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Missions

Eighteen ready-to-play scenarios: five official legendary missions, five narrative missions centred on Saturnine Terminator armour, three Onslaught missions, three Leviathan missions and two Armoured Spearhead missions — three separate formats, whose common rules are grouped in their own panel. Added to these are the Battlefield Assets and the Toxic Environment, usable in any mission. The legendary mission The Charge of the Khalekaorus, the Leviathan pack and the Assets are taken from the Journal Tactica Mailed Fist; The Fall of the Domus Tenebri, from the Journal Tactica Prospero Burns; Path of the Unforgiven, a Zone Mortalis mission, from the Journal Tactica The Battle for the Signus Cluster; Ambush at Rho:19, the Armoured Spearhead pack and the Toxic Environment, from the Journal Tactica Battle of Tallarn.

Legendary missions replace the core mission and are played as they are. Narrative missions, on the other hand, describe a situation, victory conditions and a few house rules: feel free to adapt the forces, terrain and points thresholds to your game format.

Choose a mission

Legendary missions and narrative missions

Ignis Sector Assault

Isstvan V · Legendary mission

Vulkan's Salamanders smash into the left flank of the Death Guard line, in the Urgall Depression.

The Charge of the Khalekaorus

Paramar V · Legendary mission · Mailed Fist

The Loyalist Iron Warriors super-heavies charge to turn back the invasion of the Mechanicum and the Alpha Legion.

The Fall of the Domus Tenebri

Domus Tenebri · Legendary mission · Prospero Burns

The Custodian Censure Host faces the Thousand Sons and the daemons of Tzeentch spilling from the Warp Rifts.

Path of the Unforgiven

Kol · Legendary mission · Signus Cluster

Medraut and his Custodians break through, sector by sector, an underground hive city infested with daemons of Slaanesh.

Ambush at Rho:19

Tallarn · Legendary mission · Battle of Tallarn

The Solar Auxilia armour of the Tallarn Reborn ambushes a mechanised Iron Warriors patrol.

The Solemn March

Armatura · Narrative mission

Squad Alepho advances through the ruins of the Decalian district towards a distress beacon that has gone silent.

Last of the Colossi

Baal · Narrative mission

The last Blood Angels Colossi hold the final rampart of a home world cut off from the rest of the galaxy.

The March of the Tekathikos

Inwit · Narrative mission

Perturabo's Mountain-breakers reduce the ramparts to rubble; the Imperial Fists hunt the giants.

The Salvation of Terros IV

Terros IV · Narrative mission

Emperor’s Children raids on the promethium refineries, until the VIIth Legion intervenes.

Indurate Glory

Nuceria · Narrative mission

The Indurate charge the Ultramarines honour guard while two Primarchs clash in the background.

Onslaught missions

Leviathan mission pack — Journal Tactica Mailed Fist

Armoured Spearhead mission pack — Journal Tactica Battle of Tallarn

  • Isstvan V
  • Legendary mission
  • Attacker: Salamanders (Loyalist)
  • Defender: Death Guard (Traitor)

The Salamanders must follow Vulkan's orders and push their assault through the Ignis sector defences held by the Death Guard. Every step of their inexorable advance follows in the bloody footsteps of their Saturnine-armoured brothers. They must strike the traitor's line before the moment of betrayal arrives.

To claim victory in Ignis Sector Assault, the Salamanders, led by their Saturnine-armoured Terminators, must attack the Death Guard's defensive line and attempt to overwhelm the enemy positions.

Playing this legendary mission

Ignis Sector Assault represents the actions of the Salamanders, led by Vulkan himself, against the left flank of the defensive line of the Urgall Stronghold, held by Mortarion's Death Guard. It can, however, be used to represent other positional assaults: the players may adapt the forces involved, provided one takes the role of the Attacker and the other that of the Defender.

