Crusade Rules

From 1d4chan

This page contain everything you need in order to play in the Warhammer 40,000 9th Edition play, CRUSADE. Link to original page here.

Crusade Faction[edit]

When you start a Crusade force, you must decide what its Crusade Faction will be - this must be one of the following Faction keywords:

Order of Battle[edit]

A player's Order of Battle is primarily a list of all the units that they have as part of their Crusade force. A player’s Order of Battle can consist of any number of units, but you must have a Crusade card for each unit and the combined Power Ratings of all the units in your starting Crusading force cannot exceed 50. This is called your Crusade force's Supply Limit, and it can be increased by playing more battles (as explained later). Make a note of each unit's Power Rating on your Order of Battle.

Battle Tally and Requisition points[edit]

A player s Order of Battle must also have a tally of the number of battles you have played with it, as well as your current number of Requisition points (RPs). When you first start a Crusade army and you create an Order of Battle, you will start with 5 RPs.

Crusade cards[edit]

Each time a player adds a unit to their Order of Battle, the unit’s details must be recorded on a Crusade card. Each unit's Crusade card details the following:

  • What models and how many of each are in the unit.
  • What weapons models in that unit are equipped with and what wargear they have.
  • The total Power Rating of the unit (see Power Ratings and points section).
  • If the unit has any keywords that must be chosen when that unit is included in your army, its Crusade card must make a note of what are those keywords (e.g. < MARK OF CHAOS >, < LEGION >, < CHAPTER > etc.).
  • If the unit is a PSYKER, its Crusade card must make a note of which psychic powers it knows.* When you are generating that units powers, you can ignore rules that state the unit must be part of a specific Detachment in order to know that power (though all other requisites, such as having the correct keywords, still apply).
  • If the unit has any abilities that must, or that can be selected or generated before the battle, your Crusade card must note what those selections are (e.g. Litanies of Battle, Prayers to the Dark Gods, Powers of the C’tan, Exarch Powers etc.).
  • If you have used any Requisition points to upgrade the unit, the Crusade card must note all the details of those upgrades. So, if any units have been given a Relic, a Warlord Trait, or have been upgraded via a Stratagem, these must be noted on their unit card*
  • Any Battle Honours or Battle Scars the unit has.
  • The unit’s current number of experience points (when adding a unit to your Order of Battle, this will be 0).
  • The unit’s Combat tallies (when adding a unit to your Order of Battle, these will be 0).
  • The unit’s total number of Crusade points.

Experience[edit]

When you add a unit to your Order of battle, it will start with 0 experience points. Units can gain experience points as follows:

  • Battle Experience: At the end of a battle, each unit that has a Crusade card that was part of your army list for that battle gains 1 experience point.
  • Dealers of Death: A unit gains 1 experience point for every third enemy unit it has destroyed in total.
  • Marked for Greatness: At the end of a battle, you can select one unit that has a Crusade card that was part of your army list for that battle; that unit gains 3 experience points. Keep a tally on the unit's Crusade card of how many times it has been Marked for Greatness.

The following units never gain experience points, and so can never gain Battle Honours, however, they also are assumed to pass any Out of Action tests they are required to take (no dice is rolled) and so never accrue Battle Scars. You can mark the Experience Points section of their Crusade card as ‘N/A’ to remind you.

  • Named characters
  • SWARMS
  • DRONES
  • Units with the Fortifications Battlefield Role
  • Summoned units (i.e. any unit that is added to your army during a battle)

Requisition points[edit]

Requisition points can be used to purchase Requisitions: these can upgrade your Crusade force, or units within them. Each time you spend a Requisition point, reduce your total by 1. Each time you play a battle, you will gain 1 Requisition point after that battle has been completed, regardless of the result of the battle itself.

Relics, Warlord Traits and Upgrades[edit]

No model in your Order of Battle can have a Relic or a Warlord Trait unless you have purchased the appropriate Requisition. This means that your Warlord does not automatically have a Warlord Trait, and you do not automatically get to give a Relic to one CHARACTER in your army.

