faith
 5

MISSION BRIEFING
Amidst such a vast conflict, the manifest might of the galaxy’s deities can wax and wane along with the fortunes of their followers upon the mortal stage.

MISSION RULES
A God’s Power: At the start of the battle, Idols have a Divinity Range of 24". Each time a unit from your army is destroyed while within Divinity Range of any of your Idols, subtract 3" from the Divinity Range of your Idols (to a minimum of 3").

Manifest Devotion: Units in both players’ armies can attempt the following action:

Manifest Devotion (Action): One unit from your army that has the Objective Secured ability can start to perform this action at the start of your Command phase if it is within range of an objective marker that you control. The action is completed at the end of the turn. If this action is successfully completed, for each objective marker that you control, add 3" to the Divinity Range of your Idols (to a maximum of 24").’

Paragons: At the start of the first battle round, select up to two different CHARACTER model from your army (excluding PARAGON models). Until the end of the battle, those models gain the PARAGON keyword and your Faith’s Paragon ability.

MISSION OBJECTIVES
Victory points are awarded as follows:

DEFENDERS OF DIVINITY
Progressive Objective

The harder the faithful fight, and the longer they remain alive to pray and do battle, the greater their gods' power.

At the end of each battle round, each player scores 10 victory points if the Divinity Range of their Idols is 15" or more.

This mission objective cannot be scored in the first battle round.
DEITY’S GRASP
Progressive Objective

By seizing control of this region, so the faithful extend the reach and influence of their patron gods.

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

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • The victor of this mission gains 2 Requisition points after this battle, instead of just 1.
  • If the Divinity Range of the victors Idols at end of the battle is 15" or more, their Crusade force gains D3 Belief points.
  • If the Divinity Range of the victors Idols at end of the battle is 21" or more, their Crusade force gains D3+3 Belief points.

Onslaught Mission

River of Power
 6

MISSION BRIEFING
Incredible metaphysical energies flow between the sacred sites of this region, forming a divine wellspring that can be tapped into by those with the skill and faith to do so.

MISSION RULES
Idols: Idols have a Divinity Range of 6".

Raise Totem: Units in both players’ armies can attempt the following action:

Raise Totem (Action): One or more units from your army with the Objective Secured ability can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be in range of a different objective marker that does not have one of your totems raised upon it. A unit cannot start this action while there are any enemy units (excluding AIRCRAFT units) in range of the same objective marker. The action is completed at the end of your turn. If this action is successfully completed, that objective marker is said to have one of your army’s totems raised on it (the totem is ‘removed’ if your opponent successfully completes this action on the same objective marker). While an objective marker has one of your army’s totems raised on it, it is considered to be one of your Idols.’

Metaphysical Might: Each time a Psychic test is taken for a unit from your army, add the number of objective markers with your army’s totems raised on them (to a maximum of +3).

Paragons: At the start of the first battle round, select up to three different CHARACTER model from your army (excluding PARAGON models). Until the end of the battle, those models gain the PARAGON keyword and your Faith’s Paragon ability.

MISSION OBJECTIVES
Victory points are awarded as follows:

HARNESS THE WELLSPRING
Progressive Objective

They who tap into this region's energies will be victorious.

At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • One or more objective markers have their totem raised on them.
  • Two or more objective markers have their totem raised on them.
  • They have the longest uninterrupted line of objective markers with their totems raised on them. For example, if a player had their totems raised on objective markers A, B and D, then they would have an uninterrupted chain of two objective markers - A and B.
SEIZE THE SOURCE
Progressive Objective

Control the sacred sites, and you control their power.

At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 10 victory points):
  • They control two or more objective markers.
  • They control more objective markers than their opponent.
This mission objective cannot be scored in the first battle round.

VICTOR BONUS
The victor can select one of the following victor bonuses:
  • The victor of this mission gains 2 Requisition points after this battle, instead of just 1.
  • If 3 or more objective markers have the victor’s totems raised on them, their Crusade force gains D3 Belief points.
  • If there is an uninterrupted line of at least 3 objective markers with the victor’s totems raised on them, their Crusade force gains 2D3 Belief points.

Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

  • Roll-off: Both players roll a D6 – highest wins.
  • Roll again if a tie.
Power Level
An army's Power Level is a guide to how large and powerful an army is, so an army with a high Power Level is more powerful than one with a low Power Level. You can calculate the Power Level of an army by adding up the individual Power Ratings of every unit contained within it.

  • Power Level: Sum of all Power Ratings in army.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

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

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

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

  • Power Ratings: Quick measure of a unit's efficacy.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

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

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

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

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

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

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

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Requisition Points
Requisition points can be used to purchase Requisitions: these can upgrade your Crusade force, or units within them. Each time you spend a Requisition point, reduce your total by 1. Any Requisition points you do not spend are saved and can be used later. As you play more battles, you can accrue additional Requisition points, but a Crusade force can never have more than 5 (any additional Requisition points acquired beyond this are lost). Each time you play a battle, you will gain 1 Requisition point after that battle has been completed, regardless of the result of the battle itself. You should keep track of how many Requisition points you have on your Order of Battle.

