Armageddon

Books

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  Crusade: Armageddon
  Crusade: ArmageddonExpansion10March 2025

Introduction

In this section you will find rules for Hellscapes, Anomalies and Unbound Adversaries - new rules to represent the conditions faced by the combatants on the daemon-infested battlefields of Armageddon. You will also find a number of new Battle Honours you can give to your warriors as they fight their way across Armageddon, as well as unique Crusade Blessings that can come into effect in your games. Additionally, you will find rules for running an Armageddon campaign, and swathes of new missions using Hellscapes, Anomalies and Unbound Adversaries to make this a campaign like no other.

This section contains the following rules:

ARMAGEDDON CAMPAIGN
These rules allow you and your friends to play through a combined Crusade experience across a campaign, working together in your alliances to take the fight to the enemy.

CRUSADE BADGES
Here you will find Crusade Badges representing achievements you can aim for depending on the alliance you decide to fight for in your Armageddon campaign.

BATTLE TRAITS
These rules cover all of the skills and new capabilities your forces can learn from fighting in this specific theatre of war as they gain experience and achieve new ranks.

MIGHTY CHAMPIONS
These rules describe how the most famed heroes of the 41st Millennium can enhance your Crusade force with new strategic abilities, giving you more reasons than ever before to include them in your Armageddon campaigns.

CRUSADE RELICS
Many powerful artefacts, found within these pages, can be recovered from the battle-scarred landscapes of Armageddon.

ARMAGEDDON CRUSADE BATTLES
The rules presented here outline the sequence to follow when playing Armageddon missions, and walk you through all of the steps to get you up and running.

HELLSCAPES
Hellscapes are a set of rules that change the conditions under which your warriors are fighting. Each represents a different kind of phenomenon, such as you might encounter during a daemonic incursion or other, similarly devastating event.

ANOMALIES
The Anomalies rules complement the Hellscape rules, adding a random element to your battles that may help or hinder your warriors. These rules can be used with Hellscape rules, or by themselves. The frequency with which these Anomalies manifest can change depending on your Crusade rules or on what you agree with your opponent, letting you decide how chaotic you want your battles to be.

UNBOUND ADVERSARIES
Unbound Adversaries introduce the threat of enemies native to - or invading - the battlefield you’re fighting over. The Unbound Adversaries rules let you use other miniatures from your collection to represent the daemonic legions assailing the defenders of Armageddon, or any other force inimical to both players. Unbound Adversaries act in their own turn to thwart the plans of you and your opponent, forcing you to adapt to new threats as they arise.

CRUSADE BLESSINGS
This section provides a range of new Crusade Blessings that can be used by an Underdog to get a leg-up on their more experienced opponent, ensuring every Crusade game provides a fair battle.

AGENDAS
When playing one of the Crusade missions presented in this book, you can choose from these Agendas, which provide unique ways for your units to gain experience on the battlefield.

CRUSADE MISSIONS
This section includes a variety of missions, allowing you to play your own battles set on Armageddon.

Armageddon Campaign

Crusade offers a fantastic narrative experience to the Warhammer 40,000 player, letting you take your collection on its own unique journey. But you might also want to share that journey with other players, weaving combined tales of heroism and victory as you fight both with and against each other in a multi-game campaign. The rules below provide a framework that you can use to take your Crusade forces on just such a path, scaling the experience to whatever duration you and your friends desire.


Introduction

An Armageddon campaign allows a group of players to get together, form alliances and play a series of games. It is split into four campaign phases, each of which consists of numerous battles between the factions.

Armageddon Campaign Badges

At the end of any Armageddon campaign battle, every unit that was part of your Crusade army for that battle that does not already have it gains the Armageddon campaign badge. As the unit fights in other campaigns, it can gain additional campaign badges. As well as being a visual record of a unit’s fighting history, various Battle Honours are only available to units with particular campaign badges. Note that a unit keeps its campaign badges and any associated Battle Honours, for future battles, even if those battles take place in a different campaign.

Campaign Master

An Armageddon campaign is best run with a Campaign Master. They will take on the mobilisation and organisation of the campaign so that the other players can focus on playing games. A Campaign Master can play in the campaign, but their primary role is to facilitate a smooth and enjoyable experience for all players involved.

Forming Alliances

Once a Campaign Master has stepped forward, their first task is to gather the players and sort them into alliances. The system can support anything from just two players, up to dozens of players. The campaign works particularly well with a small group of like-minded and enthusiastic players who can meet on a regular basis.

Alliances should be organised as evenly as possible, and when feasible, based on the Factions being played. Once players are assigned to an alliance, their Crusade force is committed to that cause. For this reason, players should play the same Faction through the campaign. If they wish to change their Faction, they can do so at the Campaign Master’s discretion. The alliances are as follows.

Gatebreakers

Those who seek to stem the tide of Chaos that has been unleashed on Armageddon. The forces of the Imperium would be best suited to this alliance, but it could also include any other natural enemies of Chaos.

Desecrators

Those who wish to transform Armageddon into a nightmare world of endless carnage. The forces of Chaos are best suited to this alliance, but they may be joined by others who would think nothing of putting whole worlds to the sword to achieve their ends.

Marauders

Those aligned with neither of the above alliances, who seek to sow chaos, to achieve esoteric ends, or to make opportunistic attacks when their foes are divided and vulnerable. This alliance is best suited to those who carve their own path - even if they aren’t all working towards the same goals.

Allies of Convenience

Note that these are guidelines on how to organise players into an alliance, rather than a requirement. If it suits the group better to organise the alliances differently, the Campaign Master should feel free to do so.

For example, if many of the players in the group have Crusade forces associated with a single alliance, to make the alliances more evenly numbered some of them may have to fight for a different alliance than what we have recommended. You could always create some interesting narrative to explain why one side fights for another.

Campaign Length

An Armageddon campaign is split into four campaign phases, each of which involves battling in a different stage of the war. Before the campaign begins, the Campaign Master should determine the length of time allocated to each campaign phase and the number of games that can be played in that phase. Once either of those conditions have been met, that campaign phase ends and the success or otherwise of each alliance in that phase is determined. The alliance that wins the final phase wins the campaign.

A campaign can be a long and expansive experience where each campaign phase takes place over a month or two, with many battles fought and mighty heroes lost to the fires of war. Equally, it can be a short and focused campaign played over a weekend, with each campaign phase consisting of just one or two battles representing the key moments of the conflict.

Here are some example configurations for your campaign, to give some guidance to a new Campaign Master.

CAMPAIGN SPEED
VERY FASTFASTNORMALSLOW
Target Games per Player per Campaign Phase1234

As a guide, if each member of your campaign group will play one game a week, this means a very fast campaign can be played in a month - in which the Campaign Master would allocate one week per campaign phase, and a target of one game per player per campaign phase - while a slow campaign will take closer to six months to complete - in which the Campaign Master might allocate around six weeks per campaign phase, and a target of five games per player per campaign phase.

If your campaign group is gathering in the same place to play a number of games in quick succession, a very fast campaign can be completed in a day, and a fast campaign can be completed in a weekend. In this case, the Campaign Master can set the length of each phase to one or two games, depending on the length of the event, and each player will play that number of games in each phase.

Campaign Phases

Over a campaign phase, players from opposing alliances will battle each other to work towards their alliances narrative goals. The Campaign Master has a few options concerning how players are matched up for games. They can leave players to arrange games themselves, with challenges thrown down and honour at stake. Alternatively, it may be appropriate to introduce more structure to the match ups. For example, a game schedule will ensure that everyone gets an equal amount of games, or, in campaigns with a large number of players, each alliance can be broken down into smaller subgroups that are then matched against each other to make arranging games even simpler.

Once you have gathered the players into alliances, established the way to play and determined the length of the campaign, it’s time for the struggle for Armageddon to begin!

Narrative Goals, Campaign Points and Strategic Points

In each phase of the campaign, each alliance pursues a narrative goal. Their progress towards that goal is measured in strategic points, which each player can earn as described in their narrative goal. The narrative goal also describes the consequences of success or failure.


Success and Failure

At the end of each campaign phase, the alliance with the most strategic points succeeds in its narrative goal - that alliance gains one campaign point. If there is no alliance with the most strategic points or for each alliance without the most strategic points fails in its narrative goal. Ure strategic points of each alliance are then reset to 0.

Your alliance’s success or failure determines which narrative goal you attempt in the next campaign phase, and also have another effect as described in your alliance’s narrative goal.

The ultimate victors are not decided right up until the final phase, so everything is still to play for even if an alliance does not meet its narrative goal in an earlier phase of the campaign.

Ending the Campaign

At the end of the fourth phase, if one alliance has a higher total of strategic points than each of the other alliances, that alliance wins: the players in that alliance are the victors of the campaign. If two or more alliances are tied for the highest total of strategic points, whichever of those tied alliances has the highest total of campaign points wins. If there is still a tie, then the campaign ends in a bloody draw, and the war for Armageddon rages on.

Gatebreakers

I

Stabilising the Front

Stabilising the front lines on Armageddon’s principal continents will provide a stable foundation for its defenders.

At the end of each battle,if you are the victor, gain five strategic points.

RESURGENT MORALE
SUCCESS
In the next campaign phase, attempt the Reclaim the Lost Hives narrative goal, and each time you purchase the Increase Supply Limit requisition, increase your Crusade force’s supply limit by 250 points, instead of 200.

GRIM DETERMINATION
FAILURE
In the next campaign phase, attempt the Strengthen the Imperator Line narrative goal, and in each battle, the first time a unit from your Crusade army fails a Battle-shock test, that unit instead passes that test.

II

Reclaim the Lost Hives

Building on early success, the Gatebreakers of Armageddon strike to seize and cleanse the fallen Hives of Hades and Thoraddis.

At the end of each battle, if two or more units from your Crusade army (excluding AIRCRAFT and Battle-shocked units) are wholly within your opponent’s deployment zone, gain five strategic points.

COMMANDING GRASP
SUCCESS
In the next campaign phase, attempt the Raze the Monoliths narrative goal, and in each battle, in your second Reinforcement step, you can select one unit from your Crusade army in Strategic Reserve. Set up that unit on the battlefield as if it were the third battle round.

STAGED WITHDRAWAL
FAILURE
In the next campaign phase, attempt the Light in the Dark narrative goal, and in each battle, at the start of the Declare Battle Formations step, you can select one INFANTRY or BATTLELINE unit from your Crusade army. All models in that unit have the Scouts 6" ability until the end of the battle.

III

Strengthen the Imperator Line

Having suffered a series of defeats, the Gatebreakers must reinforce their defences before they can resume their offensive.

At the end of each battle, if no enemy units (excluding AIRCRAFT and Battle-shocked units) are wholly within your deployment zone, gain five strategic points.

IMPENETRABLE WALL
SUCCESS
In the next campaign phase, attempt the Raze the Monoliths narrative goal, and each time you select a unit from your Crusade army to be Marked for Greatness, it gains an additional 1XP.

DEFENSIVE SWEEP
FAILURE
In the next campaign phase, attempt the Light in the Dark narrative goal, and in each battle, enemy units cannot be set up within your deployment zone (except when disembarking).

IV

Raze the Monoliths

With momentum behind them, the defenders of Armageddon make a bold strike to destroy the monoliths anchoring the Red Angel’s Gate in reality.

At the end of each battle, if you control one or more objective markers within your opponent’s deployment zone, gain five strategic points.

RIGHTEOUS RESOLVE
SUCCESS
In the next campaign phase, attempt the Shatter the Red Angel’s Gate narrative goal, and in each battle, each time an enemy model makes an attack that targets a unit from your Crusade army with one or more Warp counters, subtract 1 from the Wound roll.

DESPERATION
FAILURE
In the next campaign phase, attempt the Shatter the Red Angel’s Gate narrative goal, and in each battle, at the start of your Command phase, you can select one unit from your Crusade army. Add or remove one Warp counter to/from that unit.

V

Light in the Dark

As the planet descends into chaos, the Gatebreakers’ forces remain as beacons of hatred and defiance, steadfast in the face of the foe.

At the end of each battle, if the points value of destroyed units from your opponent’s Crusade army is higher than that of destroyed units from your Crusade army, gain five strategic points.

FAITH REKINDLED
SUCCESS
In the next campaign phase, attempt the Shatter the Red Angel’s Gate narrative goal, and in each battle, each time a model from your Crusade army makes an attack that targets a unit with one or more Warp counters, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.

FORLORN HOPE
FAILURE
In the next campaign phase, attempt the Shatter the Red Angel’s Gate narrative goal, and in each battle, once per turn, you can re-roll one charge roll made for a unit from your Crusade army.

VI

Shatter the Red Angel’s Gate

The Gatebreakers throw everything into a final assault upon the Red Angel’s Gate. Only by sealing the portal can Angron’s invasion of Armageddon be foiled.

In each battle, at the start of the first battle round, gain a number of Command points equal to your alliance’s campaign points (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1).

At the end of each battle, if you are the victor, gain five strategic points.

Desecrators

I

Planetfall

The Desecrators make a sudden assault on Armageddon, seeking to slaughter their unsuspecting foes and seize beachheads on the planet’s surface.

At the end of each battle, if you are the victor, gain five strategic points.

REWARDS OF SUCCESS
SUCCESS
In the next campaign phase, attempt the Vile Rituals narrative goal, and each time you win a battle, roll a D6: on a 4+ gain 1 additional RP.

SCOURGE OF FAILURE
FAILURE
In the next campaign phase, attempt the Corrupt the Fire Wastes narrative goal, and each time a unit from your Crusade army takes a Battle-shock test, if your WARLORD model is within 6" of that unit, your unit passes that test.

II

Vile Rituals

Having seized territory in Armageddon Prime and Secundus, the forces of the Desecrators set about enacting vile rituals and raising fell idols to their Blood God, seeking to drown the world in empyric energies.

In each battle, each time a unit from your Crusade army that is within range of one objective marker within No Man’s Land destroys one or more enemy units in the Fight phase, that objective marker is desecrated. At the end of the battle, if half or more of the objective markers within No Man’s Land are desecrated, gain five strategic points.

THE STORM BREAKS
SUCCESS
In the next campaign phase, attempt the Feed the Storm narrative goal, and in each battle, at the start of your Command phase, you can select one unit from your Crusade army. Add or remove one Warp counter to/ from that unit.

GREATER SACRIFICES
FAILURE
In the next campaign phase, attempt the The Dark Gods Demand narrative goal, and while a unit from your Crusade army is Below Half-strength, weapons equipped by models in that unit have the [LETHAL HITS] ability.

III

Corrupt the Fire Wastes

Thwarted in their initial invasion, the Desecrators regroup in the Fire Wastes, focusing on fortifying and empowering the Red Angel’s Gate.

At the end of each battle, if three or more units from your Crusade army are each wholly within 9" of a different battlefield edge, gain five strategic points.

SPREADING CORRUPTION
SUCCESS
In the next campaign phase, attempt the Feed the Storm narrative goal, and while you control more objective markers in No Man’s Land than your opponent, each time Anomalies would be generated, you can re-roll one result on the Anomalies table.

FULLY COMMITTED
FAILURE
In the next campaign phase, attempt the The Dark Gods Demand narrative goal, and each time you use a Stratagem, if you spent one or more CP to use that Stratagem, roll a D6: on a 5+, gain one CP.

IV

Feed the Storm

The Red Angel’s Gate grows ever larger. To ensure victory, the Desecrators need only feed the storm gathering at Armageddon’s pole with worthy sacrifices.

At the end of each battle, gain five strategic points if both of the following from your opponent’s Crusade army are not on the battlefield:
  • The WARLORD model.
  • The unit with the highest points value (or joint highest).

FAITH REWARDED
SUCCESS
In the next campaign phase, attempt the Warp Made Manifest narrative goal, and at the end of each battle, each CHARACTER unit from your Crusade army on the battlefield gains 1XP.

ALL OR NOTHING
FAILURE
In the next campaign phase, attempt the Warp Made Manifest narrative goal, and in each battle, each time a model in a unit from your Crusade army is destroyed, if that unit is within range of one or more objective markers and if that model has not fought this phase, roll one DO. On a 5+, do not remove the destroyed model from play; it can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.

V

The Dark Gods Demand

The Gods of Chaos brook neither failure nor weakness. No matter the cost in lives, the Desecrators must achieve victory here.

At the end of each battle, if you control the objective marker closest to the centre of the battlefield (or each of those objective markers, if those objective markers are the same distance from the centre of the battlefield), gain five strategic points.

KHORNE’S FAVOUR
SUCCESS
In the next campaign phase, attempt the Warp Made Manifest narrative goal, and for each CHARACTER unit in your Crusade army, once per turn, you can re-roll one Hit roll, one Wound roll or one Damage roll for that unit.

A NEW CHAMPION RISES
FAILURE
At the start of the next campaign phase, you can select one CHARACTER unit from your Crusade force. Remove that CHARACTER unit from your Crusade force, then add an identical CHARACTER unit to your Army Roster with the same number of battle traits as the one you removed, plus one more.

In the next campaign phase, attempt the Warp Made Manifest narrative goal.

VI

Warp Made Manifest

The hour of victory is at hand. The Desecrators need only protect the Red Angel’s Gate and continue to ensure that the blood flows through Armageddon.

In each battle, at the start of the first battle round, gain a number of Command points equal to your alliance’s campaign points (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1).

At the end of each battle, if you are the victor, gain five strategic points.

Marauders

I

Drawn to the Fight

Striking from the equatorial jungle or other hidden haunts, rival forces larger than any had anticipated swarmed over Armageddon, taking both invaders and defenders by surprise.

At the end of each battle, if you are the victor, gain five strategic points.

SPOILS OF VICTORY
SUCCESS
In the next campaign phase, attempt the Forgotten Relics narrative goal, and each time a CHARACTER unit from your Crusade army can gain a Crusade Relic, it can gain an Antiquity Relic (regardless of its rank).

BLUNTED MOMENTUM
FAILURE
In the next campaign phase, attempt the Escalation narrative goal, and after each battle in which you are not the victor, the first time you purchase the Increase Supply Limit Requisition before your next battle, it costs 1 fewer RP than it normally would.

II

Forgotten Relics

Marauding forces have seized sites of power and uncovered long-buried treasures of incalculable worth. Now, they mean to wield them in anger.

At the start of the first battle round, select one unit from your Crusade army with the highest XP (or tied for highest XP). At the end of the battle, if that unit destroyed one or more units in that battle, gain five strategic points.