Named Characters[edit]

Named characters always have a Warlord Trait, even if they are not your Warlord (in such cases they are only considered to be your Warlord for the purposes of their trait). If a publication lists what a named character's Warlord Trait must be, then it must be this; they have this Warlord Trait even if another model in your Order of Battle already has this Warlord Trait, but having this named character in your Order of Battle does not prevent another model in your Order of Battle from having this Warlord Trait.

Knight Characters[edit]

IMPERIAL KNIGHT Detachments and CHAOS KNIGHT Detachments both have a Detachment ability (Knight Lances and Traitoris Lances respectively). The part of this ability that enables a model to gain the CHARACTER keyword does not apply to Crusade Armies. The only method by which an IMPERIAL KNIGHT or a CHAOS KNIGHT model can gain the CHARACTER keyword is by purchasing the Specialist Reinforcements Requisition when it is added to your Order of Battle in order to use either the Exalted Court or Tyrannical Court Stratagems.

Requisition[edit]

  • INCREASE SUPPLY LIMIT 1RP

Purchase this Requisition at any time. Increase your Crusade force's Supply Limit by 5 Power.

  • FRESH RECRUITS 1RP

Purchase this Requisition at any time. Select one unit from your Order of Battle (excluding CHARACTERS, VEHICLES and MONSTERS) that has a Crusade card. You cannot choose a unit that has achieved the Battle-hardened, Heroic or Legendary rank. Add any number of additional models to this unit (up to the maximum listed on its datasheet) and increase its Power Rating accordingly. If the unit you selected has achieved the Blooded rank, you must increase its Crusade points total by 1 if its Power Rating has gone from 10 or less to 11 or more.

  • REARM AND RESUPPLY 1RP

Purchase this Requisition at any time. Select one unit from your Order of Battle (excluding CHARACTERS) that has a Crusade card. You can change any wargear options that models in that unit are equipped with as described on that unit’s datasheet, provided that none of those wargear options would change the Power Rating of the unit. You cannot replace a weapon that a model is equipped with if the weapon in question has been upgraded by a Weapon Enhancement.

  • REPAIR AND RECUPERATE 1RP

Purchase this Requisition either before or after a battle. Select one Crusade card from your Order of Battle that has one or more Battle Scars. Select one of that unit’s Battle Scars and remove it from its Crusade card (remember that for each Battle Scar removed, the unit's Crusade points will effectively increase by 1).

  • PSYCHIC MEDITATIONS 1RP

Purchase this Requisition either before or after a battle. Select one PSYKER unit that has a Crusade card from your Order of Battle. You can change what psychic powers that unit knows (make a note of the unit’s new psychic powers on its Crusade card - all the usual rules for selecting psychic powers apply).

  • SPECIALIST REINFORCEMENTS 1RP

Purchase this Requisition when you add a Crusade card for a unit to your Order of Battle. If there is a Stratagem that could upgrade this unit to give it either a better characteristic profile and/or abilities, you can use that Stratagem to upgrade that unit for free, even if you would not normally have access to such a Stratagem unless your army includes a specific Detachment.

  • WARLORD TRAIT 1RP

Purchase this Requisition when you add a Crusade card for a CHARACTER unit to your Order of Battle, or when a CHARACTERin your Order of Battle gains a rank. You can give that CHARACTER one Warlord Trait (even if they are not your Warlord - in battle, this CHARACTER is only considered your Warlord for the purposes of this trait).

  • RELIC 1RP

Purchase this Requisition when you add a Crusade card for a CHARACTER unit to your Order of Battle, or when a CHARACTER unit in your Order of Battle gains a rank. You can give one CHARACTER model in that unit one Relic

Ranks and Battle Honours[edit]

If a unit has accrued enough experience points it will gain a promotion and go up a rank (from Battle-ready to Blooded, for example). Each time a unit gains a rank, it will gain one Battle Honour; make a note of the unit’s new rank and its Battle Honour on its Crusade card.