Use the core mission sequence from the Age of Darkness Rulebook, with the following modifications:

  • Step 1: this mission is selected instead of the listed core missions. The players then determine who plays the Attacker and who plays the Defender. The Attacker's army must have the Loyalist allegiance, the Defender's the Traitor allegiance.
  • Step 5: do not select a deployment map — use the one given below, with the zones shown on it.
  • Step 6: the Attacker places certain units in Reserves, as detailed in Spearhead Sector; no other unit of the Attacker may be placed in Reserves.
  • Step 6: all allied detachments in the Defender's army are placed in Reserves as the Second Wave.
  • Step 7: the Defender deploys all the units in their army first, but the Attacker takes the first turn.
  • At the end of player turn 4, the Defender rolls a dice: on a 4+, a fifth game turn is played before the battle ends.

The battlefield: Ignis sector

The Defender's table half should have more terrain representing defensive barriers, trench lines and bunkers. The Attacker's table half should be relatively flat, with more open ground lightly cluttered with tank wrecks or drop pods.

Victory conditions: gaining ground

Primary objective

  • Capture the primary mission objective markers.

Secondary objectives

  • Slay the Warlord (3)
  • Giant Killer (2)
  • Last Man Standing (3)
  • First Strike (2)

This mission uses an objective marker worth 3 placed in the centre of the battlefield, as well as two markers worth 2 at the locations marked with an objective symbol on the deployment map.

Mission special rules

The Attacker uses Spearhead Sector. The Defender uses Preliminary Bombardment, Second Wave and the Journal Tactic tactical battlefield asset (page 40 of The Isstvan V Dropsite Massacre – Part One).

Spearhead Sector

In step 6, Declare Mission Reserves, the Attacker places all of the following units from their army in Reserves:

  • Praetor in Saturnine Terminator Armour
  • Centurion in Saturnine Terminator Armour
  • Saturnine Terminator Command Squad
  • Saturnine Terminator Squad

During the Reserves Sub-phase of their first player turn, the Attacker deploys all these units in the Spearhead Sector portion of their deployment zone. All other units in their army deploy normally in their deployment zone and cannot be voluntarily placed in Reserves.

Preliminary Bombardment

At the start of step 8, Play the Primary Mission, before the first player turn, the Defender may make a shooting attack with each Mechanicum Tarantula Battery or Araknae Quad Accelerator Platform unit in their army deployed on the battlefield. These attacks are resolved as Snap Shots.

Second Wave

The Defender does not make Reserves tests for units placed in Reserves as the Second Wave: their test is automatically passed in the Defender's Reserves Sub-phase of turns 3 and 4. When deploying, they follow the rules for units entering from Reserves but may choose any point on the table edge within the Attacker's deployment zone, instead of their own.

In addition, the Reactive Player cannot declare the Interceptor reaction if the triggering unit is part of the Second Wave.

Designer's note: legendary armies

The Dropsite Massacre was one of the very first engagements in which the Warmaster's forces deployed only Imperial troops. The records contain no account of traitor warriors wearing Saturnine pattern armour in the Urgall Depression: to represent Isstvan V faithfully, only the Attacker should select these units.

Deployment map

Defender's battle edge Attacker's battle edge SPEARHEAD SECTOR SPEARHEAD SECTOR 12" 18" 24" 18" 18" 24" 12" 48" 72"
Three objective markers: a central objective worth 3 and two forward objectives worth 2.

  • Journal Tactica: Mailed Fist
  • Paramar V
  • Legendary mission
  • Attacker: Iron Warriors (Loyalist)
  • Defender: Mechanicum and Alpha Legion (Traitor)

The Loyalist Iron Warriors super-heavy tanks attempt to turn the tide of the invasion of Paramar V.

To claim victory in The Charge of the Khalekaorus, the Attacker must try to control as much of the battlefield as possible, while the Defender must strive to hold objective markers in key areas to prevent this.

This mission uses the Leviathan mission pack rules (page 36 of the book), including its secondary objectives. Instead of selecting a mission in step 1, this one may be chosen.