ALPHA STRIKE
SUCCESS
In the next campaign phase, attempt the Decapitation narrative goal, and each time the enemy WARLORD is destroyed, each enemy unit on the battlefield must take a Battle-shock test.

GUERRILLA WARFARE
FAILURE
In the next campaign phase, attempt the Bloodied but Unbowed narrative goal, and in each battle in which you are the Attacker, at the start of the Declare Battle Formations step, you can select one INFANTRY unit from your Crusade army. Until the end of the battle, all models in that unit have the Infiltrators ability.

III

Escalation

Although the Marauders’ initial attacks failed to find purpose, the unfolding carnage acts as a lure to their battle-hungry kin, drawing more and more combatants into the fight.

At the end of each battle, if three or more units from your Crusade army are each wholly within a different quarter of the battlefield, gain five strategic points.

OVERWHELMING NUMBERS
SUCCESS
In the next campaign phase, attempt the Decapitation narrative goal, and at the end of each battle, each BATTLELINE unit from your Crusade army that is on the battlefield gains 1XP.

SPITEFUL ONSLAUGHT
FAILURE
In the next campaign phase, attempt the Bloodied but Unbowed narrative goal, and each time a CHARACTER unit from your Crusade army declares a charge, you can re-roll the Charge roll.

IV

Decapitation

The rogue forces marauding across Armageddon now aim to eliminate the leaders of the factions warring there, opening a route to victory.

At the end of each battle, if there are no CHARACTER models from your opponent’s Crusade army on the battlefield, gain five strategic points.

EASY PICKINGS
SUCCESS
In the next campaign phase, attempt the Endless War narrative goal, and each time a model from your Crusade army makes an attack that targets a non-CHARACTER unit, re-roll a Hit roll of 1.

SWORN ENEMIES
FAILURE
In the next campaign phase, attempt the Endless War narrative goal, and each time a model from your Crusade army makes a melee attack that targets a CHARACTER unit, you can re-roll the Hit roll.

V

Bloodied but Unbowed

Reduced in number and fighting in isolated pockets across Armageddon, the Marauders remain capable of causing great pain to their foes.

At the end of each battle, if more units from your Crusade army are in your opponent’s deployment zone than units from their Crusade army, gain five strategic points.

EXPLOITED WEAKNESS
SUCCESS
In the next campaign phase, attempt the Endless War narrative goal, and each time your opponent uses a Stratagem, if they spent one or more CP to do so, and if your WARLORD is on the battlefield, roll a D6: on a 5+, gain one CP.

COMMIT THE RESERVES
FAILURE
In the next campaign phase, attempt the Endless War narrative goal, and each time you add a unit to your Crusade force, that unit gains 3XP, or 6XP if it is a BATTLELINE unit.

VI

Endless War

If the Marauders can keep either of the other forces from victory, they may secure a war that will never end.

In each battle, at the start of the first battle round, gain a number of Command points equal to your alliance’s campaign points (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1).

At the end of each battle, if you are the victor, gain five strategic points.

Crusade Badges

Gatebreakers Alliance

If you participate in an Armageddon Crusade as a member of the Gatebreakers alliance, you can earn the Crusade Badges below.


LIBERATORS OF THORADDIS
  • Gained ten or more strategic points during an Armageddon Crusade.
  • End an Armageddon Crusade where your alliance succeeded in one or more of its narrative goals.


SAVIOURS OF THE NORTHERN HIVES
  • Gained 20 or more strategic points during an Armageddon Crusade.
  • End an Armageddon Crusade where your alliance succeeded in two or more of its narrative goals.


BREAKERS OF THE RED ANGEL’S GATE

Desecrators Alliance

If you participate in an Armageddon Crusade as a member of the Desecrators alliance, you can earn the Crusade Badges below.


BRINGERS OF WRACK AND RUIN
  • Gained ten or more strategic points during an Armageddon Crusade.
  • End an Armageddon Crusade where your alliance succeeded in one or more of its narrative goals.


HERALDS OF THE RED ANGEL
  • Gained 20 or more strategic points during an Armageddon Crusade.
  • End an Armageddon Crusade where your alliance succeeded in two or more of its narrative goals.


OVERLORDS OF ARMAGEDDON
  • Gained 30 or more strategic points during an Armageddon Crusade.
  • End an Armageddon Crusade where your alliance succeeded in three or more of its narrative goals.

Marauders Alliance

If you participate in an Armageddon Crusade as a member of the Marauders alliance, you can earn the Crusade Badges below.


SCOURGE OF THE LOST HIVES
  • Gained ten or more strategic points during an Armageddon Crusade.
  • End an Armageddon Crusade where your alliance succeeded in one or more of its narrative goals.


MASTERS OF ARMAGEDDON PRIME
  • Gained 20 or more strategic points during an Armageddon Crusade.
  • End an Armageddon Crusade where your alliance succeeded in two or more of its narrative goals.


ARCHITECTS OF THE ENDLESS WAR
  • Gained 30 or more strategic points during an Armageddon Crusade.
  • End an Armageddon Crusade where your alliance succeeded in three or more of its narrative goals.

Battle Traits

Battle Traits are skills or upgrades that units have acquired during their years of warfare, and help to give them a vital edge on the battlefield. Each time a unit gains a Battle Trait, either roll one D6 and consult the relevant table to randomly determine which Battle Trait the unit has gained, or choose the Battle Trait that you think tells the best narrative. A unit can have more than one Battle Trait, but it cannot have the same Battle Trait more than once (if a duplicate result is rolled, roll again until a different result is rolled).

INFANTRY UNITSD6
FORTUNE’S FAVOURED

By the hand of gods or fate itself, the bravery demonstrated by these warriors has been well rewarded with unnatural fortune.

Models in this unit have a 6+ invulnerable save. While this unit has one or more Warp counters, models in this unit have a 5+ invulnerable save (excluding against Psychic Attacks).
WARP-HARDENED VETERANS

These warriors have witnessed Warp nightmares beyond most mortals’ ken and retained their sanity and ability to wage war.

Each time this unit is Marked for Greatness, it gains an additional 2XP. In addition, once per battle, in your Command phase, you can add or remove one Warp counter to/from this unit.
ADAPTIVE CAMOUFLAGE

Light-reflecting cloaks and fabric coverings enable the wearers to hunt their prey without being seen.

This unit has the Stealth ability and if this unit is in Strategic Reserves, it counts the battle round number as one higher than the current battle round number for the purpose of determining when and where it is set up.
STALWARTS

These soldiers are inured to the horrors of combat. Even in the most horrific battles, they remain committed to the cause, dead-eyed and laser-focused.

Once per battle, in your Command phase, this unit can use this Battle Trait. When it does, if it is Battle-shocked, it is no longer Battle-shocked and, until the end of the turn, this unit is eligible to perform an Action in a turn in which it Fell Back and/or while within Engagement Range of one or more enemy units.
FOOTSLOGGERS

Marching, marching, endless marching. These soldiers have crossed leagues on foot, lending them great endurance and surprising speed.

Add 1" to the Move characteristic of models in this unit.
WARP HUNTERS

These warriors have come to specialise in stalking and eliminating Warp-spawned entities.

Each time a model in this unit makes an attack that targets the closest eligible target, you can re-roll a Wound roll of 1. If the target of that attack is an UNBOUND ADVERSARIES unit, and it is the closest eligible target, you can re-roll the Wound roll instead.

MONSTER AND VEHICLE UNITSD6
WARDING INSCRIPTIONS

Latticed wards inscribed on iron skin and woven into composite armour panels provide protection against the empyric.

Models in this unit have the Feel No Pain 6+ ability against Psychic Attacks and mortal wounds. While this unit has one or more Warp counters, models in this unit have the Feel No Pain 5+ ability against Psychic Attacks and mortal wounds.
ADVANCED SUSPENSORS

Equipped with anti-gravitic suspensor systems that reduce the toll of weapon systems, this unit is afforded greater mobility.

Ranged Weapons equipped by models in this unit have the [assault] ability.
EXTRA ARMOUR

With its formidable armour reinforced, this unit is well equipped to lead an armoured breakthrough.

Add 1 to the Toughness characteristic of models in this unit.
JUGGERNAUT

Gigantic war engines and slavering behemoths thunder across the battlefield, their unstoppable momentum scattering the unwary.

You can ignore any or all modifiers to this unit’s Move characteristic. In addition, each time this unit makes a Normal move, its models can move through sections of terrain features more than 2" in height, but if any do so, just after this unit has moved, roll one D6: on a 1-3 this unit is Battle-shocked.
ENDLESS RAGE

Warp-enhanced monstrosities and steel-tracked titans possess boundless enthusiasm for the fight. Their guns never tire, and their bloodlust is never sated.

This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
DAEMON HUNTER

Some armoured vehicles and monstrous beings are tasked with destroying empyric foes, utilising heavy weapons to obliterate their infernal prey.

Each time this unit targets an UNBOUND ADVERSARIES unit, you can re-roll the Hit roll. In addition, at the Update Crusade Cards step, if this unit would gain XP from Dealers of Death, it gains 1 additional XP.

MOUNTED UNITSD6
TIP OF THE SPEAR

Tasked with performing reconnaissance, this unit possesses the speed and agility to outflank their foes.

This unit has the Scouts 6" ability.

SKILLED RIDERS

Veteran cavalry manoeuvre their mounts with unerring precision at breakneck speed.

Each time this unit makes a Normal, Advance or Charge move, its models can move through sections of terrain features more than 2" in height, but if any do so, just after this unit has moved, roll one D6: on a 1, this unit suffers D3 mortal wounds and is Battle-shocked; on 2-3 this unit is Battle-shocked.

REACTIVE REDEPLOYMENT

Swift outriders guide their steeds into advantageous positions.

After both players have deployed their armies, you can redeploy this unit. When doing so, you can set this unit up in Strategic Reserves, regardless of how many units are already in Strategic Reserves.


BEAST UNITSD6
WAR BEASTS

These frenzied and bestial combatants thundertowards the foe.

Add 1 to Advance and Charge rolls made for this unit.

LEAPING FRENZY

This pack of beasts leaps into the midst of its prey, ripping and tearing long before the foe can raise a hand in defence.

Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it, then roll one D6 for each model in this unit that is within Engagement Range of that enemy unit, adding 1 to the result if this unit has 1 or more Warp counters: for each 5+, that enemy unit suffers 1 mortal wound.

FEARSOME PREDATORS (AURA)

With slavering jaws and bloodied talons, these beasts are terrifying to encounter.

While an enemy unit is within 6" of this unit, worsen the Leadership and Objective Control characteristics of models in that unit by 1 (to a minimum of 1).

PSYKER UNITSD6
RITUAL OF SHROUDING (PSYCHIC)

Sorcerous incantations meld flesh and shadow, shrouding the caster in obscuring mist.

At the start of the Deploy Crusade Armies step, you can spend 1RP; if you do, until the end of the battle, each model in this unit has the Infiltrators ability.
WARP FOCUS (PSYCHIC)

With laser focus, this psyker channels their diamond-hard psychic might into their attack.

Add 1 to the Strength characteristic of Psychic weapons equipped by models in this unit. While this unit has one or more Warp counters, add 2 to the Strength characteristic of Psychic weapons equipped by models in this unit instead.
SCRIER’S GAZE (AURA, PSYCHIC)

Peering into the mystifying madness of the Immaterium, those gifted with Warpsight are forewarned of enemy movements.

Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of this unit.
WARP ALACRITY (PSYCHIC)

Those capable of channelling Warp power may draw upon its empowering energies to enhance their speed and agility to supernatural levels.

You can re-roll Advance and Charge rolls for this unit. In addition, each time this unit is selected to Advance, you can remove one Warp counter from it. If you do, then until the end of the turn, this unit is not eligible to declare a charge (even if another rule would let it Advance and Charge in the same turn), but you do not make an Advance roll; instead, until the end of the phase, add 6" to the Move characteristic of models in this unit.
FORCE SHIELD (PSYCHIC)

The caster draws upon the entirety of their power, projecting a nigh-impenetrable barrier of force.

Each time an attack targets this unit (excluding Psychic Attacks), if the Strength characteristic of that attack is greater than the Toughness characteristic of this unit, subtract 1 from the Wound roll.
WARP TERRORS (PSYCHIC)

Those practised in Warp sorcery may conjure spectral horrors to terrify their foes.

Once per turn, at the start of your Command phase, Movement phase, Shooting phase, or Charge phase, or the Fight phase, you can select one enemy unit within 18" of this model. That unit must take a Battle-shock test, subtracting 1 from the test when it does so if it has one or more Warp counters.

Mighty Champions

The wars for Armageddon have involved many of the galaxy’s greatest champions, grand strategists, calculating conspirators and inspirational leaders. Many such warriors of legend have forged their dread reputations on the burning battlefields of this world.

In an Armageddon Campaign, players should inform the Campaign Master whenever an EPIC HERO unit is added to their Crusade force. The Campaign Master then assigns one of the following Crusade Abilities to an EPIC HERO model in that unit that best represents its lore and background. For each EPIC HERO unit in a player’s Crusade force, that player must increase their Crusade points total by 1. If an EPIC HERO unit contains two or more EPIC HERO models, the Campaign Master should select only one of those EPIC HERO models to have a Crusade Ability.

HISTORICAL REFIGHT – ARMAGEDDON
If you are recreating the conflict in this book, then Angron would be a Nemesis Champion, High Marshal Helbrecht would be a Front-line Champion and Chaplain Grimaldus would be an Inspirational Champion.

FRONT-LINE CHAMPIONS

These warriors are found where the fighting is thickest, using their hard-won experience to lead their troops to victory.

CRUSADE ABILITY
At the Declare Battle Formations step, select one of the following:
  • While this model is leading a unit, weapons equipped by models in that unit have the [anti-unbound adversaries 4+] ability.
  • Select one Armageddon Battle Trait (this must be a Battle Trait they could have if they were not an EPIC HERO), Until the end of the battle, this EPIC HERO model, and any unit they join, have this Battle Trait.

STRATEGIC CHAMPIONS

The most cerebral commanders employ their immense strategic insights to stack the odds in their armies’ favour.

CRUSADE ABILITY
If your Crusade army includes one or more EPIC HERO models with this Crusade Ability, then at the Select Crusade Blessings step, select one of the following:
  • If you are the Underdog, roll one D6: on a 4+ you can select one additional Crusade Blessing.
  • If you are not the Underdog, roll one D6: on a 6 you can select one Crusade Blessing, instead.

NEMESIS CHAMPIONS

Warriors like this excel in felling the enemy’s leaders, whether by the subtle arts of assassination or in overt and spectacular duels.

CRUSADE ABILITY
During the battle, if one or more enemy CHARACTER models are destroyed by an attack made by an EPIC HERO model (or a model in a unit it is attached to) with this Crusade Ability from your Crusade army, then at the Update Crusade Cards step, all units in your Crusade army gain an additional 1XP. If one of those destroyed enemy CHARACTER models was the enemy WARLORD, you also gain 1 strategic point.

SUBTLE CHAMPIONS

These warriors turn the tide of war in their favour by cunning sorcery, guileful shadow operations or other devious means.

CRUSADE ABILITY
If your Crusade army includes one or more EPIC HERO models with this Crusade Ability, select one of the following:
  • At the Determine Attacker and Defender step, you can re-roll your dice when determining who will be the Attacker and who will be the Defender.
  • At the end of the Set Warp Events step, roll one D6: on a 4+ you can choose to increase or decrease the intensity of the Warp Events used in that battle by 1 (to a minimum of 1 and a maximum of 3).

INSPIRATIONAL CHAMPIONS

The mere presence of such iconic figures as these inspires incredible courage - or else terrified obedience - in their followers.

CRUSADE ABILITY
While an EPIC HERO model with this Crusade Ability is leading a unit, you can ignore any and/or all Battle Scars that Bodyguard unit has. If your Crusade army includes one or more EPIC HERO models with this Crusade Ability, at the end of the battle, you can select one additional unit from your Crusade army to be Marked for Greatness.

RESTORATIVE CHAMPIONS

These individuals bolster their forces with medical expertise, technological know-how, or other, more esoteric talents.

CRUSADE ABILITY
If your Crusade army includes one or more EPIC HERO models with this Crusade Ability, you can re-roll failed Out of Action tests for units in your Crusade army.

LOGISTICAL CHAMPIONS

Focusing on war’s mechanisms and grand logistics, these individuals ensure excellent support for their armies.

CRUSADE ABILITY
If your Crusade army includes one or more EPIC HERO models with this Crusade Ability, during the Determine Victor step, if you were the victor of that battle and if that EPIC HERO is on the battlefield, you gain the Victor bonus a second time.

Crusade Relics

When fighting on Armageddon, units from your Crusade army can gain the following Crusade Relics.


Artificer Relics

PERIAPT OF THE RIGHTEOUS

Said to have been borne by a Confessor-Militant martyred during the Third War for Armageddon, this amulet is believed to bestow upon the wearer a fragment of that preacher’s fiery resolve.

Add 2 to the bearer’s Wounds characteristic. In addition, in your Command phase, you can remove one Warp counter the bearer’s unit has. If you do, the bearer regains up to D3 lost wounds.
TARTARINE CUIRASS

An artificer-crafted breastplate formed of layered plasteel and bonded ceramite, this relic of the Second War for Armageddon is said to have protected its nameless bearer from a thousand deaths during the retreat from Hive Tartarus. Despite its vintage, the armour remains as impenetrable as ever.

Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack. This is not cumulative with any other modifiers that worsen the Damage characteristic of an attack.
GRIMOIRE ABJURATIS

A gigantic volume filled with forbidden lore, the Grimoire Abjuratis contains countless rituals and incantations of warding and protection. By enacting these rites, the bearer may shield the righteous from the predations of monstrous and unholy foes.

Each time a BEAST or MONSTER model makes an attack that targets the bearer’s unit, subtract 1 from the Wound roll. If the attacking model is an UNBOUND ADVERSARIES unit, subtract 1 from the Hit roll as well.
COWL OF VEHEMENCE

Lost by the Grey Knights during the First War for Armageddon, this leather coif is interwoven with silver thread stitched into symbols of occult power. When worn by a psyker of sufficient might, its arcane mechanisms focus and enhance their empyric talents, allowing them to smite even the most titanic of foes.

PSYKER model only. Each time the bearer makes a Psychic Attack, re-roll a Wound roll of 1. While the bearer’s unit has one or more Warp counters, each time the bearer makes a Psychic Attack, you can re-roll the Wound roll instead.