Experience Rank Battle Honours
0-5 Battle-ready 0
6-15 Bloodied 1
16-30 Battle-honoured 2
31-50 Heroic 3
51+ Legendary 4

Battle Honours[edit]

There are four types of Battle Honours:

  • Battle Traits: New skills and abilities.
  • Weapon Enhancements: Upgrade an item of wargear.
  • Psychic Fortitudes: Boosts a unit's psychic might.
  • Crusade Relic: Gain a rare and powerful artefact.

Each time a unit gains a Battle Honour, increase its Crusade points by:

  • 1 if unit has a Power Rating or 10 or less.
  • 2 if unit has a Power Rating of 11 or more.

Battle Traits[edit]

CHARACTER (Excluding VEHICLE and MONSTER units)
d6 Trait
1 Swift and Agile: Add 1" to this unit’s Move characteristic. In addition, add 1 to Advance and charge rolls made for this unit.
2 Heroic Constitution: Add 1 to the Wounds characteristic of one CHARACTER model in this unit.
3 Resilient: Roll one D6 each time a CHARACTER model in this unit would lose a wound; on a 6, that wound is not lost.
4 Deadly Charge: Add 1 to the Attacks characteristic of CHARACTER models in this unit in the Fight phase if this unit made a charge move, was charged, or performed a Heroic Intervention this turn.
5 Inspiring Hero: Add 1 to the Leadership characteristic of friendly units while they are within 6" of a CHARACTER model from this unit. In addition, this unit can perform Heroic Interventions if, after the enemy has made all its charge moves, it is within 6" of any enemy units, and it can move up to 6" when doing so.
6 Tactical Experience: While a CHARACTER model from this unit is on the battlefield, roll one D6 each time you spend a CP to use a Stratagem; on a 6, you immediately regain 1 CP.
VEHICLE units
d6 Trait
1 Enhanced Engines: Add 2" to this unit’s Move characteristic. In addition, add 1 to Advance and charge rolls made for this unit.
2 Elite Crew: Re-roll hit rolls of 1 when resolving attacks made by VEHICLE models in this unit.
3 Improved Shielding: Add 1 to saving throws made for VEHICLE models in this unit against attacks that have an Armour Penetration characteristic of 0 or -1 (invulnerable saving throws are unaffected).
4 Armourbane: Re-roll wound rolls of 1 when resolving attacks made by VEHICLE models in this unit that target enemy VEHICLE or MONSTER units.
5 Repair Systems: VEHICLE models in this unit regain 1 lost wound at the start of each of your Command phases.
6 Blessed Hull: Roll one D6 each time a mortal wound is allocated to a VEHICLE model in this unit; on a 5+ that mortal wound is ignored.
MONSTER units
d6 Trait
1 Unstoppable: Add 2" to this unit’s Move characteristic. In addition, add 1 to Advance and charge rolls made for this unit.
2 Apex Predator: Re-roll hit rolls of 1 when resolving attacks made by MONSTER models in this unit.
3 Thickened Hide: Add 1 to saving throws made for MONSTER models in this unit against attacks that have an Armour Penetration characteristic of 0 or -1 (invulnerable saving throws are unaffected).
4 Frenzied: Add 1 to the Attacks characteristic of MONSTER models in this unit in the Fight phase if this unit made a charge move, was charged, or performed a Heroic Intervention this turn.
5 Regenerates: MONSTER models in this unit regain 1 lost wound at the start of each of your Command phases.
6 Terrifying: Roll two dice when taking a Morale test for an enemy unit within 6" of this unit and discard the lowest result (if both dice results are the same, discard either one of them).
ANY OTHER units
d6 Trait
1 Fleet of Foot: Add 1" to this unit’s Move characteristic. In addition, add 1 to Advance and charge rolls made for this unit.
2 Veteran Warriors: Re-roll hit rolls of 1 when resolving attacks made by models in this unit.
3 Grizzled: Roll one D6 each time a model in this unit would lose a wound; on a 6, that wound is not lost.
4 Headhunters: Add 1 to hit rolls and wound rolls made when resolving attacks with models inthis unit that target enemy CHARACTER units.
5 Cool-headed: You can re-roll failed Morale tests taken for this unit. In addition, if a unit declares this unit as the target of their charge, this unit can fire Overwatch (and will score hits on unmodified rolls of 5+ instead of 6 when doing so).
6 Battle-tested: This unit has the Objective Secured ability and can make attacks with ranged weapons while performing an Action without that action failing. Combat Attrition tests taken for this unit are automatically passed while it is within range of an objective marker.