Armies

The Attacker represents the Iron Warriors Khalekaorus force. Their primary detachment must be drawn from the Legiones Astartes army list and the Iron Warriors Faction, and their army must include at least one Lord of War (Lord of War) unit.

The Defender represents the traitor force of the Alpha Legion and the Mechanicum. Their primary detachment must be drawn from the Mechanicum army list and should include an allied detachment drawn from the Legiones Astartes army list and the Alpha Legion Faction.

Sectors

The battlefield is divided into four sectors, as shown on the map below. The players can refer to it during the battle or mark out the sectors on the table to keep track easily. To score victory points in this mission, the players must control these sectors.

Objective markers

The objective markers are placed as shown on the deployment map.

Victory conditions

Primary objectives: the charge of the Khalekaorus

The Defender must hold objective markers, while the Attacker must push forward to control higher-value sectors and score victory points.

  • Attacker: at the end of each of their player turns, they score 2 victory points per sector they control.
  • Defender: at the end of each of their player turns, they score 2 victory points per objective marker they control.

Secondary mission objectives

  • Last Man Standing (2)
  • Slay the Warlord (2)

Attacker

  • Overrun (Overrun) (4)

Defender

  • Break their Strength (Break their Strength) (6)

Mission special rules

This mission uses the Reserves, First Contact and Turning of the Tide mission special rules.

First Contact (First Contact)

The Defender may only deploy the units from their allied detachments on the battlefield: all others must be placed in Reserves. Instead of entering from a point within the controlling player's deployment zone, the Defender's units arriving from Reserves enter from any point on the table edge marked as the Defender's Reserves entry zone on the map below.

Turning of the Tide (Turning of the Tide)

If, at the start of battle turn 4, the Attacker has fewer victory points than the Defender, they may declare a tactical withdrawal. In that case, all victory points they score for the Overrun secondary objective may be scored for models within their own deployment zone, instead of their opponent's.

Deployment map

Sector 1 Sector 2 Sector 3 Sector 4 Deployment Defender's Deployment Attacker's 12" 12" 24" 27" 18" Defender's Reserves entry zone Attacker's battle edge 14" 18" 18" 72" × 48"
Three objective markers in the Defender's half. The Defender's Reserves enter from the left short edge; the Attacker's deployment zone corresponds to Sector 4.

  • Journal Tactica: Prospero Burns
  • Domus Tenebri
  • Legendary mission
  • Attacker: Legio Custodes (Loyalist)
  • Defender: Thousand Sons and Daemons of Tzeentch (Traitor)

As the Custodians of the Censure Host pushed into the depths of the Domus Tenebri to interrupt the ritual taking place there, the incantations of the Thousand Sons tore rifts in reality. Through these portals poured Warp-born manifestations, determined to tear the Custodian warriors apart.

Armies

The Attacker represents the Loyalist force. Their army is drawn from the Legio Custodes army list, with a Points Limit of 3000 points.

The Defender represents the Traitor force, with a Points Limit of 3000 points. Their primary detachment is drawn from the Legiones Astartes army list and the Thousand Sons Faction, and their army must include an allied detachment of at least 500 points drawn from the Daemons of Tzeentch army list.

Playing this legendary mission

Use the core mission sequence from the Age of Darkness Rulebook, with the following modifications:

  • Step 1: this mission is selected instead of the listed core missions. The Attacker and Defender roles are set by the choice of armies, as above.
  • Step 4: no objectives are placed. Instead, the Defender may place up to two Warp Rift markers (3″ blast templates or templates of equivalent size) at the locations marked on the deployment map, with only one marker per location.
  • Step 5: do not select a deployment map — use the one given below, with the deployment zones shown on it for each player.
  • Step 6: the Defender places all units drawn from the Daemons of Tzeentch army list in Reserves, in a separate Incursion reserve.

Game length

At the end of battle turn 5, the Defender rolls a dice: on a 1, a sixth battle turn is played before the battle ends; otherwise, the battle ends immediately.