Antiquity Relics

RIFTWALKER’S ASTROLABE

This circular, hand-held device comprises interwoven wire, perforated metal and dials covered in infernal script. Suspended at its core is a fragment of blackstone that emits a constant hum. The device allows the bearer to lead their allies through the Warp with uncanny precision when exposed to empyric energies.

The bearer has the Deep Strike ability. While the bearer is leading a unit, models in that unit have the Deep Strike ability.
WEAPON OF RENOWN

Bloodsong, the Axe Morkai, the Black Blade - many such infamous instruments of death and destruction have been wielded on the battlefields of Armageddon. With endless war raging across the beleaguered planet, the weapons of new champions will surely earn their legendary status in the blood of victims beyond count.

Select one melee weapon that the bearer is equipped with (excluding a weapon that has been replaced by an Enhancement or upgraded via the Weapon Modifications Battle Trait). That weapon is now a Crusade Relic and it has the [ANTI-UNBOUND ADVERSARIES 4+] and [DEVASTATING wounds] abilities.
EXORCIST’S THURIBLE

The sanctified incense burned within this censer emits clouds of coloured smoke that sweep away empyric corruption and embolden those who breathe in its fumes.

The bearer has the Feel No Pain 5+ ability against mortal wounds and Psychic Attacks. In addition, once per battle, just after rolling to generate an Anomaly, you can remove one Warp counter the bearer has. If you do, you can change one of the dice that were part of that roll to a dice result of your choosing (changing the anomaly generated).
SANGUIFLAMME OF ARMAGEDDON

This pointed, blood-red banner bears an embroidered image of the Imperial aquila upon a field of crimson cloth. It has been borne in battles beyond count and seized by the Imperiums foes many times. The people of Armageddon believe that they who hold the Sanguiflamme aloft shall be blessed with wisdom and courage.

At the start of your Command phase, if the bearer is within range of an objective marker you control, you can choose one of the following:
  • Remove 1 Warp counter that the bearer’s unit has. If you do, gain 1CP.
  • Take a Leadership test for this model. If that test is passed, gain 1CP.

Legendary Relics

VENGEANCE TOTEM

Engraved with unholy scripture, this totem absorbs and amplifies the empyric signature of the bearer at the moment of their death, luring hungry Warp entities.

When the bearer’s unit is destroyed, roll one D6 for every enemy unit within 6": on a 4+, that enemy unit suffers D3 mortal wounds. Then, if the bearer’s unit had one or more Warp counters when it was destroyed, you can set up one unit of UNBOUND ADVERSARIES on the battlefield as close as possible to where the bearer’s model was destroyed and not within Engagement Range of any enemy units. The Power Level of this unit is equal to the number of Warp counters the bearer’s unit had.
EMPYROMANCER’S FOCUS

Formed of steel and blackstone fused in the eye of a Warp storm, this talisman enables the bearer a measure of control over the raw fury of empyric storm fronts.

PSYKER model only. The bearer’s Psychic weapons gain the [sustained hits 2] ability. In addition, at the end of the Set Warp Events step, if the bearer is in your Crusade army, you can choose to increase or decrease the intensity of the Warp Events used in that battle by 1 (to a minimum of 1 and a maximum of 3).
WARP-TOUCHED WEAPON

Befouled by rampant Warp energies, this weapon devours empyric corruption, rendering its bearer more lethal, though such power undoubtedly comes at a cost.

INFANTRY or MOUNTED model only. Select one melee weapon that the bearer is equipped with (excluding a weapon that has been replaced by an Enhancement or upgraded via the Weapon Modifications Battle Trait). That weapon is now a Crusade Relic and you add 1 to the Attacks, Strength and Damage characteristic of that weapon. In addition, each time the bearer is selected to fight, you can first remove up to 3 Warp counters from the bearer’s unit. For each Warp counter removed in this way, until the end of the phase, add an additional 1 to the Attacks and Strength characteristics of that weapon.
BEAST-WARD BARBUTE

This iron helm’s horned, daemonic visage strikes fear into the hearts of even the most monstrous foes.

Each time a BEAST or MONSTER unit targets the bearer’s unit, before making any attacks, that BEAST or MONSTER unit must take a Battle-shock test. Each time a model in that BEAST or MONSTER unit makes an attack that targets the bearer’s unit, subtract 1 from the Hit roll and, if that test was failed, subtract 1 from the Wound roll as well. In addition, once per battle, in your Command phase, you can select one UNBOUND ADVERSARIES unit within 18" of the bearer. If you do, until the start of your next Command phase, that UNBOUND ADVERSARIES unit loses the UNBOUND ADVERSARIES keyword and is part of your Crusade army.

Armageddon Crusade Battles

An Armageddon Crusade battle is waged by following the sequence below.


1

Select Battle Size

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

SELECT BATTLE SIZE
BATTLE SIZEPOINTS PER CRUSADE ARMYBATTLE DURATION
Incursion1000Up to 2 hours
Strike Force2000Up to 3 hours
Onslaught3000Up to 4 hours

2

Muster Crusade Armies

Each player must then muster a Crusade army and provide a copy of their Army Roster for their opponent to read through.

3

Determine Mission

Next players determine which mission will be used for the battle; they can choose from the missions presented in the tables (see below) for their chosen battle size. This will determine the deployment map that is used, as well as the specific mission briefing. Players can either choose with their opponent which they will use, or they can roll a dice to randomly select a mission.

When rolling to determine a mission, first roll one D6 to determine which table to use: on a 1-3, use table A (the missions on this table are designed to be symmetric, with the Attacker and Defender vying to achieve the same mission objectives); on a 4-6, use table B (the missions on this table are designed to be asymmetric, with the Attacker and Defender having different rules and/or mission objectives). Then roll one D33 to determine which mission to play. To do so, roll two D3 one after the other: the first result determines your ‘tens’ and the second your ‘units’. For example, if you roll two D3 and the first result is a 2 and the second is a 1, the D33 result is 21.



4

Determine Attacker and Defender

Players roll off and the winner decides who will be the Attacker and who will be the Defender.
5

Read Mission

Each mission has a mission briefing that will detail the aims of the battle. Each mission will also list one or more additional mission rules that will apply for the duration of the battle and a series of mission objectives, which may be different for the Attacker and the Defender. The missions in this book tell you which Hellscape rules to use and the scale and intensity of the Warp Events to use. Some mission rules include a Warp Surge Anomaly: when you generate a Warp Surge result using the Anomalies rules, use the missions Warp Surge rule instead of the one in the Anomalies table. Players should read and familiarise themselves with the mission rules before proceeding.

Mission Objectives

During the battle, players can gain Victory points (VP) by achieving mission objectives.

Mission objectives can either be ‘Progressive’ or ‘End Game’. Progressive mission objectives are scored during the battle (exactly when is detailed on the mission objective itself), and can be achieved, and hence award VP, several times. End Game mission objectives are scored at the end of the battle. Some Progressive objectives will award VP ‘each time’ an enemy model or unit is destroyed. A model or unit can, if it is resurrected for any reason (i.e. it was destroyed and subsequently returned to the battlefield), potentially contribute several VP due to these types of mission objectives (assuming it is resurrected and subsequently destroyed several times over).

6

Place Objective Markers

Players now set objective markers up on the battlefield. Each mission’s deployment map will show the players how many to set up and where each should be placed.

7

Create the Battlefield

Next players create the battlefield and set up terrain features. The size of the battlefield depends on the battle size selected, as shown in the table below (the table shows the minimum size of battlefields).

BATTLEFIELDS
BATTLE SIZEMINIMUM BATTLEFIELD SIZE
Incursion/Strike Force 44" x 60"
Onslaught44" x 90"

Unless otherwise stated, when setting up terrain features, use the guidelines detailed in the Core Rules. Players must use the rules presented in the Core Rules for terrain features.

Terrain features should not be set up with any impassable sections (such as the walls of a ruin) within 1" of any objective markers.

8

Purchase Requisitions

If you have access to any Requisitions that are used before a battle, you can spend RP to use them now. If any of these upgrade one or more of your units for the coming battle, make a note of that upgrade on your Army Roster.

9

Select Agendas

Each player then secretly selects two Agendas for the battle and writes them down. Each can award XP to certain units in that player’s Crusade army, as described on the Agenda itself. Once both players have selected their Agendas, they reveal their selections to their opponent.

Tactical Agendas
If a player selects Tactical Agendas for one of their Agendas, they will generate these as the battle unfolds, as described here.

10

Select Crusade Blessings

When two Crusade armies battle each other, it is likely that one or the other will be more experienced. To determine this, both players should compare the combined Crusade points total of all the units that are on their Army Rosters. If there is a difference of at least 5 between the players’ Crusade points totals, the player whose Army Roster has the lower total number of Crusade points is the Underdog and gains a number of Crusade Blessings to use in that battle from those shown here, depending on the difference. This represents high command funnelling additional resources to the Underdog to help them combat a more experienced foe.

11

Declare Battle Formations

In the order stated below, both players now secretly note down:
  • Which of their Leader units will start the battle attached (they must specify which Leader unit is attached to which Bodyguard unit).
  • Which of their units will start the battle embarked within TRANSPORT models (they must specify which units are embarked on which models).
  • Which of their units will start in Reserves (including Strategic Reserves).

When both players have done so, they declare their selections to their opponent.

In Armageddon missions, Reserves units cannot arrive during the first battle round, and any Strategic Reserves or Reserves 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).
12

Deploy Crusade Armies

Players now alternate setting up their remaining units one at a time, starting with the Defender. Each time a player sets up a TITANIC unit when it is their turn to set up a unit, they skip their next turn to set up a unit. A player’s units must be set up wholly within their deployment zone - the Attacker’s and the Defender’s deployment zones are shown on the deployment map of each mission. If one player finishes deploying all their units, their opponent then deploys the remainder of their units.

Unbound Adversaries

If your mission is using the rules for Unbound Adversaries, the mission rules may specify that these are set up on the battlefield now.

13

Redeploy Units

Some rules allow players to redeploy certain units after both armies are deployed. Unless otherwise stated, such rules are resolved in this step. Players alternate resolving any such rules, starting with the Attacker.

14

Determine First Turn

Unless the mission briefing says otherwise, players roll off and the winner takes the first turn.

15

Resolve Pre-battle Rules

Players alternate resolving any pre-battle rules units from their Crusade army may have, starting with the player who will take the first turn.

16

Set Warp Events

Unless the mission rules state the scale and intensity of the Warp Events, the players now determine these as described here.

17

Begin the Battle

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

18

End the Battle

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

19

Determine the Victor

At the end of the battle, the player with the most Victory points is the winner. If players are tied, the battle is a draw. If every model in a player’s Crusade army is painted to a Battle Ready standard, that player is awarded a bonus 10 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 victor bonus. If you are playing an Armageddon Campaign, you should inform the Campaign Master of the result of the battle so that your alliance can be awarded the appropriate strategic points, as described here.

Battle Ready

Playing games of Warhammer is a shared experience that we all want to look and feel great. To reflect this, Armageddon games reward you for having a fully painted ‘Battle Ready’ army. Here we explain what that means, and where to find achievable online tutorials and painting guides to get your army ready for action!


When you play an Armageddon game, there are 1 victory point available if every model in your army is painted to a Battle Ready standard. Battle Ready means your models are fully painted with a detailed or textured base.

This is considered to be the minimum standard of miniature painting for an Armageddon mission, as well as a guaranteed method of scoring some victory points before the dice even start rolling.

The Citadel Colour range includes all the paints and hobby supplies you’ll need to paint your miniatures quickly and efficiently, In fact, Contrast paints were created especially to help you get your armies Battle Ready in no time — just one coat of Contrast paint lays down both a base colour and a bit of shade — while Technical paints give you a textured base with one application. It’s never been easier to get your army ready for a tournament.

20

Update Crusade Cards

The players must now update their Crusade cards for all the units they used in the battle by taking Out of Action tests for any that were destroyed, and selecting a unit to be Marked for Greatness. If this results in any units gaining a rank, before the next battle, they can gain Battle Honours as described here.
Blank Crusade Cards

21

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 Crusade force or spend any Requisition points, do so and update your Order of Battle accordingly before your next battle.
Blank Order of Battle

Hellscapes

The rules in this section let you play battles in which the barriers between reality and the Warp are breaking down. Science and reason cease to apply as warriors find they can cross into another dimension with one wrong step or that time or gravity don’t work as they used to. The rules also explain Actions - which are used not only in Hellscapes but also in the missions found elsewhere in this book - and Warp counters, a resource used in Hellscapes and Anomalies that represent the growing influence of the Warp on your warriors, and their growing power as a result.


Actions

Many of the Hellscapes have one or more unique Actions that your forces can attempt during the battle. Each Action states which units can perform it, when it is started and completed, and what the effects of completing it are.

A unit cannot start to perform an Action if one or more of the following apply to that unit:
  • It is an AIRCRAFT unit.
  • It is Battle-shocked.
  • All the models in that unit have an Objective Control characteristic of 0.
  • It is within Engagement Range of one or more enemy units (unless it is a TITANIC CHARACTER unit).
  • It Advanced or Fell Back this turn.
  • It is not eligible to shoot this phase (including units that have already been selected to shoot this phase).

If a unit starts to perform an Action, until the end of the turn, that unit is not eligible to shoot or declare a charge, unless it is a TITANIC CHARACTER unit, in which case, until the end of the turn, that unit cannot start to perform another Action and is not eligible to declare a charge. If a unit performing an Action makes a move (excluding Pile-in and Consolidation moves) or leaves the battlefield, that Action cannot be completed.

Warp Counters

Many of the Hellscapes have rules that tell you to give Warp counters to one or more units. You can use anything to represent these counters. For each Warp counter you give to a unit, that unit keeps that Warp counter until the end of the battle, until the unit is destroyed, or until another rule tells you to remove that Warp counter from that unit. When a rule tells you to remove one or more Warp counters from a unit, remove that number of Warp counters from that unit. If you cannot remove that number, you cannot use that rule.

Using Hellscapes

Each mission in this book uses the rules for a Hellscape, presented alongside that mission.

Each Hellscape consists of one or more of the following:
  • A Hellscape rule, which is used in addition to the mission rules for the current mission.
  • An Action, usable as described in the Action itself, while you are playing the current mission.
  • An Empyric Anomaly, used in place of the default Anomalies.

Using Hellscapes in other Missions

If you would like to use Hellscapes in any other mission, do one of the following:
  • Roll one D6: on a 1-3, use Table A to randomly determine your Hellscape, on a 4-6, use Table B instead.
  • Agree with your opponent which Hellscape you’d like to use.
  • Roll-off, and the winner selects which Hellscape to use.

The rules for each Hellscape are provided in the links below:
TABLE A (1-3)
D6HELLSCAPE
1Folded Space
2Fractured Realm
3Fading Reality
4Scattered Coordinates
5-6Roll again

TABLE B (4-6)
D6HELLSCAPE
1Staggered Time
2Banishing Rifts
3Gravitic Nexus
4Endless Nightmare
5-6Roll again

Folded Space

HELLSCAPE

The empyric energies flowing across Armageddon play havoc with spatial geometry. For those willing to risk mind, body and soul, this provides a great opportunity, enabling them to traverse the Warp to outflank their foes.

PERILOUS SHORTCUT (ACTION)
STARTS: Your Shooting phase.

UNITS: One unit from your Crusade army that is within range of an objective marker within your deployment zone that you control.

COMPLETES: End of your turn.

IF COMPLETED: Remove your unit from the battlefield and set it up again anywhere wholly within your opponent’s deployment zone that is more than 3" horizontally away from all enemy models. Give your unit one Warp counter.

Fractured Realm

HELLSCAPE

The veil between reality and the Warp has been perforated. Screaming Warp rifts erupt into the combatants’ midst, threatening to ensnare and consume those who stray too close.

Rift: The rift extends in all directions from each objective marker, as detailed on the table below.

BATTLE ROUNDRANGE OF RIFT
13"
26"
3+9"

Ephemeral: While a model is wholly within the rift, each time that model makes an attack, it must target a unit within the rift, or that is within Engagement Range of that model’s unit. While a model is not wholly within the rift, each time that model makes an attack, it cannot target a unit that is wholly within the rift, unless its unit is within Engagement Range of that unit.

Empyric Anomaly: Give one Warp counter to each unit that is wholly within the rift.

Fading Reality

HELLSCAPE

As rival armies join battle, the fabric of reality begins to decay around them. The Warp tears at the minds and bodies of the combatants, pulling apart the weak of will and casting the tortured remnants of their souls into the unforgiving depths of the Warp.

Fading: From the second battle round onwards, at the end of your opponent’s turn, or at the end of the battle (whichever happens first), roll one D6 for each unit from your Crusade army not wholly within your deployment zone. On a 4+, give that unit one Warp counter. Then, for each unit from your Crusade army that has two or more Warp counters, remove it from the battlefield. It is destroyed (but does not have to take an Out of Action test). If that unit is a TRANSPORT, and there are one or more units embarked within that TRANSPORT, those embarked units are destroyed, but do not have to take an Out of Action test.

FORCE OF WILL (ACTION)
STARTS: Your Shooting phase.

UNITS: One unit from your Crusade army on the battlefield.

COMPLETES: End of your turn.

IF COMPLETED: Remove all Warp counters from your unit.

Empyric Anomaly: Starting with the player who has the first turn, each player selects one unit on the battlefield, then rolls a D6: on a 1-3, give that unit one Warp counter; on a 4+, if that unit has one or more Warp counters, remove one Warp counter from that unit.

Scattered Coordinates

HELLSCAPE

The corrupted bedrock of Armageddon shifts and mutates with each passing moment; this unnatural upheaval enables isolated units to infiltrate enemy positions but renders effective navigation almost entirely impossible.

Scattered: Until the end of the battle, each unit has the Infiltrators ability.

Blind Drop: Until the end of the battle, each time you set up a unit using the Deep Strike ability, that unit must be set up more than 9" horizontally away from all enemy models and wholly within 6" of one battlefield edge.

SIGNAL FLARE (ACTION)
STARTS: Your Shooting phase.

UNITS: One unit from your Crusade army on the battlefield.

COMPLETES: End of your turn.

IF COMPLETED: Until the end of your next turn, each time you set up a unit using the Deep Strike ability, that unit must be set up more than 9" horizontally from all enemy models and wholly within 6" of one battlefield edge and/or 9" horizontally from all enemy models and wholly within 9" of your unit. When you set up a unit this way, if it is not wholly within 6" of one battlefield edge, give that unit one Warp counter.