Crusade Relics[edit]

Artificer Relics[edit]

Any CHARACTER model can be given an Artificer Relic.

  • Artificer Weapon

Select one weapon that the model is equipped with (excluding a Relic or a weapon that has been enhanced by the Weapon Enhancement Battle Honour). Each unmodified hit roll of 6 made for an attack with that weapon inflicts 1 mortal wound on the target in addition to the normal damage. Note that this is cumulative with any other mortal wounds inflicted by the weapon.

  • Artisan Bionics

INFANTRY, CAVALRY or BIKER only. Add 1 to the model’s Strength characteristic. In addition, roll one D6 each time this model loses a wound; on a 5+ that wound is not lost.

  • Conversion Field

INFANTRY only. This model has a 4+ invulnerable save. In addition, each time you roll an unmodified 6 when making a saving throw for this model, the closest enemy unit within 1" suffers 1 mortal wound.

  • Frenzon Injector

INFANTRY, CAVALRY, BIKER or MONSTER only. You can re-roll Advance and charge rolls made for this model’s unit. In addition, add 1 to this model’s Attacks characteristic during any turn in which its unit made a charge move, was charged or performed a Heroic Intervention.

  • Laurels of Victory

If this model is included in your army list for a battle, you receive 2 bonus Command points to use in that battle. However, if this model is destroyed during the battle, you immediately lose 2 Command points.

  • Master-crafted Armour

Add 1 to armour saving throws made for the bearer. In addition, roll one D6 each time this character suffers a mortal wound; on a 6, that mortal wound is ignored.

Antiquity Relic[edit]

Any Heroic CHARACTER model or Legendary CHARACTER model can be given an Antiquity Relic. Add 1 to a unit’s total Crusade points for each Antiquity Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +2.

  • Archeotech Nano-med

INFANTRY only. The first time this model is destroyed, keep it to one side; at the end of the current phase, roll one D6. On a 2+, set this model back up again, as close as possible to its previous position, with D3 wounds remaining.

  • Blackstone Shard Amulet

This model’s unit can never be targeted or affected by psychic powers in any way, nor can it attempt to manifest any psychic powers or perform any psychic actions.

  • Dark Age Displacer Belt

INFANTRY only. Instead of making a Normal Move or Falling Back in your Movement phase, this model’s unit can be removed from the battlefield and then set back up on the battlefield, anywhere that is more than 9" from any enemy models.

  • Xenotech Digital Lasers

This model gains the following weapon:

WEAPON RANGE TYPE S AP D
Xenotech Digital Lasers 12" Pistol 1 * * *
Abilities: If this weapon hits, the target suffers D3 mortal wounds.

Legendary Relic[edit]

Any Legendary CHARACTER model can be given a Legendary Relic. In addition, in order to give a model a Legendary Relic, you must also pay 1 Requisition point (if you do not have enough Requisition points, you cannot give that model a Legendary Relic). Add an additional 2 to a unit’s total Crusade points for each Legendary Relic a it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +3.

  • Null-field Disruptor

Invulnerable saves cannot be made against attacks made with this model’s melee weapons.