The Requisitions you can purchase can be found here. Each Requisition will tell you when it can be purchased; they can never be purchased during a battle. Unless stated otherwise, there is no limit on the number of Requisitions you can purchase, the number of times you can purchase each Requisition, nor on the combination of Requisitions you can purchase, so long as you have enough Requisition points. If you do not have enough Requisition points to purchase a Requisition, you cannot purchase it.

  • Requisitions cost Requisition points to purchase.
  • You can never have more than 5 Requisition points.
  • Each battle you play earns you 1 Requisition point (win, lose or draw).
Battle Honours
Units gain one Battle Honour each time they gain a rank. Sometimes, a unit can gain an additional Battle Honour by other means (such as by winning certain missions). There are several types of Battle Honours that can be bestowed onto a unit: Battle Traits, Psychic Fortitudes, Weapon Enhancements and Crusade Relics. Each time a unit gains a Battle Honour, it can select from one of those categories. A unit can never have more than six Battle Honours. Make a note of each Battle Honour a unit has on its Crusade card.

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

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

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

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

  • Combat tallies: Used to record battle Statistics for units during games.
PARAGON OF FAITH1RP

As the fervour of their fellows reaches fever pitch, one amongst the army achieves a kind of apotheosis, empowered by the outpouring of their comrades’ zealotry.

Purchase this Requisition at any time, if your Crusade force has a Belief Level of 5. Select one CHARACTER model from your Order of Battle (excluding PARAGON models). That model gains the PARAGON keyword, your Faith’s Paragon Ability, and its Crusade points total is increased by 1 - make a note on their Crusade card. Your Crusade force loses 15 Belief points.
Divinity Range
Many of the Idols’ abilities refer to a Divinity Range. This is a distance in inches that will be specified as part of each missions rules, and can even change over the course of a battle depending on the actions of both you and your opponent. When measuring distances to and from an Idol, always measure to and from the centre of that Idol’s marker.
COMMAND RE-ROLL1CP
Core Stratagem
Use this Stratagem after you have made a hit roll, a wound roll, a damage roll, a saving throw, an Advance roll, a charge roll, a Psychic test, a Deny the Witch test or you have rolled the dice to determine the number of attacks made by a weapon. Re-roll that roll, test or saving throw.
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.
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.
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.
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.
COUNTER-OFFENSIVE2CP
Core Stratagem
Use this Stratagem after an enemy unit has fought in this turn. Select one of your own eligible units and fight with it next.
FIRE OVERWATCH1CP
Core Stratagem
Use this Stratagem after an enemy unit has declared a charge against one or more units from your army. One of the units that was chosen as the target of that charge can fire Overwatch before the charge roll is made.
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.
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.
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).
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.
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.
CUT THEM DOWN1CP
Core Stratagem
Use this Stratagem when an enemy unit Falls Back, before any models in that unit are moved. Roll one D6 for each model from your army that is within Engagement Range of that enemy unit; for each result of 6, that enemy unit suffers 1 mortal wound.
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.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Perils of the Warp
When a PSYKER unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a PSYKER unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a PSYKER unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

  • Perils of the Warp: The PSYKER unit manifesting the power suffers D3 mortal wounds.
  • If PSYKER unit is destroyed, the psychic power fails to manifest.
  • If PSYKER unit destroyed, every other unit within 6" suffers D3 mortal wounds.
Split Units
Some units have an ability that instructs you to deploy the unit at the same time, but then treat different models (or groups of models) in that unit as separate units for the duration of the battle. These are referred to as split units. The most common split units are VEHICLE squadrons, units of MONSTERS, or T’AU EMPIRE units that have accompanying drones, but there are others. If you have any such units in your Order of Battle you must fill out a separate Crusade card for each model (or group of models) that is treated as a separate unit during the battle - these individual components gain experience points, Battle Honours, take Out of Action tests and acquire Battle Scars separately. When you make a Crusade army, if you select this unit to be part of your army list you must include all the separate Crusade cards (you cannot, for example, only choose part of the unit).

  • Split Units: Units that split into multiple independent units during a battle.
  • Each individual unit in a split unit must have its own Crusade card and is treated as a separate unit for all Crusade rules.
INCREASE SUPPLY LIMIT1RP
Purchase this Requisition at any time. Increase your Crusade force's Supply Limit by 5 Power.
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (2D6, 3D6 etc.) then, unless otherwise stated, you must re-roll all of those dice again. If a rule allows you to re-roll specific dice results, only those dice can be re-rolled. If a rule allows you to re-roll a specific dice result, but the result is obtained by halving a D6 (such as when rolling a D3), you use the value of the halved roll to determine if it can be re-rolled, not the value of the original D6. For example, if a rule states to re-roll results of 1, and you roll a D3, you would re-roll if the D6 rolled a 1 or a 2 (which is then halved to get a D3 value of a 1).

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

  • Re-roll: Roll dice again.
  • Re-rolls are applied before modifiers (if any).
  • A dice can never be re-rolled more than once.
  • Unmodified dice: Result of roll after re-rolls, but before modifiers (if any).
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.

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