Staggered Time

HELLSCAPE

The overwhelming influence of the Warp disrupts the flow of time. Opportunistic combatants may exploit such phenomena, bending the laws of time and space to surge towards their objectives.

Delayed Haste: At the end of your opponent’s Movement phase, for each of your units with one or more Warp counters you can remove one of that units Warp counters. If you do, that unit can make a Normal Move of up to D6".

SAVING TIME (ACTION)
STARTS: Your Shooting phase.

UNITS: One or more units from your Crusade army on the battlefield.

COMPLETES: End of your turn.

IF COMPLETED: For each unit that completes this Action, give that unit one Warp counter.

Empyric Anomaly: Until you next generate Anomalies, increase the cost of Stratagems used during an opponent’s turn by 1CP.

Banishing Rifts

HELLSCAPE

The influx of Warp energies spilling from the Red Angel’s Gate empowers the sorcery of psykers, enabling them to unleash baleful powers and cast their foes out of reality.

BANISHING RITUAL (ACTION)
STARTS: Your Shooting phase.

UNITS: Two units from your Crusade army that are each within range of a different objective marker that you control.

COMPLETES: End of your turn.

IF COMPLETED: Give one Warp counter to each unit performing this Action. Draw a line from the centre of one of those objective markers to the centre of the other objective marker. Units that line passes over suffer D3 mortal wounds and are then placed into Strategic Reserves.

Models cannot move over or through that line (excluding models that have the FLY keyword), and models cannot see over or through that line. That line is removed when your opponent controls either or both of the objective markers.

Gravitic Nexus

HELLSCAPE

As this battle rages, constant gravitic fluctuations play havoc with the opposing armies.

Gravitic Nexus: Each objective marker within No Man’s Land is a Gravitic Nexus in addition to any other rules. Each Gravitic Nexus begins the game in the enhanced state, but can change state during the battle.

While a Gravitic Nexus is in the enhanced state, each time a unit (excluding AIRCRAFT) is selected to make a Normal, Advance or Fall Back move within 9" of that Gravitic Nexus, until the end of that move, subtract 2 from the Move characteristic of each model in that unit, and that unit does not have the FLY keyword.

While a Gravitic Nexus is in the inverted state each time a unit (excluding AIRCRAFT, and VEHICLES other than WALKERS) is selected to make a Normal, Advance or Fall Back move within 9" of that Gravitic Nexus, until the end of that move, add 2 to the Move characteristic of each model in that unit, and that unit has the FLY keyword.

INVERT NEXUS (ACTION)
STARTS: Your Shooting phase.

UNITS: One unit from your Crusade army that is within range of a Gravitic Nexus that you control.

COMPLETES: End of your turn.

IF COMPLETED: Give your unit one Warp counter. Change the state of that Gravitic Nexus to the enhanced state or the inverted state.

Empyric Anomaly: For each unit within range of a Gravitic Nexus in the enhanced state, inflict D3 mortal wounds on that unit. Until the next time Anomalies would be generated, while a unit is within range of a Gravitic Nexus in the inverted state, that unit cannot have the Benefit of Cover.

Endless Nightmare

HELLSCAPE

The nightmare vistas of the Fire Wastes are as taxing upon the mind as the body. Khorne’s desire for endless war and the eternal flowing of blood ensures that death itself provides no guarantee of salvation.

No Respite: Until the start of the fourth battle round, each time a unit with no Warp counters is destroyed, excluding CHARACTER units, that unit’s player rolls a D6. If the result is greater than the current battle round number, that player places that unit into Strategic Reserves at its Starting Strength with all lost wounds regained, although any [one shot] weapons equipped by models in that unit that were shot before they were destroyed have still been shot. Give that unit one Warp counter.

Designer’s Note: This rule is resolved before any other rules that allow you to place a destroyed unit into Reserves, or add a new unit identical to a destroyed unit to your Crusade army (e.g. Cult Ambush). If, when this rule is resolved, the player rolls greater than the battle round number, those other rules are not resolved. Otherwise, those rules are resolved as normal.

Anomalies

The rules in this section add Anomalies to your mission. These are randomly generated rules that can have a dramatic effect to the units on the battlefield. The frequency with which you generate these rules and how many of them you generate can change, based on the scale and intensity of the Warp Events.

Warp Events printable version

Each mission in this book details the potency of the Warp Events you will experience during that mission, known as the scale and intensity. Depending on the scale and intensity of the Warp Events, generate Anomalies as described on the Warp Events matrix (see below). Whether you are generating Anomalies at the start of the battle round or at the start of a turn, you do so before any other rules are resolved at those points.

Whenever you generate Anomalies, for each Anomaly you must generate, roll 3D6 and use the corresponding result from the Anomalies table (see below). Any time you are instructed to generate multiple Anomalies at the same time (e.g. you are generating two Anomalies at the start of the battle round), any duplicate results have no effect beyond the first. When you generate an Anomaly, you may be unable to resolve it fully. If this happens, resolve those parts of the Anomaly that you can, and then that Anomaly is said to be resolved.

Empyric Anomaly (10)

Some of the Hellscapes in this book include an Empyric Anomaly. Resolve this rule whenever a 10 is rolled on the Anomalies table.

Warp Surge Anomaly (11)

Each mission in this book includes a Warp Surge Anomaly. Resolve this rule whenever an 11 is rolled on the Anomalies table.

Using Anomalies in Other Missions

If you would like to use Anomalies in any other mission, do one of the following:
  • Roll one D3 for scale and one for intensity, and consult the matrix above to determine what level of intensity you will use.
  • Agree with your opponent the scale and intensity you’d like to use.

ANOMALIES
3D6ANOMALY
3
Daemonic Assault: For each unit on the battlefield that has one or more Warp counters, that unit suffers D6 mortal wounds for each Warp counter it has.
4
Momentary Madness: Starting with the Attacker, each player selects one unit from their opponent’s Crusade army that has one or more Warp counters, and inflicts D6 mortal wounds to that unit.
5
Sudden Absence: In the final battle round, this result has no effect. Starting with the Attacker, each player selects one unit from their opponent’s Crusade army that is on the battlefield, that has one or more Warp counters and that is not within Engagement Range of one or more enemy units. That unit is placed into Strategic Reserves.
6
Fatal Distraction: Starting with the Attacker, each player selects one unit from their opponent’s Crusade army on the battlefield that has one or more Warp counters. Until the next time Anomalies would be generated, subtract 1 from the Objective Control characteristic of models in those units.
7
Fell Enervation: Until the next time Anomalies would be generated, for each unit with one or more Warp counters, subtract 1 from the Toughness characteristics of models in that unit.
8
Lost in Confusion: Starting with the Attacker, each player selects one unit from their Crusade army on the battlefield that has one or more Warp counters: Until the next time Anomalies would be generated, that unit is not eligible to Shoot.
9
Dazzling Flares: Until the next time Anomalies would be generated, for each unit with one or more Warp counters, each time a model in that unit makes a melee attack, subtract 1 from the Hit roll.
10
Empyric: Resolve the Hellscape’s Empyric Anomaly (if it has one). Otherwise, Starting with the Attacker, each player selects one unit and gives that unit one Warp counter.
11
Warp Surge: Resolve the mission’s Warp Surge Anomaly. Otherwise, starting with the Attacker, each player selects one unit and gives that unit one Warp counter.
12
Step through Space: Starting with the Attacker, each player selects one unit from their Crusade army that is on the battlefield and has one or more Warp counters. It can make a Normal move of up to D6".
13
Unnatural Speed: Until the next time Anomalies would be generated, for each unit with one or more Warp counters, add 1" to the Move characteristics of models in that unit for each Warp counter that unit has.
14
Penetrating Sight: Until the next time Anomalies would be generated, for each unit with one or more Warp counters, ranged weapons equipped by models in that unit have the [IGNORES COVER] ability.
15
Borrowed Power: Starting with the Attacker, each player selects one unit from their Crusade army that has one or more Warp counters. Until the next time Anomalies would be generated, weapons equipped by models in those units have the [LETHAL HITS] ability.
16
Shifting Forms: Until the next time Anomalies would be generated, for each unit with one or more Warp counters, each time that unit makes a Normal, Advance or Fall Back move, models in that unit can move through models and terrain features. When they do so, those models can move within Engagement range of enemy models, but cannot end that move within Engagement Range of them.
17
Frenzied Attacks: Until the next time Anomalies would be generated, for each unit with one or more Warp counters, each time a model in that unit makes an attack, you can re-roll the Hit roll.
18
Reality Blinks: For each unit on the battlefield that has one or more Warp counters, roll one D6 for each Warp counter that unit has. The result is the number of wounds that unit regains, one at a time, as follows:
  • If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound.
  • If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining.
  • If all models in that unit have their starting number of wounds, and that unit is at its Starting Strength, it does not regain any more wounds.

Unbound Adversaries

The following rules allow you to add a new threat to your Crusade games, in the form of daemonic enemies that are hostile to each player’s Crusade army, representing the Khornate legions under Angron’s control on Armageddon. These enemies act in their own turn according to rules set out here. While these rules are designed to represent marauding Khornate daemons, you can use them to represent any similar mutually hostile threat in your battles for Armageddon.


Organising Your Models

You can use any suitable models in your collection to represent Unbound Adversaries. The following table provides some guidance as to what you might use for each Power Level.

ORGANISING YOUR MODELS
UNBOUND ADVERSARIESEXAMPLE MODELS
Lesser DaemonINFANTRY models on 32mm round bases, e.g. Bloodletters
AbominationINFANTRY or BEAST models on 50mm round bases, e.g. Chaos Spawn
Daemonic BeastMOUNTED or BEAST models on 75mm or 90mm oval bases, e.g. Bloodcrushers
Greater DaemonMONSTER or WALKER models on a 100mm round base, 120mm oval base or 130mm round base, e.g. Bloodthirster

Power Level

The rules in this book refer to Power Level when referring to Unbound Adversaries. The table below describes units that fall into each Power Level.

When a rule tells you to set up a unit of a particular Power Level, set up that unit as described. If you have more than one option - for example, if you have 6 Daemonic Beasts and 1 Greater Daemon when told to set up a Power Level 3 unit - roll a D6 and use the unit that corresponds to the result on the table below.

If you do not have enough models for a particular result, set up as many models as you have for that result. If you have no models for a particular Power Level, use a unit of the next Power Level down instead, and so on. If you still cannot set up a unit, do not set up a unit.

Example: If you needed to set up a Power Level 3 Unbound Adversaries unit, but you had no Power Level 3 models, you would need to set up a Power Level 2 Unbound Adversaries unit. If the only Power Level 2 Unbound Adversaries unit you had was Abomination, even if you only had 1 Abomination, you would set that up.

POWER LEVEL
(D6) 1-3(D6) 4-6
10 Lesser Daemons2 Abominations
POWER LEVEL
(D6) 1-3(D6) 4-6
4 Abominations3 Daemonic Beasts
POWER LEVEL
(D6) 1-3(D6) 4-6
6 Daemonic Beasts1 Greater Daemon

When and Where to Use Unbound Adversaries

Many of the campaign and mission rules in this book state if you should use the Unbound Adversaries rules, and if so those rules state which units you should set up and when. If you don’t have suitable models, you do not have to use them, though the experience of the missions will be different without them. Each time you play a Crusade battle, if the campaign or mission rules in this book do not state whether or not to use Unbound Adversaries, or if you would like to use Unbound Adversaries in any other mission, do one of the following:
  • Use the rules below to randomise which units are set up, and when.
  • Agree with your opponent what Unbound Adversaries you’d like to use.

Random Adversaries

To randomise Unbound Adversaries, at the start of each Unbound Adversaries turn roll one D6 and consult the Number of Adversaries table below. The results describe which Unbound Adversaries units you should set up. Then, for each of those units, roll one D6 and consult the Setting up Adversaries table below.

When setting up a unit, if one player’s Crusade army has a higher total of Warp counters, that player sets up that unit. If there is a tie, the players roll-off, and the winner sets up that unit. Either way, that player must set it up wholly within 6" of the location specified on that table, wholly within No Man’s Land, and not within Engagement Range of any enemy units. If this is not possible, the unit is not set up.

NUMBER OF ADVERSARIES
D6UNITS
1-2None
3One Power Level 1 unit
4Two Power Level 1 units
5One Power Level 2 unit
6One Power Level 3 unit
SETTING UP ADVERSARIES
D6WHERE (ROLL FOR EACH UNIT)
1-2Randomly determined battlefield edge that touches No Man’s Land
3-6Randomly determined objective marker within No Man's Land

Using Unbound Adversaries

The units in this book have the UNBOUND ADVERSARIES keyword. UNBOUND ADVERSARIES units are not part of any Crusade army, are treated as enemy units by each player, and treat all units other than UNBOUND ADVERSARIES units as enemy units. UNBOUND ADVERSARIES units do not take Leadership or Battle-shock tests, do not perform Actions and do not gain Warp counters. Their datasheets can be found here.

Level of Control

UNBOUND ADVERSARIES units do not control objective markers. However, they have an Objective Control characteristic, and together they have a corresponding Level of Control that is used as described below.

A player will control an objective marker at the end of any phase or turn if their Level of Control over it is greater than the opponent’s and that of any UNBOUND ADVERSARIES units within range of that objective marker. If one or more players have a Level of Control greater than 0 over an objective marker, but do not have a Level of Control greater than the total of UNBOUND ADVERSARIES units’ Level of Control, that objective marker is contested.

Unbound Adversaries Turn

There is an Unbound Adversaries turn at the start of each battle round which happens after other ‘start of the battle round’ rules are resolved but before the first player’s turn.

An Unbound Adversaries turn consists of a Movement phase, a Shooting phase, a Charge phase and a Fight phase. Where a rule refers to such a phase, to an opponent’s Movement phase, Shooting phase, Charge phase or Fight phase, or to an opponent’s turn, it also applies to the corresponding Unbound Adversaries phase or turn. For example, the Fire Overwatch Stratagem can be used in your opponent’s Movement or Charge phase, and so can also be used in the Unbound Adversaries Movement or Charge phase.

If at any point, while following these rules, there is more than one way to resolve them (for example, if there are two enemy units that are the same distance from an UNBOUND ADVERSARIES unit, or if an UNBOUND ADVERSARIES model could target more than one unit in the Fight phase), the player whose Crusade army has a higher total of Warp counters decides for the rest of the phase. If there is a tie, players roll-off, and the winner decides for the rest of the phase.

Movement Phase

In the Unbound Adversaries Movement phase, each UNBOUND ADVERSARIES unit that is not within Engagement Range of one or more enemy units makes a Normal Move as follows:
  • That UNBOUND ADVERSARIES unit must end that move as close as possible to the closest enemy unit.
  • Each model in that unit moves as close as possible to that enemy unit.

There is no Reinforcements step in an Unbound Adversaries Movement phase.

Shooting Phase

In the Unbound Adversaries Shooting phase, each UNBOUND ADVERSARIES unit that is eligible to shoot does so. When it does, each ranged attack made by a model in that unit must target the closest eligible target.

Charge Phase

In the Unbound Adversaries Charge phase, each Unbound Adversaries unit that is within 12" of one or more enemy units and is not within Engagement Range of one or more enemy units declares a charge that targets the closest enemy unit. When resolving an UNBOUND ADVERSARIES unit’s charge move:
  • That UNBOUND ADVERSARIES unit must end that move as close as possible to the closest enemy unit.
  • Each model in that unit moves as close as possible to that enemy unit.

Fight Phase

In the Unbound Adversaries Fight phase, each UNBOUND ADVERSARIES unit that is eligible to Fight does so.

An UNBOUND ADVERSARIES unit will only make a Consolidation move if it can end that move within Engagement Range of one or more enemy units.

UNBOUND ADVERSARIES units are the only units eligible to fight in the Unbound Adversaries fight phase, and they are not eligible to fight in any other Fight phase.

Unbound Adversaries Units

Greater Daemon

Greater Daemon
(⌀100mm100mm round base, 120mm oval base or 130mm round base)
M
12"
T
10
Sv
5+
W
18
Ld
6+
OC
5
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Infernal scream ignores cover torrent
Infernal scream ignores cover torrent
12"
D6
N/A
5
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Fell weapon – strike
Fell weapon – strike
Melee
6
2+
10
-2
D6+1
Fell weapon – sweep
Fell weapon – sweep
Melee
12
2+
7
-1
1
ABILITIES
CORE: Deadly Demise D6
UNIT COMPOSITION
  • 1 Greater Daemon
This model is equipped with: infernal scream, fell weapon.
KEYWORDS: UNBOUND ADVERSARIES, MONSTER, CHARACTER, CHAOS, DAEMON, GREATER DAEMON

Lesser Daemons

Lesser Daemons
(⌀32mm)
M
6"
T
4
Sv
7+
W
1
Ld
7+
OC
1
INVULNERABLE SAVE
5+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Daemonic weapon
Daemonic weapon
Melee
3
3+
4
-1
1
UNIT COMPOSITION
  • 10 Lesser Daemons
This model is equipped with: daemonic weapon.
KEYWORDS: UNBOUND ADVERSARIES, INFANTRY, CHAOS, DAEMON, LESSER DAEMON

Abomination

Abomination
(⌀50mm)
M
10"
T
5
Sv
4+
W
4
Ld
7+
OC
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Hideous mutations
Hideous mutations
Melee
D6+2
4+
5
-1
2
UNIT COMPOSITION
  • 2-4 Abominations
This model is equipped with: hideous mutations.
KEYWORDS: UNBOUND ADVERSARIES, BEAST, CHAOS, ABOMINATION

Daemonic Beasts

Daemonic Beasts
(⌀75 x 42mm75mm or 90mm oval base)
M
10"
T
6
Sv
7+
W
4
Ld
7+
OC
2
INVULNERABLE SAVE
5+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Horns and talons
Horns and talons
Melee
4
3+
6
-2
2
UNIT COMPOSITION
  • 3-6 Daemonic Beasts
This model is equipped with: horns and talons.
KEYWORDS: UNBOUND ADVERSARIES, BEAST, CHAOS, DAEMON, DAEMONIC BEASTS

Crusade Blessings

An Underdog in an Armageddon battle can select one or more Crusade Blessings from those presented here. The number they can select depends on the difference in Crusade points between the armies, as shown in the table below. The same Crusade Blessing cannot be selected more than once.