  • Vortex Grenade

This model gains the following weapon:

WEAPON RANGE TYPE S AP D
Vortex grenade 6" Grenade 1 * * *
Abilities: One use only. If this weapon hits, the target suffers 3D3 mortal wounds and you roll one D6 for every other unit within 6" of the target unit (roll before any destroyed models are removed); on a 4+ the unit being rolled for suffers D3 mortal wounds as well.

Weapon Enhancements[edit]

Weapon Enhancements are upgrades made to a warrior’s armaments that improve their lethality in combat. Each time a unit gains a Weapon Enhancement, you must select one model in that unit (if the unit has a unit champion, such as a Sergeant, you must select that model), then you must select one weapon equipped by that model. You cannot select a weapon that has already been enhanced by this Battle Honour, nor can you select a weapon that is a Relic or a Crusade Relic — such artefacts cannot be modified.

If the weapon you have selected is equipped by a TITANIC model, roll one D3 and consult the appropriate table to randomly determine what Weapon Enhancement is gained.

If the weapon you have selected is equipped by a CHARACTER, VEHICLE or MONSTER model that is not TITANIC, roll one D6 and consult the appropriate table to randomly determine what Weapon Enhancement is gained.

If the weapon you have selected is equipped by any other model, roll one D6 and one D3 and consult the appropriate table to randomly determine what two Weapon Enhancements are gained (if a duplicate result is rolled, roll both dice again until two different results are rolled).

If a weapon has more than one profile, the Weapon Enhancement(s) it gains applies to all of that weapon's profiles. If a weapon has both a ranged and a melee profile (e.g. a burna), you can only select Weapon Enhancements from the Melee Weapons table, but they apply to both of the weapon's profiles.

Ranged Weapons
d3/d6 Enhancements
1 Auto-loader: When resolving an attack with this weapon, each unmodified hit roll of 6 scores one additional hit on the target.
2 Armour Piercing: Improve the weapon’s Armour Penetration characteristic by 1 (e.g. AP 0 becomes AP-1, AP-1 becomes AP-2 and so on).
3 High Calibre: Add 1 to the weapon’s Strength characteristic.
4 Improved Sights: When resolving an attack with this weapon, add 1 to the hit roll.
5 Accelerator: Increase the weapon’s Range characteristic by 6". If the weapon has a minimum Range characteristic, this remains unchanged.
6 Master-worked: Add 1 to the Weapon’s Damage characteristic.
Melee Weapons
d3/d6 Enhancements
1 Heirloom: When resolving an attack with this weapon, each unmodified hit roll of 6 scores one additional hit on the target.
2 Razor-edged: Improve the weapon’s Armour Penetration characteristic by 1 (e.g. AP 0 becomes AP-1, AP-1 becomes AP-2 and so on).
3 Brutal: Add 1 to the weapon’s Strength characteristic.
4 Finely Balanced: When resolving an attack with this weapon, add 1 to the hit roll.
5 Shredder: When resolving an attack with this weapon, an unmodified wound roll of 4+ is always successful, irrespective of the target’s Toughness characteristic.
6 Fleshbane: Add 1 to the Weapon’s Damage characteristic.

Psychic Fortitudes[edit]

Psychic Fortitudes are otherworldly powers that sorcerers and warp-practitioners gain as they hone and master their psychic skills. Only PSYKER units can be given Psychic Fortitudes. Each time a unit gains a Psychic Fortitude, roll one D6 and consult the table below to randomly determine what Psychic Fortitude the unit has gained. A unit can have more than one Psychic Fortitude, but it cannot have the same Psychic Fortitude more than once (if a duplicate result is rolled, roll again until a different result is rolled).

Psychic Fortitudes
d6 Psychic Fortitude
1-2 Psychic Might: Add 1 to the number of psychic powers this unit can attempt to manifest in your Psychic phase.
2-3 Adamantium Will: Add 1 to the number of psychic powers this unit can attempt to deny in your opponent's Psychic phase.
5-6 Master of Lore: Add 1 to the number of psychic powers this unit knows from one of the disciplines available to them. Write down this new power on the unit’s Crusade card.

Out of Action[edit]

After a battle, all models from your army that were destroyed in the battle are restored to your Order of Battle; any wounds they have lost are likewise regained. This represents units replenishing their numbers, wounded warriors returning to the fray, and battle tanks being recovered and repaired for their next battle. The only lasting effects are any Battle Scars the unit has acquired, as described below.

After the battle, before you have determined the total number of experience points each unit gains, you must first take an Out of Action test for each unit in your army that has a Crusade card that was destroyed in that battle. You do not have to test for a unit that was destroyed but was subsequently returned to the battlefield during that battle - only roll for units that are destroyed at the end of the battle.

To take an Out of Action test, roll one D6 for that unit. On a 2+ the test is passed and nothing happens. On a 1, the test is failed; you must now choose one of the following options for that unit:

  • Devastating Blow: That unit loses D6 experience points (to a minimum of 0) and cannot gain experience points from this battle from Agendas Achieved, Battle Experience or from being Marked for Greatness (see Crusade Mission Pack). Update its Crusade card accordingly.
  • Battle Scar: That unit gains one Battle Scar (see below). This must be determined before the players next battle and the unit’s Crusade card must be updated to reflect any and all changes.

Note that even if a unit loses experience points it does not lose any rank (or any associated Battle Honours) it had previously achieved, but neither will that unit be promoted again (and hence gain a Battle Honour) if it subsequently regains these lost experience points.

Battle Scar[edit]

Subtract 1 from a unit’s Crusade points for each Battle Scar it currently has.

CHARACTER (Excluding VEHICLE and MONSTER units)
d6 Trait
1 Lost Leg: Subtract 1" from this unit’s Move characteristic. In addition, subtract 1 from Advance and Charge rolls made for this unit.
2 Blind in one Eye: You must re-roll hit rolls of 6 when resolving attacks made by CHARACTER models in this unit.
3 Deep Scars: This unit cannot perform any actions or psychic actions, and it cannot make Heroic Interventions.
4 Chest Wound: Reduce the Wounds characteristic of one CHARACTER model in this unit by 1 (to a minimum of 1).
5 Deep Concussion: You cannot use any Stratagems to affect this unit, nor can you use the Command Re-roll Stratagem to affect any dice rolls made for it.
6 Loss of Reputation: If this unit has any aura abilities on its datasheet, the range of those aura abilities is reduced by 3". If this reduces the range of an aura ability to 0" or less, then the unit loses that aura ability while it has this Battle Scar. If this unit has no aura abilities on its datasheet, then it is unaffected by the aura abilities of any friendly units.
VEHICLE units
d6 Trait
1 Engine Fault: Subtract 2" from this unit’s Move characteristic. In addition, subtract 1 from Advance and charge rolls made for this unit.
2 Targeters Cracked: You must re-roll hit rolls of 6 when resolving attacks made by a VEHICLE model in this unit.
3 Weakened Armour: Each time this unit is hit by a weapon with a Strength characteristic of 8 or more, this unit suffers 1 mortal wound in addition to any normal damage.
4 Weapon Damaged: Select one weapon equipped by a VEHICLE model in this unit (if this unit has any ranged weapons, you must select one of them, and if any of those are Heavy, then you must select one of them). Subtract 1 from hit and wound rolls when resolving attacks with that weapon.
5 Angered Machine Spirit: You cannot use any Stratagems to affect this unit, nor can you use the Command Re-roll Stratagem to affect any dice rolls made for it.
6 Vox Comms Destroyed: This unit is unaffected by the aura abilities of any friendly units.
MONSTER units
d6 Trait
1 Crippling Injury: Subtract 2" from this unit’s Move characteristic. In addition, subtract 1 from Advance and charge rolls made for this unit.
2 Crippled Limb: You must re-roll hit rolls of 6 when resolving attacks made by MONSTER models in this unit.
3 Critical Wound: Each time this unit is hit by a weapon with a Strength characteristic of 8 or more, this unit suffers 1 mortal wound in addition to any normal damage.
4 Tissue Damage: Subtract 1 from the Attacks characteristic of one MONSTER model in this unit (to a minimum of 1).
5 Fractured Skull: You cannot use any Stratagems to affect this unit, nor can you use the Command Re-roll Stratagem to affect any dice rolls made for it.
6 Enraged and Unreasoning: If this unit has any aura abilities on its datasheet, the range of those aura abilities is reduced by 3". If this reduces the range of an aura ability to 0" or less, then the unit loses that aura ability while it has this Battle Scar. If this unit has no aura abilities on its datasheet, then it is unaffected by the aura abilities of any friendly units.
ANY OTHER units
d6 Trait
1 Walking Wounded: Subtract 1" from this unit’s Move characteristic. In addition, subtract 1 from Advance and charge rolls made for this unit.
2 Fatigued: This unit cannot control objective markers. When determining which player controls an objective marker, ignore all models in this unit.
3 Battle-weary: This unit cannot perform any actions or psychic actions, and it cannot gain more than 1 experience point at the end of a battle for any reason (any additional experience points gained are lost).
4 Shell Shock: Subtract 1 from this unit’s Leadership characteristic. In addition, subtract 1 from Combat Attrition tests taken for this unit.
5 Disgraced: You cannot use any Stratagems to affect this unit, nor can you use the Command Re-roll Stratagem to affect any dice rolls made for it.
6 Mark of Shame: This unit is unaffected by the aura abilities of any friendly units.