CRUSADE BLESSINGS
DIFFERENCE IN CRUSADE POINTSNUMBER OF BLESSINGS
0-40
5-91
10-192
20+4

GRAND STRATEGIST

Even amidst maddening tides of Warp energy, the keenest minds retain their grasp of strategy, overcoming empyric disruption and enemy forces with clarity of thought and decisive action.

You start the battle with 2CP.
FOR HONOUR AND GLORY

The swearing of vows and the smiting of foes are the marks of a true champion.

Select one additional Armageddon Agenda this battle.
TEMPERED IN THE FIRES OF WAR

Bear your scars with pride, for that which does not kill only strengthens one.

At the end of the battle, each unit from your Crusade army that is not destroyed gains 2XP.
SORCEROUS MIGHT

The insidious influence of the Warp may erode the sanity of many mortals but equally empower those possessed of psychic might, rendering their rites, rituals and spells more lethal still.

Each time you select a PSYKER unit from your Crusade army to shoot or fight, if that unit has one or more Warp counters, you can remove one of them. If you do, until the end of the phase, each time a model in that unit makes an attack with a Psychic weapon, add 1 to the Wound roll.
FRONT-LINE OPERATIVES

Hardened veterans of countless conflicts, these warriors can perform mission objectives whilst maintaining a punishing rate of fire.

BATTLELINE and PSYKER units in your Crusade army that perform an Action are still eligible to shoot in that turn (but cannot start to perform another Action in that turn).
STORM-SPEAKER

Those skilled in the psychic arts may turn the tides of the Warp, manipulating rampant empyric energies to alter the battlefield in their favour.

Once per battle, whenever you generate Anomalies, if your WARLORD is on the battlefield, you can re-roll one or more of the results. If your WARLORD is a PSYKER, you can do this up to twice per battle.
DAEMON HUNTERS

Whether in pursuit of personal glory or the service of greater ideals, some warriors exalt and excel in the felling of infernal foes.

Each time a model in your Crusade army makes an attack that targets an UNBOUND ADVERSARIES unit, you can re-roll the Hit roll.
STYGIAN DARKNESS

A Warp-spawned miasma of darkness hangs low over the battlefield, providing cover for an army to advance.

Until the start of the second battle round, each unit from your Crusade army has the Stealth ability.
TO THE VICTOR THE SPOILS

Victory allows looting and plundering of the defeated foe for weapons, armour and material wealth.

If you are the Victor in this battle, you gain 1RP. If you are the Victor, and the difference in Crusade points between your Crusade army and your opponent’s Crusade army is 10 or more, you gain 2RP instead.
READY AND WAITING

Carved from sun-blasted rock or dug into layers of ash and filth, preprepared positions provide excellent fields of fire and protection against incoming munitions.

Until the start of the second battle round, each time a ranged attack is made against one of your units, if that unit is wholly within your deployment zone, it receives the Benefit of Cover against that attack. In addition, once per battle, you can target one BATTLELINE unit in your Crusade army with the Fire Overwatch Stratagem for 0CP.
STRATEGIC GAMBIT

Those commanders who risk all in the name of victory are often well rewarded for their elan. Should victory be achieved, the advantage earned may be greater still.

At the end of the battle, roll one D6, adding 3 to the result if you were the victor: on a 4+, you gain 1 strategic point.

Faction Crusade Blessings

You can select one of the following Crusade Blessings if every model from your Crusade army meets the keyword restrictions indicated below.

FAITH AND DUTY
IMPERIUM ONLY

Loyalist forces are committed to the salvation of Armageddon, defiantly braving unnatural terrors to restore the Emperor’s light to the embattled war world.

At the start of the battle, select one objective marker on the battlefield. While a model from your Crusade army is within range of that objective marker, unless that unit is Battle-shocked, add 1 to that model’s Objective Control characteristic.

SLAVES TO DARKNESS
CHAOS ONLY

The followers of the Dark Gods of Chaos call upon the denizens of the Warp to aid them in battle, sowing death and destruction on behalf of their patrons.

Once per battle, at the start of the Unbound Adversaries turn, you can select one UNBOUND ADVERSARIES unit on the battlefield. Until the end of the turn, that unit treats the units in your Crusade army as friendly units.

DREAD RAIDERS
EXCLUDING IMPERIUM & CHAOS

The wars raging across Armageddon’s surface lure raiders and ravagers of all stripes. These opportunistic assailants use the confusion of ceaseless conflict to outmanoeuvre their foes.

After both players have deployed their armies, you can select up to two units from your Crusade army and redeploy them. When doing so, those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves.

Agendas

Agendas offer unique and exciting ways for your units to gain additional Experience points in a Crusade battle. From assassinating key enemy leaders to going on guerrilla recon missions, there are a whole range of different Agendas you can choose from to best suit your Crusade force’s narrative. When playing an Armageddon Crusade mission you can select from the following Agendas.

Some Agendas will award Experience points (XP) or tally marks ‘each time’ an enemy model or unit is destroyed. A model or unit can, if it is resurrected for any reason (i.e. it was destroyed and subsequently returned to the battlefield), potentially contribute several Experience points or tally marks to these types of Agendas (assuming it is resurrected and subsequently destroyed several times over).

ASSASSINATE

You may earn glory and inspire your followers by striking down champions, heroes, and monstrous foes.

Each time a model from your Crusade army destroys an enemy CHARACTER unit, that model’s unit gains 2XP. Each time a model from your Crusade army destroys an enemy WARLORD, EPIC HERO or UNBOUND ADVERSARIES CHARACTER unit, that model’s unit gains an additional 2XP.

At the end of the battle, if the enemy WARLORD is destroyed, you gain 1 strategic point.
LINES OF DEFENCE

Standfast and remain defiant. You must prevent the enemy from breaking through, whatever the cost.

At the end of the battle, you can select either two or three units from your Crusade army (excluding AIRCRAFT and Battle-shocked units). One of these units must be wholly within your deployment zone, one must be wholly within your opponent’s deployment zone, and - if you are selecting three units - the third must be wholly within 12" of the centre of the battlefield. If you cannot select two units, then you cannot achieve this Agenda. Each selected unit gains 2XP.

At the end of the battle, if units from your Crusade army gained XP via this Agenda and you were able to select three units that satisfied the conditions above, you gain 1 strategic point.
WARP RITES

Armageddon’s combatants enact rituals of summoning, banishment, desecration and purification to gain an advantage.

At the start of the battle, no objective markers have Warp rites completed.

WARP RITES (ACTION)
STARTS: Your Shooting phase.

UNITS: One unit from your Crusade army within range of an objective marker that has not had Warp rites completed.

COMPLETES: End of your turn, if you control that objective marker.

IF COMPLETED: That objective marker has had Warp rites completed and the unit that performed the Action gains 1 Warp counter and 2XP.

At the end of the battle, if three or more objective markers on the battlefield have had Warp rites completed by your Crusade army, you gain 1 strategic point. A unit cannot gain more than 6XP per battle from this Agenda.
CLEANSE AND PURGE

There can be no victory whilst the foe still lives. Hunt them down. Let none escape your wrath.

Each time a unit from your Crusade army destroys an UNBOUND ADVERSARIES unit and/or an enemy unit that has one or more Warp counters, that unit gains 1XP (if your unit had no Warp counters when it destroyed that enemy unit, it gains 2XP instead). A unit cannot gain more than 2XP per battle from this Agenda.

At the end of the battle, if 5 or more units from your Crusade army gained XP from this Agenda, you gain 1 strategic point.
SACRIFICIAL DEFIANCE

There shall be no retreat. There shall be no surrender. Here, we draw a line in the ash and make our stand.

At the start of the battle, your opponent selects up to two different objective markers on the battlefield. At the end of the battle, select up to one of those objective markers that you control and up to three units from your Crusade army that are within range of that objective marker. Each of those units gains 2XP.

At the end of the battle, if you control both of those objective markers, you gain 1 strategic point.

Tactical Agendas

The ever-shifting tides of fate, the fickle demands of superiors, changing battlefield conditions and the pride of mortal champions: all these things can alter a commander’s mission parameters at a moment’s notice.

Instead of selecting one of your Agendas, you can select a Tactical Agenda. At the start of your Command phase, generate one Tactical Agenda; that Tactical Agenda is active for you until you achieve it. At the start of each of your Command phases, if you do not have an active Tactical Agenda, generate a new one from one of the tables below.

To generate a Tactical Agenda, first roll one D6 to determine which table to use: on a 1-2, use table A; on a 3-4, use table B; on a 5-6, use table C. Then roll one D6 to generate which Tactical Agenda is active, re-rolling any Agendas previously completed.

At the end of your turn, if you scored any XP as described on a Tactical Agenda, it is achieved. If not, you can choose to abandon your active Tactical Agenda; if you do, no rewards are given for that Tactical Agenda regardless of any requirements that may have been met, but you will then be able to generate a new tactical Agenda at the start of your next Command phase. Once per battle, at the end of your Command phase, you can spend 1CP to abandon your active Tactical Agenda; if you do, then as above, no rewards are given, but you can immediately generate a new Tactical Agenda to be active in its place.

TABLE A (1-2)
D6

STORM SITE

A significant position has been identified. It must be seized as a priority.

At the end of your turn, select one unit from your Crusade army that is within range of an objective marker that you control that was controlled by your opponent at the start of the turn. Your unit gains 2XP.
RECOVER ASSETS

The foe has seized what is rightfully ours. Wrest it from their grasp.

RECOVER ASSET (ACTION)
STARTS: Your Shooting phase.

UNITS: One unit from your Crusade army within range of an objective marker that is not within your deployment zone.

COMPLETES: Start of your next turn, or the end of the battle, if you control that objective marker.

IF COMPLETED: The unit that performed the Action gains 1XP and you gain 1CP.
STALWART DEFENCE

The basis of any successful offensive is a stern defence. Let none break our lines.

At the end of your opponent’s turn, if there are no enemy units within your deployment zone, you can select one unit from your Crusade army that is wholly within your deployment zone. Your unit gains 1XP.
TROPHY HUNTER

What better way to demonstrate martial prowess than to take the heads of monstrous foes?

At the end of the turn, select one unit from your Crusade army that destroyed one or more MONSTER, VEHICLE or UNBOUND ADVERSARIES units during that turn. Your unit gains 2XP.
STRATEGIC DOMINANCE

If you cannot match the foe for savagery, outmatch them with discipline. Seize and hold your objectives.

At the end of the turn, if you control more objective markers in No Man’s Land than your opponent, select up to two units from your Crusade army that are each within range of one or more objective markers in No Man’s Land that you control. Each of those units gains 1XP.
SUPPLY LINES

Most wars are won through logistics alone. Keep the supply lines open or sabotage those of the foe.

SECURE OR SABOTAGE (ACTION)
STARTS: Your Shooting phase.

UNITS: One unit from your Crusade army that is either wholly within your deployment zone, or wholly within your opponent's deployment zone.

COMPLETES: End of your turn.

IF COMPLETED: The unit that performed the Action gains 1XP if it is wholly within your deployment zone, or 2XP if it is wholly within your opponent’s deployment zone.


TABLE B (3-4)
D6

LINEBREAKER

Now is not the time for restraint. Charge their line, shatter their defences. Make mountains of their dead!

At the end of your turn, select one unit from your Crusade army (excluding AIRCRAFT and Battle-shocked units) that is wholly within your opponent’s deployment zone. That unit gains 1XP. If that unit is also wholly within 6" of your opponent’s battlefield edge, that unit gains 2XP instead.
OUTFLANKING ENGAGEMENT

Let them come forward. Draw them in. We shall catch them in the jaws of a trap.

At the end of your turn, select two units from your Crusade army (excluding Battle-shocked units). Each unit must be wholly within 6" of a different battlefield edge (excluding your or your opponent’s battlefield edge). Each of the selected units gains 1XP.
RAISE THE STANDARD

Demonstrate unto the foe your superiority. Seize the ground and the banners high!

RAISE STANDARD (ACTION)
STARTS: Your Shooting phase.

UNITS: Select up to 3 units from your Crusade army within range of an objective marker. Each unit must be within range of a different objective marker.

COMPLETES: End of your turn, if you control that objective marker.

IF COMPLETED: Each unit that performed the Action gains 1XP.
DUEL OF HONOUR

Honour and glory must be earned, and there is no better way to do so than by striking down their champions in single combat.

At the end of the turn, select one unit from your Crusade army that destroyed one or more CHARACTER units during that turn. Your unit scores 1XP (your unit scores 2XP instead if one or more of those destroyed CHARACTER units was destroyed by a melee attack).
MARKED FOR EXTERMINATION

High command has identified a priority target. Eliminate the designated enemy by any means necessary.

When this Tactical Agenda is generated, your opponent must select two units from their Crusade army that are on the battlefield (if there are less than two units in their Crusade army on the battlefield, they select one unit instead, and if there are none, then this Tactical agenda is abandoned and you generate a new one).

At the end of the turn, if one or more of the selected enemy units have been destroyed, select one unit from your Crusade army that destroyed one or more of those enemy units this turn; that unit gains 2XP.
CENTRE GROUND

What better way to demonstrate superiority than to seize the heart of the battlefield?

At the end of your turn, select one unit from your Crusade army (excluding AIRCRAFT and Battle-shocked units) that is wholly within 3" of the centre of the battlefield. That unit gains 1XP (that unit gains 2XP instead if there are no enemy units within 6" of the centre of the battlefield).


TABLE C (5-6)
D6

EXTEND CONTROL

A steady, grinding advance ensures the lines are never stretched, and cohesion maintained.

At the end of your turn, select one unit from your Crusade army that is within range of an objective marker that you control that is within your deployment zone, and select one unit from your Crusade army that is within range of an objective marker that you control that is within No Man’s Land. Each of those units gains 1XP.
DEPLOY EXPLOSIVES

Set charges and mine their positions. Bring their fortifications down upon them.

DEPLOY EXPLOSIVES (ACTION)
STARTS: Your Shooting phase.

UNITS: One unit from your Crusade army that is either within 3" of the centre of the battlefield or wholly within your opponent’s deployment zone.

COMPLETES: End of your turn.

IF COMPLETED: The unit that performed the Action gains 1XP if it is within 3" of the centre of the battlefield, or 2XP if it is wholly within your opponent’s deployment zone.
GRIM DEFIANCE

Weather their fire, resist their charges, and let them crash like waves upon the breakers of your resolve.

When this Tactical Agenda is generated, your opponent must select two units from your Crusade army that are on the battlefield (if there are less than two units in your Crusade army on the battlefield, select one unit instead, and if there are none, then this Tactical Agenda is abandoned and you generate a new one). At the end of your opponent’s turn, each of the selected units that is on the battlefield, is not Battle-shocked and has not made a Fall Back move while this Tactical Agenda has been active, gains 1XP. If you cannot achieve this Tactical Agenda (e.g. the selected units are destroyed, Fell Back and/or became Battle-shocked), it is abandoned.
EMPYRIC MASTERS

Those who resist the Warp’s enervating energies may be hardened against its touch.

At the end of the turn, select one unit from your Crusade army that gained one or more Warp counters this turn. That unit gains 1XP.
REVEL IN CARNAGE

Grateful commanders or the Dark Gods shall reward anyone who kills.

At the end of the turn, select one unit from your Crusade army that destroyed one or more enemy units. Your unit scores 1XP for each enemy unit it destroyed this turn (to a maximum of 3XP).
GUERRILLA FIELDCRAFT

Using the cover of unnatural terrain and shattered fortifications to conceal their movements, combat engineers, pioneers, and feral survivalists seek to plunder supplies, sabotage munitions dumps or otherwise confound their enemies.

GUERRILLA FIELDCRAFT (ACTION)
STARTS: Your Shooting phase.

UNITS: One unit from your Crusade army that is within a terrain feature and not within your deployment zone.

COMPLETES: End of your opponent’s turn or the end of the battle, if your unit is on the battlefield.

IF COMPLETED: That unit gains 2XP.

Mission Map Key

Attacker’s Deployment Zone
Defender’s Deployment Zone
Unbound Adversaries Deployment Zone
No Man’s Land
Attacker’s Battlefield Edge
Defender’s Battlefield Edge
Objective Markers
Centre of Battlefield
Armageddon Crusade Mission

Total Domination
 11

Opposing armies clash across the Warp-corrupted hellscapes of the Fire Wastes. Both seek to drive through the other’s lines and seize crucial defensive positions as the fabric of reality collapses around them.

MISSION RULES
Hellscape: Folded Space

Warp Event: Widespread, Major

Unbound Adversaries: After the Deploy Crusade Armies step, set up one Power Level 2 UNBOUND ADVERSARIES unit wholly within the Unbound Adversaries deployment zone.

Warp Surge Anomaly: Until the next time Anomalies would be generated, each time a unit uses the Perilous Shortcut Action, after that unit is set up on the battlefield, it suffers D3 mortal wounds.

VICTOR BONUS
At the end of the battle, the victor can select one unit from their Crusade army that is wholly within their opponent’s deployment zone. That unit gains 3XP.

MISSION OBJECTIVES

GRINDING OFFENSIVE
Progressive Objective
From the second battle round onwards, at the end of each player’s Command phase, the player whose turn it is scores VP as follows:
  • For each objective marker they control in No Man’s Land, they score 5VP.
  • If they control the objective marker in their opponent’s deployment zone, they score 10VP.
In the fifth battle round, the player who has the second turn scores VP as described above, but does so at the end of the turn instead of at the end of their Command phase. Each player can score a maximum of 90VP from this mission objective.

Armageddon Crusade Mission

Empyric Distortion
 12

A shimmering wall of Warp energy flickers into being, dividing the battlefield and impeding vision. Opposing armies converge towards the polychromatic barrier, converging upon their objectives yet unable to see their foes.

MISSION RULES
Hellscape: Fractured Realm

Warp Event: Local, Catastrophic

Unbound Adversaries: After the Deploy Crusade Armies step, set up two Power Level 1 UNBOUND ADVERSARIES units, one wholly within one of the Unbound Adversaries deployment zones, and one wholly within the other.

Warp Surge Anomaly: Until the next time Anomalies would be generated, the line on the battlefield marked as Empyric Distortion is active. While it is active, models cannot see over or through it; models can move through this line normally and ranges are measured through the line normally, but a model that is wholly on one side of this line cannot draw line of sight to anything wholly on the other side of the line.

VICTOR BONUS
At the end of the battle, each unit from the victor’s Crusade army that is within range of one or more objective markers they control gains 1XP.