Agenda[edit]

Each player secretly selects Agendas (AKA Secondary objectives) for the battle and writes them down. Each can award experience points to certain units in that player's army, as described on the Agenda itself. The Agendas that players can choose from can be found here. The number of Agendas each player chooses depends on the battle size you have selected, as shown in the table below. Once both players have selected their Agendas, they reveal their selections to their opponent.

Battle Size Agenda
Combat Patrol
(50PL/500pts)
1
Incursion
(51-100PL/501-1000pts)
2
Strike Force
(101-200PL/1001-2000pts)
3
Onslaught
(201-300PL/2001-3000pts)
4

Purge the enemy[edit]

Assassins[edit]

Keep an Assassins tally for each unit from your army. Add 1 to a unit's Assassins tally each time it destroys an enemy CHARACTER unit. Each unit gains 2 experience points for every mark on its Assassins tally.

Priority Target[edit]

Keep a Priority Target tally for each unit from your army. Add 1 to a unit’s Priority Target tally each time it destroys an enemy VEHICLE or MONSTER unit. Each unit gains 2 experience points for every mark on its Priority Target tally.

Titan Hunter[edit]

Keep a Titan Hunter tally for each unit from your army. Add 1 to a unit’s Titan Hunter tally each time it destroys an enemy TITANIC unit. Each unit gains 4 experience points for every mark on its Titan Hunter tally.

King slayer[edit]

If a unit from your army destroyed the enemy WARLORD during the battle, that unit gains 3 experience points. A unit does not achieve this agenda if the enemy WARLORD is subsequently resurrected by any means. If the enemy WARLORD is resurrected but is subsequently destroyed again by another unit from your army, then it is the last unit to have destroyed it that achieves this Agenda.

No Mercy, No respite[edit]

First Strike[edit]

Keep a First Strike tally for each unit from your army. Add 1 to a unit’s First Strike tally each time it destroys an enemy unit in the first battle round. Each unit from your army gains a number of experience points equal to their First Strike tally.

Cull the Hordes[edit]

Keep a Cull the Hordes tally for each unit from your army. Add 1 to a unit’s Cull the Hordes tally each time it destroys six or more models in the same phase. Each unit gains a number of experience points equal to their Cull the Hordes tally.