MISSION OBJECTIVES

DIVIDE AND CONQUER
Progressive Objective
From the second battle round onwards, at the end of each player’s Command phase, the player whose turn it is scores VP as follows:
  • If they control one or more objective markers, they score 5VP.
  • If they control more objective markers than their opponent, they score 5VP.
  • If they control one or more objective markers on both sides of the Empyric Distortion, they score 10 VP.
In the fifth battle round, the player who has the second turn scores VP as described above, but does so at the end of the turn instead of at the end of their Command phase. Each player can score a maximum of 65VP from this mission objective.
TO THE BOLD, VICTORY
Progressive Objective
At the end of each player’s turn, the player whose turn it is scores 5VP if they control one or more objective markers not within their deployment zone that they did not control at the start of the turn.

Armageddon Crusade Mission

Metamorphosis
 13

As rampant empyric corruption courses through Armageddon’s crust, nexuses of Warp power rise from the bedrock. These impermanent beacons of Warp energy must be secured and studied before they fade from sight.

MISSION RULES
Hellscape: Fading Reality

Warp Event: Local, Catastrophic

Unbound Adversaries: After the Deploy Crusade Armies step, set up one Power Level 2 UNBOUND ADVERSARIES unit wholly within 6" of the centre of the battlefield.

Warp Surge Anomaly: Until the next time Anomalies would be generated, each time a unit gains a Warp counter while it is within range of an objective marker, place that Warp counter next to the objective marker instead. At the end of the battle round, remove all objective markers from the battlefield that have 3 or more Warp counters next to them, along with any Warp counters they have.

VICTOR BONUS
The victor can increase their Crusade force’s supply limit by 250 points.

MISSION OBJECTIVES

EPHEMERAL PRIZES
Progressive Objective
From the second battle round onwards, at the end of each player’s Command phase, the player whose turn it is scores VP as follows:
  • If there are 4 objective markers in No Man’s Land, score 6VP for each of those objective markers they control.
  • If there are 3 objective markers in No Man’s Land, score 8VP for each of those objective markers they control.
  • If there are 2 objective markers in No Man’s Land, score 12VP for each of those objective markers they control.
  • If there is 1 objective marker in No Man’s Land, score 24VP if they control that objective marker.
In the fifth battle round, the player who has the second turn scores VP as described above, but does so at the end of the turn instead of at the end of their Command phase.

Armageddon Crusade Mission

Lighting the Path
 21

Opposing armies seek to traverse a landscape riven by Warp rifts. Swirling storms impede vision, and empyric disruption has rendered vox-communication impossible. The portals must be located, and their positions marked with flares.

MISSION RULES
Hellscape: Scattered Coordinates

Warp Event: Local, Major

Unbound Adversaries: After the Deploy Crusade Armies step, starting with the Defender, each player sets up one Power Level 2 UNBOUND ADVERSARIES unit wholly within 12" of the centre of the battlefield.

Warp Surge Anomaly: In this battle, players keep a tally of how many times units from their Crusade army have completed the Signal Flare Action. Each time this result is rolled, set up one UNBOUND ADVERSARIES unit (Power Level 2) wholly within 6" of the battlefield edge of the player who has the highest tally (in the case of a lie, randomly select which player’s battlefield edge this will be). UNBOUND ADVERSARIES models set up in this way cannot be set up within 6" of any other models (if they cannot be set up as such, no unit is set up).

VICTOR BONUS
The victor’s Crusade force gains 1 additional Requisition point. In addition, at the end of the battle, if the victor controls more objective markers labelled A than their opponent does, they gain 1 strategic point.

MISSION OBJECTIVES

SECURE AREA
Progressive Objective
From the second battle round onwards, at the end of each player’s Command phase, the player whose turn it is scores VP as follows:
  • If they control one or more objective markers, they score 5VP.
  • If they control more objective markers than their opponent, they score 5VP.
In the fifth battle round, the player who has the second turn scores VP as described above, but does so at the end of the turn instead of at the end of their Command phase.
MARK THE RIFTS
Progressive Objective
Each time a unit completes the Signal Flare Action while they are wholly within the Unbound Adversaries deployment zone, the controlling player scores 5VP for each objective marker labelled A that they currently control. Each player can score a maximum of 50VP from this mission objective.

Armageddon Crusade Mission

Temporal Flux
 22

The rampant Warp energies pouring through Armageddon’s crust affect the planet’s geometry and the passage of time itself. The combatants must contend with temporal fluctuations as they seek to seize Warp-infused relics.

MISSION RULES
Hellscape: Staggered Time

Warp Event: Widespread, Minor

Unbound Adversaries: After the Deploy Crusade Armies step, the Defender sets up one Power Level 2 UNBOUND ADVERSARIES unit wholly within Unbound Adversaries deployment zone B, then the Attacker sets up one Power Level 2 UNBOUND ADVERSARIES unit wholly within Unbound Adversaries deployment zone A.

Warp Surge Anomaly: Until the next time Anomalies would be generated, each time a unit Advances, if that unit has one or more Warp counters, you can re-roll the Advance roll.

Time Shifts: During the second and fourth battle rounds, objective markers labelled A are active and can be controlled normally (objective markers labelled B cannot be controlled). During the third and fifth battle rounds, objective markers labelled B are active and can be controlled normally (objective markers labelled A cannot be controlled).

VICTOR BONUS
At the end of the battle, each unit from the victor’s Crusade army within range of an objective marker the victor controls gains 1XP.

MISSION OBJECTIVE

SEIZE TARGET
Progressive Objective
From the second battle round onwards, at the end of each player’s Command phase, the player whose turn it is scores VP as follows:
  • For each objective marker they control, they score 5VP.
  • If they control more objective markers than their opponent, they score 5VP.
In the fifth battle round, the player who has the second turn scores VP as described above, but does so at the end of the turn instead of at the end of their Command phase. Each player can score a maximum of 50VP from this mission objective.

Armageddon Crusade Mission

Offering of Blood
 23

The battlefield has been chosen for its ritual significance. Ley lines of empyric power run beneath its surface. The combatants enact sorcerous rituals, offering blood to their Dark Gods or seeking to purge the corruption beneath their feet.

MISSION RULES
Hellscape: Banishing Rifts

Warp Event: Local, Catastrophic

Unbound Adversaries: After the Deploy Crusade Armies step, the Defender sets up three UNBOUND ADVERSARIES units (Power Level 2) in the Unbound Adversary deployment zone.

Warp Surge Anomaly: Until the next time Anomalies would be generated, each time one or more models from a unit are destroyed due to the Banishing Ritual Action, set up one UNBOUND ADVERSARIES unit wholly within 9" of that unit, but not within Engagement Range of any unit. Roll one D3: the result is the Power Level of this unit.

Chosen Battlefield: Players alternate setting up objective markers on the battlefield, starting with the Defender, until a total of six objective markers have been placed. One objective marker must be set up wholly within each deployment zone, and the remaining objective markers must be set up wholly within No Man’s Land. Objective markers must be placed more than 6" away from all battlefield edges and all other objective markers. Objective markers must also not be set up within 1" of any impassable sections of terrain. If for whatever reason it is not possible to set up an objective marker as described above, it is not set up on the battlefield.

VICTOR BONUS
The victor can select one additional unit from their Crusade army to be Marked for Greatness.

MISSION OBJECTIVES

TAKE AND HOLD
Progressive Objective
From the second battle round onwards, at the end of each player’s Command phase, the player whose turn it is scores 5VP for each objective marker they control (to a maximum of 10VP per turn).

In the fifth battle round, the player who has the second turn scores VP as described above, but does so at the end of the turn instead of at the end of their Command phase.
A WORTHY OFFERING
Progressive Objective
Each time one or more units in a player’s Crusade army completes the Banishing Ritual Action, add up the Objective Control of each model in each unit placed into Strategic Reserves as a result. If the total is a 6+, that player scores 5VP. If the total is a 11+, that player scores 10VP instead.

Armageddon Crusade Mission

Fighting Gravity
 31

As reality erodes, so do its physical laws give way. Opposing armies strive to turn these gravitational Anomalies to their ends, seizing deposits of Warp-charged equipment to enhance further rituals and sorceries.

MISSION RULES
Hellscape: Gravitic Nexus

Warp Event: Planetwide, Minor

Unbound Adversaries: At the start of each battle round, the players roll one D6: on a 5+, set up one UNBOUND ADVERSARIES unit wholly within 6" of one randomly determined Unbound Adversaries battlefield edge. Roll one D3: the result is the Power Level of this unit.

Gravitic Displacement: Each time a unit completes the Invert Nexus Action, if that objective marker enters the enhanced state, you can move it up to 6" horizontally. It cannot end that move on top of any other objective marker or model, and cannot be moved over the edge of the battlefield.

Warp Surge Anomaly: Each objective marker that is not controlled by a player enters the enhanced state if it is in the inverted state and the inverted state if it is in the enhanced state.

VICTOR BONUS
At the end of the battle, the victor can select one unit from their Crusade army within range of an objective marker within their territory. That unit gains 1 Crusade Relic or 1 Weapon Modification (this must be a Battle Honour the unit could have).

MISSION OBJECTIVES

SHIFT IN POWER
Progressive Objective
From the second battle round onwards, at the end of each player’s Command phase, the player whose turn it is scores 5VP for each objective marker they control that is in the enhanced state, and 8VP for each objective marker that they control that is in the inverted state (to a maximum of 20VP per turn).

In the fifth battle round, the player who has the second turn scores VP as described above, but does so at the end of the turn instead of at the end of their Command phase.
GRAVITIC ADVANTAGE
End Game Objective
At the end of the battle, if one player has more objective markers wholly within their territory than their opponent does, that player scores 10VP.

Armageddon Crusade Mission

Seal the Rifts
 32

Howling Warp rifts spill endless tides of nightmarish creatures into reality. The landscape mutates into nightmare vistas of brass, fire and boiling blood. Only sealing the rifts and portals will bring about Armageddon’s salvation.

MISSION RULES
Hellscape: Endless Nightmare

Warp Event: Local, Major

Empyric Flux: Only UNBOUND ADVERSARY models can move through the Unbound Adversaries deployment zone - all other models cannot move into, through, or be set up in this area of the battlefield.

Warp Surge Anomaly: Each time this result is rolled, set up one UNBOUND ADVERSARIES unit wholly within 6" of the centre of the battlefield. Roll one D3: the result is the Power Level of this unit.

SEAL WARP RIFT (ACTION)
STARTS: Your Shooting phase, from the second battle round onwards.

UNITS: One unit from your Crusade army that is within range of an objective marker that is not within your own deployment zone.

COMPLETES: End of your opponent’s next turn or the end of the battle, if you control that objective marker.

IF COMPLETED: That objective marker is removed from the battlefield.

VICTOR BONUS
The victor can select one unit that completed the Seal Warp Rift Action; that unit gains 3XP. In addition, if the victor sealed 3 or more objective markers, they gain 1 strategic point.

MISSION OBJECTIVES

TAKE AND HOLD
Progressive Objective
From the second battle round onwards, at the end of each player’s Command phase, the player whose turn it is scores 5VP for each objective marker they control (to a maximum of I0VP per turn).

In the fifth battle round, the player who has the second turn scores VP as described above, but does so at the end of the turn instead of at the end of their Command phase.
RIFT SEALED
Progressive Objective
Each time a player seals an objective marker, that player scores 10VP if that objective marker is in their own territory, or 15VP if that objective marker is in their opponent’s territory.

Armageddon Crusade Mission

Brazen Bridge
 11

A hellforged bridge wrought of brass spans a yawning abyss. If the attacker’s offensive is to meet with success, this route of passage must be seized. The defending forces must prevent the attackers from seizing or crossing the bridge.

MISSION RULES
Hellscape: Folded Space

Warp Event: Widespread, Major

Unbound Adversaries: At the start of each battle round, the player whose Crusade army has a higher total of Warp counters (in the case of a tie, the Attacker) rolls one D6: on a 4+, set up one Power Level 1 UNBOUND ADVERSARIES unit wholly within 3" of Entry Point A or Entry Point B.

Chasm: These areas of the battlefield must contain no terrain features. Models cannot be set up within this area of the battlefield, and models cannot move into or through it unless they can FLY: such models cannot end a move on the Chasm. The area of No Man’s Land between this area is the Brazen Bridge and it must contain no terrain features.

Warp Surge Anomaly: Until the next time Anomalies would be generated, each time a unit in the Attacker’s Crusade army completes the Perilous Shortcut Action, randomly determine which zone that unit must be set up wholly within.

VICTOR BONUS
At the end of the battle, the victor can select one unit within range of the objective marker in the Defender’s deployment zone; that unit gains one Battle Trait (this must be a Battle Trait it could have).

MISSION OBJECTIVES

SECURE THE BRIDGE
Progressive Objective
At the end of each players turn, that player scores 10VP if they satisfy one or both of the following conditions:
  • That player has one or more units from their Crusade army wholly within No Man’s Land and no enemy units (excluding UNBOUND ADVERSARIES) are within No Man’s Land.
  • That player has one or more units from their Crusade army within the Attacker’s deployment zone, within the Defender’s deployment zone, and within No Man’s Land.
GOUGE A FOOTHOLD
End Game Objective
At the end of the battle:
  • If the Defender controls the objective marker in their deployment zone, they score 20VP.
  • If the Attacker controls the objective marker in the Defender’s deployment zone, they score 40VP.
  • If neither player controls the objective marker in the Defender’s deployment zone, the Attacker scores 20VP.

Armageddon Crusade Mission

Blood and Shadow
 12

Ragged Warp rifts spill infernal monstrosities into reality. From these portals rises an obfuscating haze of blood-red mist hanging low over the battlefield. The attacker must seal these portals to prevent further daemonic incursion.

MISSION RULES
Hellscape: Fractured Realm

Warp Event: Widespread, Major

Unbound Adversaries: At the start of each battle round, the players roll one D6: on a 5+, set up one UNBOUND ADVERSARIES unit wholly within 6" of one randomly determined Unbound Adversaries battlefield edge. Roll one D3: the result is the Power Level of this unit.

Warp Surge Anomaly: Until the next time Anomalies would be generated, while the Defender controls an objective marker in No Man’s Land, all units that are wholly within the area related to that objective marker have the Stealth ability.

SEALING RITUAL (ACTION)
STARTS: The Attacker’s Shooting phase.

UNITS: One or more units from the Attacker’s Crusade army, each of which is within range of a different objective marker not within their deployment zone.

COMPLETES: End of your opponent’s next turn or the end of the battle, if you control that objective marker.

IF COMPLETED: That objective marker is removed from the battlefield.

VICTOR BONUS
The victor can increase their Crusade force’s supply limit by 250 points.

MISSION OBJECTIVES

CONTROL THE RIFTS
Progressive Objective
From the second battle round onwards, at the end of each of the Defender’s Command phases, they score 5VP for each objective marker they control. The Defender can score a maximum of 90VP from this mission objective.
RIFT SEALED
Progressive Objective
Each time the Attacker removes an objective marker from the battlefield, they score 20VP. If the Attacker removes 2 or more objective markers from the battlefield in the same turn, they score an additional 5VP. The Attacker can score a maximum of 90VP from this mission objective.

Armageddon Crusade Mission

Breakout
 13

The enemy has struck multiple fronts, ensnaring the defender in an ever-closing pocket. To avoid annihilation, they must launch a desperate breakout while contending with the oppressive Warp energies gnawing at their souls.

MISSION RULES
Hellscape: Fading Reality

Warp Event: Widespread, Catastrophic

Unbound Adversaries: After the Deploy Crusade Armies step, the Attacker sets up three Power Level 3 UNBOUND ADVERSARIES units wholly within the Unbound Adversaries deployment zone.

Driving Attack: The Attacker decides which player has the first turn. The Attacker’s units can perform the Force of Will Action if they have made an Advance move in that turn.

Escape: At the end of each of the Defender’s turns, for each of the Defender’s units that started the battle wholly within the Defender’s deployment zone (including any units that started the battle embarked within a TRANSPORT that was wholly within the Defender’s deployment zone), if that unit is wholly within the area of the battlefield marked Escape zone, the Defender can declare that it will escape. Any units that do so are removed from the battlefield and take no further part in the battle.

Warp Surge Anomaly: Until the next time Anomalies would be generated, each time a unit completes the Force of Will Action, if that unit is within range of an objective marker when it completes that Action, that unit’s player removes one Warp counter from each friendly unit within 12" of that objective marker, instead of just from that unit.

VICTOR BONUS
The victor can select one additional unit from their Crusade army to be Marked for Greatness.

MISSION OBJECTIVES

FIGHTING WITHDRAWAL
Progressive Objective
Each time one of the Defender’s units escapes, the Defender scores 10VP. The Defender can score a maximum of 90VP from this mission objective.
CONSOLIDATE GAINS
End Game Objective
At the end of the battle, the Attacker scores 15VP for each objective marker that they control.

Armageddon Crusade Mission

Trail of Blood
 21

A wounded agent of the Inquisition has escaped the clutches of their captors and fled into the wilds of the Fire Wastes. Opposing forces converge upon the escapee, seeking to recover them and the intelligence they no doubt possess.

MISSION RULES
Hellscape: Scattered Coordinates

Warp Event: Planetwide, Minor

Unbound Adversaries: After the Deploy Crusade Armies step, the Defender sets up two Power Level 2 UNBOUND ADVERSARIES unit wholly within the Unbound Adversaries deployment zone.

Lost and Wounded: Each time a unit completes the Signal Flare Action, if that unit is within range of an objective marker that you control, roll one D6, adding 1 to the result if you are the Defender, and adding 1 to the result for every other Signal Flare Action that has been completed during this battle (by either player). On a 6+, you have discovered the location of the agent; remove all other objective markers from the battlefield. Otherwise, remove that objective marker from the battlefield.

Warp Surge Anomaly: Each time this result is rolled, if the agent has been discovered, each UNBOUND ADVERSARIES unit that is not within Engagement Range of one or more enemy units will make a Normal move that ends as close as possible to the agent. If one or more units from either player’s Crusade army are within 12" of that UNBOUND ADVERSARIES unit and within 12" of the agent, that UNBOUND ADVERSARIES unit will instead declare a charge against the closest of those units.

VICTOR BONUS
The next unit added to the victor’s Order of Battle starts with 6XP and the appropriate number of Battle Honours for their rank.