Reaper[edit]

The unit in your army that has the highest combat tally of enemy units destroyed during the battle earns 2 experience points. If two or more units are tied, you choose which unit achieves this Agenda.

First into the Fray![edit]

The first unit from your army to either make a charge move or perform a Heroic Intervention gains 1 experience point (if it does so during the first battle round it instead gains 2 experience points). If that unit destroyed an enemy unit in the Fight phase of the same turn, it gains 1 additional experience point. (This agenda was given out as a promo with pre-orders, but it is a valid and official agenda.)

Battlefield Supremacy[edit]

Sentinel[edit]

At the start of your first Command phase, select one objective marker that is on the battlefield and one unit from your army. That unit gains 4 experience points after the battle if, at the end of the battle, it is in range of that objective marker and you control that objective marker.

Breakthrough[edit]

At the end of the battle, select up to three units from your army (excluding AIRCRAFT) that are wholly within 6" of your opponent’ battlefield edge. Each of these units earns 2 experience points.

Survivor[edit]

At the start of your first Command phase, select one unit from your army. That unit gains 2 experience points after the battle if it is not destroyed at the end of the battle, and an additional 2 bonus experience points if it is not below Half-strength. Units that have only a single model instead gain these bonus experience points if, at the end of the battle, the number of wounds that model has remaining is at least half their Wounds characteristic.

Shadow Operations[edit]

Secure the area[edit]

Keep a Secure the Area tally for each unit from yout army. Add 1 to a unit's Secure the Area tally each time it successfully completes the following action:

Secure the Area (Action): One (INFANTRY unit from yout army (excluding CHARACTERS) can start to perform this action at the end of your Movement phase if it is within 6" of the centre of the battlefield. The action is completed at the end of your turn.

Each unit gains a number of experience points equal to their Secure the Area tally.

Search for Archeotech[edit]

Keep a Search for Archeotech tally for each unit from your army. Add 1 to a unit's Search for Archeotech tally each time it successfully completes the following action:

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

Each unit gains 3 experience points if their Search for Archeotech tally is at least 2.

Deploy Vox-relay[edit]

At the start of the first battle round, but before the first turn begins, select one INFANTRY unit from your army. That unit can perform the following action:

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

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

Recover Mission Archives[edit]

Keep a Recover Mission Archives tally for each unit from your army. Add 1 to a unit's Recover Mission Archives tally each time it successfully completes the following action:

Recover Mission Archives (Action): One INFANTRY, CAVALRY or BIKER unit from your army can start to perform this action at the end of your Movement phase if it is within range of an objective marker that has not already been successfully searched by a unit from your army this battle. The action is completed at the end of your next Command phase provided the unit performing it is still within range of the same objective marker.

Roll one D6 at the Agenda Achieved step of the game. If the score is equal to or less than the combined total of your units’ Recover Mission Archives tallies, or if the combined tally equals the number of objective markers that were set up at the start of the battle, then one unit of your choosing that successfully performed this action gains 6 experience points.

Warpcraft[edit]

Witch Hunter[edit]

Keep a Witch Hunter tally for each unit from your army. Add 1 to a unit's Witch Hunter tally each time it destroys an enemy PSYKER unit (add 3 instead if the destroyed unit was a PSYKER CHARACTER).

Each unit gains a number of experience points equal to their Witch Hunter tally.

Lord of the Warp[edit]

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

Scry Battle Plans[edit]

Keep a Scry Battle Plans tally for each PSYKER unit from your army. Add 1 to a unit's Scry Battle Plans tally each time it successfully completes the following psychic action:

Scry Battle Plans (Psychic Action - Warp Charge 4): One PSYKER CHARACTER unit from your army can attempt to perform this psychic action in your Psychic phase if it is within 18" of an enemy CHARACTER unit.

Each unit gains 5 experience points if their Scry Battle Plans tally is at least 2.


Enjoy the game