MISSION OBJECTIVES

AREA ILLUMINATED
Progressive Objective
  • Each time a player completes the Signal Flare Action with a unit that is within range of an objective marker that player controls, that player scores 10VP.
  • If a player discovers the location of the agent, that player scores 20VP.
AGENT SECURED
Progressive Objective
If the location of the agent has been discovered, at the end of each player’s Command phase, the player who controls that objective marker scores 15VP.

In the fifth battle round, if the location of the agent has been discovered, the player who has the second turn scores 15VP as described above, but does so at the end of the turn instead of at the end of their Command phase.

Armageddon Crusade Mission

Temporal Raid
 22

Bold and savvy commanders attempt to capitalise upon temporal disruptions, delving back and forth through time to wrest all relics and equipment from under the noses of their foes.

MISSION RULES
Hellscape: Staggered Time

Warp Event: Widespread, Minor

Unbound Adversaries: After the Deploy Crusade Armies step, the Defender sets up three UNBOUND ADVERSARIES units (Power Level 2) in the Unbound Adversary deployment zone.

Warp Surge Anomaly: Until the next time Anomalies would be generated, units that Advance are still eligible to perform an Action in that turn.

RECOVER LOOT (ACTION)
STARTS: Your Shooting phase.

UNITS: One or more units from your Crusade army, each within range of a different objective marker that you control.

COMPLETES: End of your turn.

IF COMPLETED: For each unit that completes this Action, you can move one objective marker that unit is within range of up to D6" horizontally if you are the Attacker, or up to 6" horizontally if you are the Defender. When doing so, that objective marker cannot end that move on top of any other objective marker or model, and cannot be moved over the edge of the battlefield.

VICTOR BONUS
The victor’s Crusade force gains 1 additional Requisition point. In addition, at the end of the battle, if the victor has one or more objective markers wholly within their deployment zone, they gain 1 strategic point.

MISSION OBJECTIVES

RAID AND RECOVER
Progressive Objective
From the second battle round onwards, at the end of each player’s turn, the player whose turn it is scores VP as follows:
  • 10VP for each objective marker that is wholly within their deployment zone.
  • 5VP for each other objective marker that is wholly within their territory.
Each player can score a maximum of 90VP from this mission objective.

Armageddon Crusade Mission

Veil Between Worlds
 23

The space between reality and the Warp is weak here. Rival armies meet amidst rampant corruption, striving either to further erode the veil and summon daemonic allies, or to seal the barrier once more and prevent further infernal incursions.

MISSION RULES
Hellscape: Banishing Rifts

Warp Event: Local, Catastrophic

Unbound Adversaries: After the Deploy Crusade Armies step, the Defender sets up three UNBOUND ADVERSARIES units (Power Level 2) in the Unbound Adversaries deployment zone.

Warp Nodes: At the start of the battle, each objective marker has an Empyric value of 3 and each starts the battle under the Defenders control, and remains so until controlled by the Attacker at the end of any phase or turn.

At the end of every turn, for each objective marker under the Defender’s control, add 1 to that objective marker’s Empyric value (to a maximum of 6), and for each objective marker under the Attacker’s control, subtract 1 from that objective marker’s Empyric value (to a minimum of 1).

Warp Surge Anomaly: Set up one UNBOUND ADVERSARIES unit (Power Level 1) as close as possible to the objective marker with the highest Empyric value (in the case of a tie, randomly determine which objective marker this will be). UNBOUND ADVERSARIES models set up in this way cannot be set up within 6" of any other models (if they cannot be set up, no unit is set up).

VICTOR BONUS
The victor’s Crusade force gains 1 additional Requisition point.

MISSION OBJECTIVES

EPHEMERAL PRIZES
Progressive Objective
From the second battle round onwards, at the end of each player’s Command phase, both players score VP as follows:
  • For each objective marker on the battlefield with an Empyric value of 1, the Attacker scores 5VP.
  • For each objective marker on the battlefield with an Empyric value of 2, the Attacker scores 3VP.
  • For each objective marker on the battlefield with an Empyric value of 5, the Defender scores 3VP.
  • For each objective marker on the battlefield with an Empyric value of 6, the Defender scores 5VP.
Each player can score a maximum of 90VP from this mission objective.

Armageddon Crusade Mission

Into the Mouth of Hell
 31

As the fighting moves ever deeper into the Fire Wastes, the effects of the Warp rift become stronger. Gravitational forces pull and push at the combatants. The attacking party must break through these forces and their foes to seize ground.

MISSION RULES
Hellscape: Gravitic Nexus

Warp Event: Widespread, Major

Unbound Adversaries: After the Deploy Crusade Armies step, the Defender sets up three UNBOUND ADVERSARIES units (Power Level 2) wholly within the Unbound Adversaries deployment zone. Each unit must be set up more than 12" from each other unit.

Into Their Heart: The Attackers Strategic Reserves units can not be set up within the Defenders deployment zone unless that unit is being set up using the Deep Strike rules.

Warp Surge Anomaly: Until the next time Anomalies would be generated, while an objective marker is in the enhanced state or inverted state, all units that are wholly within the same zone (Unbound Adversaries deployment zone, Alpha zone, Beta zone or Gamma zone) as that objective marker are affected by the Move characteristic modifiers associated with that Gravitic Nexus, not only those units within 9" of them.

VICTOR BONUS
The victor can select one additional unit from their Crusade army to be Marked for Greatness.

MISSION OBJECTIVES

HOLD THE LINE
Progressive Objective
From the second battle round onwards, at the end of each of the Defender’s turns:
  • The Defender scores 3VP for each objective marker they control.
  • If there are no units from the Attacker’s army within the Gamma zone, they score 7VP; if there are no units from the Attacker’s army within the Defender’s deployment zone, the Defender scores 12VP instead.
The Defender can score a maximum of 90VP from this mission objective.
BREAKTHROUGH
Progressive Objective
At the end of each of the Attackers turns, if one or more of their units are wholly within the Alpha zone, they score 8VP; if one or more of their units are within the Beta zone they score 12VP instead; if one or more of their units are wholly within the Gamma zone, they score 20VP instead. The Attacker can score a maximum of 90VP from this mission objective.

Armageddon Crusade Mission

Assault the Warp Gate
 32

The horrific blight upon reality that is the Red Angel's Gate looms atop the Crimson Mesa. From its blood-red heart gushes floods of mutative Warp energy. The attacker must break through the defender's cordon to purge, cleanse and seal the portal.

MISSION RULES
Hellscape: Endless Nightmare

Warp Event: Local, Catastrophic

Unbound Adversaries: After the Deploy Crusade Armies step, the Defender sets up three UNBOUND ADVERSARIES units (Power Level 3) wholly within the Unbound Adversaries deployment zone.

Warp Surge Anomaly: Until the next time Anomalies would be generated, while a player controls the Warp Gate objective marker, UNBOUND ADVERSARIES units treat the units in that player’s Crusade army as friendly units.

Warp Gate: In the Deploy Crusade Armies step, instead of the players alternating setting up their units, first the Attacker deploys all the units in their Crusade army wholly within their deployment zone, and then the Defender sets up all of the units in their Crusade army wholly within their deployment zone. All of the Defenders units start the battle with 1 Warp counter.

VICTOR BONUS
At the end of the battle, each unit in the victor’s Crusade army that is within the Defender’s deployment zone gains 1XP and, if the victor controls the objective marker in the Defenders deployment zone, the victor gains 1 strategic point.

MISSION OBJECTIVES

SECURE THE WARP GATE
Progressive Objective
From the second battle round onwards, at the end of each player’s Command phase, the player whose turn it is scores VP as follows:
  • For each objective marker that the player controls, they score 5VP.
  • If it is the Defender’s turn, and the Defender controls the Warp Gate objective marker, then for each other objective marker they control, the Defender scores an additional 5VP.
In the fifth battle round, the player who has the second turn scores VP as described above, but does so at the end of the turn instead of at the end of their Command phase. Each player can score a maximum of 90VP from this mission objective.

Battle Honours
Each time a unit gains a rank, it can gain one Battle Honour. Units can also gain additional Battle Honours by other means (such as by winning certain missions, fulfilling certain Agendas, etc.). Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (if the unit is TITANIC, increase its Crusade points total by 2 instead). Make a note of each Battle Honour a unit has on its Crusade card. A unit can never have more than three Battle Honours unless it is a CHARACTER, in which case it can have up to six Battle Honours. Once the maximum is reached, each time a unit gains a new Battle Honour it must first remove one of its existing Battle Honours.

There are several categories of Battle Honours that can be bestowed upon a unit, such as Battle Traits, Weapon Modifications and Crusade Relics. Other categories of Battle Honour may be found in other publications. Each time a unit gains a Battle Honour, you can select from any category.

  • Once a unit gains enough XP it will gain a rank.
  • Only CHARACTER units can gain the Heroic or Legendary ranks.
  • Each time a unit gains a rank, it can gain a Battle Honour.
  • There are several categories of Battle Honours, which include:
    • Battle Traits: New skills and abilities.
    • Weapon Modifications: Upgrade an item of wargear.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (or by 2 if TITANIC).

INCREASE SUPPLY LIMIT1RP

Information uncovered by your forces has revealed the growing importance of this war zone and the increasing threat posed by enemies. In response, high command has acceded to your urgent request for reinforcements.

Purchase this Requisition at any time. Increase your Crusade force’s Supply Limit by 200 points.
2. Battle-shock
In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength. To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked.

While a unit is Battle-shocked:

Once you have taken Battle-shock tests for all of your units that require them, your Command phase ends and you progress to your Movement phase.

In this step, if for any reason a unit is forced to take a Battle-shock test for being below its Starting Strength, unless otherwise stated, that unit does not also have to take a Battle-shock test for being Below Half-strength. While a unit is Battle-shocked, all models in that unit are also Battle-shocked.

  • Take a Battle-shock test for each unit from your army on the battlefield that is Below Half-strength.
  • Roll 2D6: if the result is greater than or equal to the unit’s Leadership, the test is passed. Otherwise, the unit is Battle-shocked until the start of your next Command phase.
  • Battle-shocked units have an OC of 0 and their controlling player cannot use Stratagems to affect them.
  • Battle-shocked units must take Desperate Escape tests if they Fall Back.
Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

The Starting Strength of an Attached unit is equal to the combined Starting Strengths of all of its units (i.e. the number of models in the Leader unit added to the number of models in the Bodyguard unit). If either the Leader unit or the Bodyguard unit in an Attached unit is destroyed, the Starting Strength of the remaining unit is changed to be equal to its original Starting Strength.

Example: A Primaris Captain (Starting Strength 1) is attached to a unit of Intercessors (Starting Strength 5). This Attached unit has a Starting Strength of 6. If all the Intercessors are destroyed, the remaining Primaris Captain would revert to having a Starting Strength of 1.

For the purposes of rules that are triggered when a unit is destroyed, such rules are still triggered when one of the individual units that made up an Attached unit is destroyed (the Leader or the Bodyguard unit).

Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP).
SCOUTS

Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.

Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x".

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.).

A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

Example: A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6".

  • Scouts x": Unit can make a Normal move of up to x" before the first turn begins.
  • If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead.
  • Must end this move more than 9" horizontally away from all enemy models.
Disembark
If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase.

When a unit disembarks from a TRANSPORT model, set it up on the battlefield so that it is wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models. If, for any reason, a disembarking model cannot be set up, that model’s unit cannot disembark.

Units that disembark from a TRANSPORT model that either Remained Stationary this phase or has not yet made a Normal, Advance or Fall Back move this phase can then act normally (make a Normal move, Advance, shoot, declare a charge, fight, etc.) in the remainder of the turn. Such a disembarking unit cannot choose to Remain Stationary.

Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.

Units cannot disembark from a TRANSPORT model that either Advanced or Fell Back this turn.

  • Units that start your Movement phase embarked within a TRANSPORT can disembark this phase, provided their TRANSPORT has not Advanced or Fallen Back.
  • If a unit disembarks before its TRANSPORT moves, it can act normally.
  • If a unit disembarks after its TRANSPORT moves, it cannot move or charge this turn, but can otherwise act normally.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models (or the unit cannot disembark).
  • Units that disembark this turn cannot Remain Stationary.
Objective Markers
Objective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter.

When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker.

At the start of the battle, each objective marker on the battlefield is said to be contested, and so is not controlled by either player. To control an objective marker, a player will first need to move models within range of it. A model is within range of an objective marker if it is within 3" horizontally and 5" vertically of that objective marker.

Every model has an Objective Control (OC) characteristic listed on its datasheet. To determine a player’s Level of Control over an objective marker, add together the OC characteristics of all the models from that player’s army that are within range of that objective marker. A player will control an objective marker at the end of any phase or turn if their Level of Control over it is greater than their opponent’s. If both players have the same Level of Control over an objective marker, that objective marker is contested.

  • A model is within range of an objective marker if within 3" horizontally and 5" vertically.
  • Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker.
  • An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested).
  • Models cannot end a move on top of an objective marker.
Warp Counters
Many of the Hellscapes have rules that tell you to give Warp counters to one or more units. You can use anything to represent these counters. For each Warp counter you give to a unit, that unit keeps that Warp counter until the end of the battle, until the unit is destroyed, or until another rule tells you to remove that Warp counter from that unit. When a rule tells you to remove one or more Warp counters from a unit, remove that number of Warp counters from that unit. If you cannot remove that number, you cannot use that rule.
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 unit. The result required is determined by comparing the attack’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown below.

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 RESULT REQUIRED
Strength is TWICE (or more than twice) the Toughness.
+
Strength is GREATER than the Toughness.
+
Strength is EQUAL to the Toughness.
+
Strength is LESS than the Toughness.
+
Strength is HALF (or less than half) the Toughness.
+

If the result of the Wound roll is greater than or equal to the required number shown in the table above, then that Wound roll is successful and scores one wound against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Wound roll of 6 is called a Critical Wound and is always successful. An unmodified Wound roll of 1 always fails. A Wound roll can never be modified by more than -1 or +1.

  • Critical Wound: Unmodified Wound roll of 6. Always successful.
  • An unmodified Wound roll of 1 always fails.
  • A Wound roll can never be modified by more than -1 or +1.
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 greater than or equal to the attack’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 Hit roll is successful and scores one hit against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Hit roll of 6 is called a Critical Hit and is always successful. An unmodified Hit roll of 1 always fails. A Hit roll can never be modified by more than -1 or +1.

  • Hit Roll (Ranged Attack): A hit is scored if the D6 result equals or exceeds that attack’s BS.
  • Hit Roll (Melee Attack): A hit is scored if the D6 result equals or exceeds that attack’s WS.
  • Critical Hit: Unmodified Hit roll of 6. Always successful.
  • An unmodified Hit roll of 1 always fails.
  • A Hit roll can never be modified by more than -1 or +1.
Charging with a Unit
Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.

You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:
  • Within Engagement Range of every unit that you selected as a target of the charge.
  • Without moving within Engagement Range of any enemy units that were not a target of the charge.
  • In Unit Coherency.
If any of these conditions cannot be met, the charge fails and no models in the charging unit move this phase. Otherwise, the charge is successful and the models in the charging unit make a Charge move – move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to one of the units selected as a target of its charge. If you can also move a charging model so that it ends its Charge move in base-to-base contact with one or more enemy models while still enabling the charging unit to end its move satisfying all of the conditions above, you must do so. The controlling player chooses the order in which to move their models.

  • Charge Roll: 2D6".
  • Targets of a charge must be within 12" but do not need to be visible.
  • If the distance rolled is insufficient to move within Engagement Range of all targets while maintaining Unit Coherency, the charge fails.
  • Cannot move within Engagement Range of any unit that was not a target of the charge.
  • If the charge is successful, each model makes a Charge move less than or equal to the Charge roll, and must move into base-to-base contact with an enemy model if possible.
Below Half-strength
Some rules will refer to a unit being Below Half-strength.
  • If a unit has a Starting Strength of 1, then it is said to be Below Half-strength while its remaining number of wounds is less than half of its Wounds characteristic.
  • For any other unit, while the number of models in that unit is less than half of its Starting Strength, that unit is said to be Below Half-strength.
Lethal Hits

Some weapons can inflict fatal injuries on any foe, no matter their resilience.

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.
INFILTRATORS

Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike.

During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.
Invulnerable Saves

Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.

Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.

Unlike armour saving throws (which use a model’s Save characteristic), invulnerable saving throws are never modified by an attack’s Armour Penetration characteristic, but otherwise follow the normal rules for saving throws.

  • Invulnerable Save: Never modified by an attack’s AP.
  • The controlling player can choose to use either a model’s invulnerable save or its Save characteristic.
Psychic Weapons and Abilities
Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word ‘Psychic’. If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.
STEALTH

Some warriors are masters of disguise and concealment.

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.
Fall Back Moves
When a unit Falls Back, each model in that unit can make a Fall Back move by moving a distance in inches less than or equal to its Move characteristic, and when doing so you can move it within Engagement Range of enemy models, provided it does not end that move within Engagement Range of any enemy models – if this is not possible, that unit cannot Fall Back.

A unit cannot shoot or declare a charge in the same turn that it Fell Back.

Desperate Escape Tests
Unlike when making other types of move, models can move over enemy models when making a Fall Back move as if those enemy models were not there, but you must take a Desperate Escape test for each model that will do so (excluding models that are TITANIC or can FLY) before any models in that unit are moved. In addition, if a unit is Battle-shocked when it is selected to Fall Back, you must take a Desperate Escape test for every model in that unit before any are moved.

Each time you take a Desperate Escape test for a model, roll one D6. For each roll of 1-2, one model from the unit that is Falling Back is destroyed (selected by you). The same model can only ever trigger one Desperate Escape test per phase.

  • Fall Back Move: Models move up to M".
  • Units that Fall Back cannot shoot or declare a charge in the same turn.
  • Models can move over enemy models when Falling Back, but you must take Desperate Escape tests for them before they do so (excluding models that are TITANIC or can FLY).
  • If a Battle-shocked unit is selected to Fall Back, take a Desperate Escape test for every model in that unit.
  • Desperate Escape Test: Roll one D6. On a 1-2, one model from that unit is destroyed.
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 – and their units – are within Engagement Range of each other.

Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models. If for any reason a model cannot meet this condition, that model is destroyed.

  • Engagement Range: Within 1" horizontally and 5" vertically.
  • Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models.
Hazardous

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):
  • If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
  • Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
  • Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Example: A unit of five models make five attacks with ranged weapons with the [HAZARDOUS] ability. After the unit has finished shooting, its controlling player rolls five D6. One of the results is a 1, and so one of those models suffers 3 mortal wounds.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, a model equipped with a hazardous weapon suffers 3 mortal wounds, that must be allocated to the selected model.
Devastating Wounds
Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Example: An attack made with a Devastating Wounds weapon with a Damage characteristic of 2 scores a Critical Wound. Instead of allocating the attack and making saving throws normally, the target suffers 2 mortal wounds.

  • A Critical Wound inflicts mortal wounds equal to the weapon’s Damage characteristic, instead of any normal damage.
Mortal Wounds

Some attacks are so powerful that no armour or force field can withstand their fury.

Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. 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 any normal damage, do not make a Wound roll or saving throw (including invulnerable saving throws) against those mortal wounds. If those mortal wounds are inflicted by an attack that has the [PRECISION] ability, the attacking model’s controlling player can allocate those mortal wounds to a CHARACTER model in that unit.

If mortal wounds are being inflicted as a result of the [HAZARDOUS] ability or by an attack with the [DEVASTATING WOUNDS] ability that scored a Critical Wound, each time those mortal wounds are allocated to a model, if that model is destroyed as a result of those mortal wounds, the remaining mortal wounds from that attack are lost, just as with a normal attack.

If, when a unit is selected to shoot or fight, one or more of its attacks can inflict mortal wounds on the target, resolve any normal damage inflicted by the attacking unit’s attacks on that target before inflicting any mortal wounds on that target. If an attack inflicts mortal wounds in addition to any normal damage, but the normal damage is subsequently saved, the target unit still suffers those mortal wounds, as described above.

  • Each mortal wound inflicted on a unit causes one model in that unit to lose one wound.
  • Unless the source of the mortal wounds is the [HAZARDOUS] ability or an attack with the [DEVASTATING WOUNDS] ability, damage from mortal wounds is not lost if it can be allocated to another model.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved.
Feel No Pain
FEEL NO PAIN

Some warriors refuse to be laid low, even by what should be fatal wounds.

Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.

  • Feel No Pain x+: Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost.
Assault

Assault weapons fire so indiscriminately that they can be shot from the hip as warriors dash forward.

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Can be shot even if the bearer’s unit Advanced.
Normal Moves
When a unit makes a Normal move, each model in that unit can move a distance in inches less than or equal to its Move (M) characteristic, but no model can be moved within Engagement Range of any enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Advance Moves
When a unit Advances, make an Advance roll for that unit by rolling one D6. Add the result in inches to the Move characteristic of each model in that unit until the end of the phase. Each model in that unit can then make an Advance move by moving a distance in inches less than or equal to 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 Advanced.

  • Advance Move: Models move up to M+D6".
  • Cannot move within Engagement Range of any enemy models.
  • Units that Advance cannot shoot or charge this turn.
DEEP STRIKE

Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.
Leadership Tests
If a rule requires you to take a Leadership test for a unit, roll 2D6: if the total is greater than or equal to the best Leadership characteristic in that unit, that test is passed. Otherwise, it is failed.
Power Level
The rules in this book refer to Power Level when referring to Unbound Adversaries. The table below describes units that fall into each Power Level.

When a rule tells you to set up a unit of a particular Power Level, set up that unit as described. If you have more than one option - for example, if you have 6 Daemonic Beasts and 1 Greater Daemon when told to set up a Power Level 3 unit - roll a D6 and use the unit that corresponds to the result on the table below.

If you do not have enough models for a particular result, set up as many models as you have for that result. If you have no models for a particular Power Level, use a unit of the next Power Level down instead, and so on. If you still cannot set up a unit, do not set up a unit.

Example: If you needed to set up a Power Level 3 Unbound Adversaries unit, but you had no Power Level 3 models, you would need to set up a Power Level 2 Unbound Adversaries unit. If the only Power Level 2 Unbound Adversaries unit you had was Abomination, even if you only had 1 Abomination, you would set that up.

POWER LEVEL
(D6) 1-3(D6) 4-6
10 Lesser Daemons2 Abominations
POWER LEVEL
(D6) 1-3(D6) 4-6
4 Abominations3 Daemonic Beasts
POWER LEVEL
(D6) 1-3(D6) 4-6
6 Daemonic Beasts1 Greater Daemon
Sustained Hits

Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity.

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Example: A model makes an attack with a melee weapon with the [SUSTAINED HITS 2] ability. If the Hit roll is an unmodified 6 (a Critical Hit), then that attack scores a total of 3 hits on the target (1 from the successful Hit roll of 6, and 2 from the [SUSTAINED HITS 2] ability).

  • [SUSTAINED HITS X]: Each Critical Hit scores ‘x’ additional hits on the target.
D33
Some of the rules will ask you to roll a D33. To do so, roll two D3s one after the other: the first dice result determines your ‘tens’ and the second your ‘units’. For example, if you rolled two D3s and the first result was a 2 and the second was a 1, then the D33 result is a 21.
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, roll off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.
Warp Surge Anomaly (11)
Each mission in this book includes a Warp Surge Anomaly. Resolve this rule whenever an 11 is rolled on the Anomalies table.
Destroyed
Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed.
LEADER

Mighty heroes fight at the forefront of battle.

Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.

During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it.

While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.

  • Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit.
  • Attached units can only contain one Leader.
  • Attacks cannot be allocated to CHARACTER models in Attached units.
Pile In
When a unit Piles In, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Pile-in move. For a Pile In to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, no models in the unit can make Pile-in moves this phase and you progress to making melee attacks with that unit. Otherwise, the unit can make Pile-in moves.

Each time a model makes a Pile-in move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Pile-in Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit (or no models can Pile In).
Folded Space
HELLSCAPE

The empyric energies flowing across Armageddon play havoc with spatial geometry. For those willing to risk mind, body and soul, this provides a great opportunity, enabling them to traverse the Warp to outflank their foes.

PERILOUS SHORTCUT (ACTION)
STARTS: Your Shooting phase.

UNITS: One unit from your Crusade army that is within range of an objective marker within your deployment zone that you control.

COMPLETES: End of your turn.

IF COMPLETED: Remove your unit from the battlefield and set it up again anywhere wholly within your opponent’s deployment zone that is more than 3" horizontally away from all enemy models. Give your unit one Warp counter.
Fractured Realm
HELLSCAPE

The veil between reality and the Warp has been perforated. Screaming Warp rifts erupt into the combatants’ midst, threatening to ensnare and consume those who stray too close.

Rift: The rift extends in all directions from each objective marker, as detailed on the table below.

BATTLE ROUNDRANGE OF RIFT
13"
26"
3+9"

Ephemeral: While a model is wholly within the rift, each time that model makes an attack, it must target a unit within the rift, or that is within Engagement Range of that model’s unit. While a model is not wholly within the rift, each time that model makes an attack, it cannot target a unit that is wholly within the rift, unless its unit is within Engagement Range of that unit.

Empyric Anomaly: Give one Warp counter to each unit that is wholly within the rift.
Fading Reality
HELLSCAPE

As rival armies join battle, the fabric of reality begins to decay around them. The Warp tears at the minds and bodies of the combatants, pulling apart the weak of will and casting the tortured remnants of their souls into the unforgiving depths of the Warp.

Fading: From the second battle round onwards, at the end of your opponent’s turn, or at the end of the battle (whichever happens first), roll one D6 for each unit from your Crusade army not wholly within your deployment zone. On a 4+, give that unit one Warp counter. Then, for each unit from your Crusade army that has two or more Warp counters, remove it from the battlefield. It is destroyed (but does not have to take an Out of Action test). If that unit is a TRANSPORT, and there are one or more units embarked within that TRANSPORT, those embarked units are destroyed, but do not have to take an Out of Action test.

FORCE OF WILL (ACTION)
STARTS: Your Shooting phase.

UNITS: One unit from your Crusade army on the battlefield.

COMPLETES: End of your turn.

IF COMPLETED: Remove all Warp counters from your unit.

Empyric Anomaly: Starting with the player who has the first turn, each player selects one unit on the battlefield, then rolls a D6: on a 1-3, give that unit one Warp counter; on a 4+, if that unit has one or more Warp counters, remove one Warp counter from that unit.
Scattered Coordinates
HELLSCAPE

The corrupted bedrock of Armageddon shifts and mutates with each passing moment; this unnatural upheaval enables isolated units to infiltrate enemy positions but renders effective navigation almost entirely impossible.

Scattered: Until the end of the battle, each unit has the Infiltrators ability.

Blind Drop: Until the end of the battle, each time you set up a unit using the Deep Strike ability, that unit must be set up more than 9" horizontally away from all enemy models and wholly within 6" of one battlefield edge.

SIGNAL FLARE (ACTION)
STARTS: Your Shooting phase.

UNITS: One unit from your Crusade army on the battlefield.

COMPLETES: End of your turn.

IF COMPLETED: Until the end of your next turn, each time you set up a unit using the Deep Strike ability, that unit must be set up more than 9" horizontally from all enemy models and wholly within 6" of one battlefield edge and/or 9" horizontally from all enemy models and wholly within 9" of your unit. When you set up a unit this way, if it is not wholly within 6" of one battlefield edge, give that unit one Warp counter.
Staggered Time
HELLSCAPE

The overwhelming influence of the Warp disrupts the flow of time. Opportunistic combatants may exploit such phenomena, bending the laws of time and space to surge towards their objectives.

Delayed Haste: At the end of your opponent’s Movement phase, for each of your units with one or more Warp counters you can remove one of that units Warp counters. If you do, that unit can make a Normal Move of up to D6".

SAVING TIME (ACTION)
STARTS: Your Shooting phase.

UNITS: One or more units from your Crusade army on the battlefield.

COMPLETES: End of your turn.

IF COMPLETED: For each unit that completes this Action, give that unit one Warp counter.

Empyric Anomaly: Until you next generate Anomalies, increase the cost of Stratagems used during an opponent’s turn by 1CP.
Flying
If a model can FLY, then when it makes a Normal, Advance or Fall Back move, it can be moved over enemy models as if they were not there, and can be moved within Engagement Range of enemy models when making such a move. Note this also means that MONSTER and VEHICLE models that can FLY can be moved over other MONSTER and VEHICLE models when making such a move. However, models that can FLY cannot end their move on top of any other models or within Engagement Range of any enemy models.

When a model that can FLY starts or ends a move on a terrain feature, instead of measuring the path it has moved across the battlefield, you instead measure its path ‘through the air’, as shown in the diagram below.

  • FLY models can move over enemy models when they make a Normal, Advance or Fall Back move.
  • FLY models that start or end a move on a terrain feature measure distance moved through the air when they make a Normal, Advance or Fall Back move.
Banishing Rifts
HELLSCAPE

The influx of Warp energies spilling from the Red Angel’s Gate empowers the sorcery of psykers, enabling them to unleash baleful powers and cast their foes out of reality.

BANISHING RITUAL (ACTION)
STARTS: Your Shooting phase.

UNITS: Two units from your Crusade army that are each within range of a different objective marker that you control.

COMPLETES: End of your turn.

IF COMPLETED: Give one Warp counter to each unit performing this Action. Draw a line from the centre of one of those objective markers to the centre of the other objective marker. Units that line passes over suffer D3 mortal wounds and are then placed into Strategic Reserves.

Models cannot move over or through that line (excluding models that have the FLY keyword), and models cannot see over or through that line. That line is removed when your opponent controls either or both of the objective markers.
Gravitic Nexus
HELLSCAPE

As this battle rages, constant gravitic fluctuations play havoc with the opposing armies.

Gravitic Nexus: Each objective marker within No Man’s Land is a Gravitic Nexus in addition to any other rules. Each Gravitic Nexus begins the game in the enhanced state, but can change state during the battle.

While a Gravitic Nexus is in the enhanced state, each time a unit (excluding AIRCRAFT) is selected to make a Normal, Advance or Fall Back move within 9" of that Gravitic Nexus, until the end of that move, subtract 2 from the Move characteristic of each model in that unit, and that unit does not have the FLY keyword.

While a Gravitic Nexus is in the inverted state each time a unit (excluding AIRCRAFT, and VEHICLES other than WALKERS) is selected to make a Normal, Advance or Fall Back move within 9" of that Gravitic Nexus, until the end of that move, add 2 to the Move characteristic of each model in that unit, and that unit has the FLY keyword.

INVERT NEXUS (ACTION)
STARTS: Your Shooting phase.

UNITS: One unit from your Crusade army that is within range of a Gravitic Nexus that you control.

COMPLETES: End of your turn.

IF COMPLETED: Give your unit one Warp counter. Change the state of that Gravitic Nexus to the enhanced state or the inverted state.

Empyric Anomaly: For each unit within range of a Gravitic Nexus in the enhanced state, inflict D3 mortal wounds on that unit. Until the next time Anomalies would be generated, while a unit is within range of a Gravitic Nexus in the inverted state, that unit cannot have the Benefit of Cover.
Cult Ambush

Genestealer Cults keep their fighting strength carefully hidden from their oppressors until the glorious Day of Ascension arrives. When they finally emerge to fight, it is after long years of meticulous planning, and with an intimate knowledge of the battlefield that grants them a tactical advantage. Even as battle rages, reinforcements slip from the shadows or spill up from the dark places below, called to war by the Broodmind.

If your Army Faction is GENESTEALER CULTS, you start the battle with a number of Resurgence points, depending on the battle size, as shown below.
  • Incursion: 6 Resurgence points
  • Strike Force: 10 Resurgence points
  • Onslaught: 14 Resurgence points

Each time a unit from your army is destroyed, if every model in that unit has this ability, you can spend the relevant number of Resurgence points shown below based on that unit’s Starting Strength.

Aberrants
5 models4 Resurgence points
10 models8 Resurgence points
Acolyte Hybrids with Autopistols, Acolyte Hybrids with Hand Flamers, Hybrid Metamorphs
5 models2 Resurgence points
10 models4 Resurgence points
Atalan Jackals
5 models2 Resurgence points
10 models6 Resurgence points
Neophyte Hybrids
10 models3 Resurgence points
20 models6 Resurgence points
Purestrain Genestealers
5 models2 Resurgence points
10 models6 Resurgence points

If you do:
  • Add a new unit to your army identical to your destroyed unit, in Cult Ambush, at its Starting Strength, with all of its wounds remaining and any [ONE SHOT] weapons those models are equipped with considered as not having been shot.
  • Place one Cult Ambush marker (see below) anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed).

Units in Cult Ambush
Cult Ambush is a type of Strategic Reserves. Units in Cult Ambush cannot be targeted with the Rapid Ingress Stratagem, but can be set up on the battlefield using a Cult Ambush marker as described below, or by following the rules for Strategic Reserves in a subsequent turn.

Cult Ambush Markers
Use a circular 32mm diameter marker for Cult Ambush markers. If an enemy model (excluding AIRCRAFT) ends any kind of move within 9" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of the Reinforcements step of your opponent’s next Movement phase, for each of your Cult Ambush markers still on the battlefield, you can select one unit from your army that is in Cult Ambush and set up that unit using that Cult Ambush marker. To do so, set that unit up on the battlefield more than 9" horizontally away from all enemy units, with at least one model in that unit touching that Cult Ambush marker and all other models placed wholly within 3" of that Cult Ambush marker (that Cult Ambush marker is then removed from the battlefield).
Endless Nightmare
HELLSCAPE

The nightmare vistas of the Fire Wastes are as taxing upon the mind as the body. Khorne’s desire for endless war and the eternal flowing of blood ensures that death itself provides no guarantee of salvation.

No Respite: Until the start of the fourth battle round, each time a unit with no Warp counters is destroyed, excluding CHARACTER units, that unit’s player rolls a D6. If the result is greater than the current battle round number, that player places that unit into Strategic Reserves at its Starting Strength with all lost wounds regained, although any [one shot] weapons equipped by models in that unit that were shot before they were destroyed have still been shot. Give that unit one Warp counter.

Designer’s Note: This rule is resolved before any other rules that allow you to place a destroyed unit into Reserves, or add a new unit identical to a destroyed unit to your Crusade army (e.g. Cult Ambush). If, when this rule is resolved, the player rolls greater than the battle round number, those other rules are not resolved. Otherwise, those rules are resolved as normal.
Benefit of Cover

Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.

Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.

Each time a ranged attack is allocated to a model that has the Benefit of Cover, add 1 to the saving throw made for that attack (excluding invulnerable saving throws). Models with a Save characteristic of 3+ or better cannot have the Benefit of Cover against attacks with an Armour Penetration characteristic of 0. Multiple instances of the Benefit of Cover are not cumulative – a model cannot benefit from this rule more than once at any one time.

  • Benefit of Cover: Add 1 to armour saving throws against ranged attacks.
  • Does not apply to models with a Save of 3+ or better against attacks with an AP of 0.
  • Multiple instances are not cumulative.
Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
Ignores Cover

Some weapons are designed to root enemy formations out of entrenched positions.

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.
Unit Visible
If one or more models in a unit is visible to the observing model, then that model’s unit is visible to the observing model.

FIRE OVERWATCH
1CP
Core – Strategic Ploy Stratagem
A hail of wildfire can drive back advancing foes.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
Consolidate
After a unit has finished making all of its melee attacks, it Consolidates. Each time a unit Consolidates, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Consolidation move. For a Consolidation to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, then each model in that unit can instead make a Consolidation move towards the closest objective marker, but only if, after doing so, that unit is within range of that objective marker and in Unit Coherency. If these conditions also cannot be met, no models in the unit can make Consolidation moves this phase and that unit’s fight ends.

If a unit can end its Consolidation within Engagement Range of one or more enemy units, then each time one of its models makes a Consolidation move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Consolidation Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit if possible.
  • If the above is not possible, each model can move towards the closest objective marker, but this must result in the unit being within range of it and in Unit Coherency.
  • If the above is also not possible, no models can Consolidate.
DEADLY DEMISE

From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.

Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").

Example: A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly.

  • Deadly Demise x: When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
Torrent

Torrent weapons shoot clouds of fire, gas or other lethal substances that few foes can hope to evade.

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy Stratagem
The commander's authoritative tone cuts through the din of battle, guiding the actions of nearby troops.
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
Precision

Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • When targeting an Attached unit, the attacking model’s player can have the attack allocated to a CHARACTER model in that unit visible to the bearer.
EPIC CHALLENGE
1CP
Core – Epic Deed Stratagem
The legends of the 41st Millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
GO TO GROUND
1CP
Core – Battle Tactic Stratagem
Seeking salvation from incoming fire, warriors hurl themselves into whatever cover they can find.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

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