Victory conditions

The Edict of Censure Fulfilled

The Attacker wins if, at the end of any of the Defender's player turns, there are no enemy models left on the battlefield that do not have the Routed Status.

The Edict of Censure Defied

The Defender wins if, at the end of any of the Attacker's player turns, there are no enemy models left on the battlefield that do not have the Routed Status.

The defence of Prospero

At the end of the battle, the Defender scores 1 victory point per unit in their army on the battlefield that has neither the Tzeentch Trait nor the Routed Status, and that is not within the Defender's deployment zone.

The Attacker scores 1 victory point per unit in their army on the battlefield that does not have the Routed Status and that is not within the Attacker's deployment zone.

Exalt the Dominion of the Changer of Ways

Each time the last model in a unit controlled by the Attacker is removed as a casualty, if the attack responsible was made by a unit in which the majority of models have the Tzeentch Trait, the Active Player rolls a D3: the Defender scores that many victory points.

Purge the Spawn of the Warp

If, at the end of the battle, no models from the Defender's army with an [Ætheric Dominion] ([Ætheric Dominion]) Trait remain on the battlefield, the Attacker scores +3 victory points.

Mission special rules

This mission uses the Daemonic Incursion, Battlefield Assets*, Reserves and Seize the Initiative mission special rules.

* See the Journal Tactica The Isstvan V Dropsite Massacre – Part One.

Daemonic Incursion (Daemonic Incursion)

In the Reserves Sub-phase of each of their player turns, the Defender rolls 2D6 once on the table below to determine which units may be deployed from either Warp Rift. The result sets the Tactical Role of the unit or units from the Incursion reserve that may be deployed this turn.

Daemonic Incursion table
2D6 Tactical Role
2 No units may be deployed this turn. The Warp Rifts close: no further rolls are made for the rest of the battle.
3 1 Fast Attack unit.
4 1 Support Unit.
5 1 Recon unit.
6-7 1 Troops unit and/or 1 Transport or Heavy Transport unit.
8 1 Elites or Heavy Assault unit and/or 1 Transport, Heavy Transport or Armour unit.
9 1 War-engine unit.
10 1 Command unit.
11 1 High Command unit.
12 1 Warlord or Lord of War unit.

If there are no undeployed units left matching the Tactical Role rolled, the Defender may choose a unit matching a lower result on the table. For example, on a 5, they may deploy a unit selected in a Recon Slot or, if none is available, a unit selected in a Support or Fast Attack Slot.

If both players agree, this rule can be used in other missions, as long as the Defender's army includes units from the Daemons Faction.

Deploying from a Warp Rift

The player controlling the available unit chooses one of its models and places it anywhere in base contact with the Warp Rift, at least 1″ from any enemy model. Once placed, this first model may be moved in any direction, up to its Movement Characteristic. The other models in the unit are then placed in unit coherency with at least one other model in the unit, and within 6″ of the first model placed.

Any model that cannot be placed in this way is immediately removed as a casualty; if no model in the unit can be legally placed, the unit remains in Reserves, in the Incursion reserve. Units deployed from a Warp Rift cannot be selected to move again in the Movement Phase of the same battle turn.

Models deployed in this way gain a Shrouded (5+) Damage Mitigation Roll against Wounds caused by a Shooting Attack made as part of a Reaction triggered by their deployment (for example the Interceptor Advanced Reaction). However, all Charges declared by units deployed from a Warp Rift in the same player turn are resolved as Disordered Charges.

Deployment map

Attacker's deployment Defender's deployment 12" 30" 30" 12" 18" 24" 24" 18" 12" 12" 72" × 48"
The four symbols mark the possible Warp Rift locations: the Defender places up to two, only one per location.

  • Journal Tactica: The Battle for the Signus Cluster
  • Kol
  • Legendary mission
  • Zone Mortalis
  • Attacker: Legio Custodes (Loyalist)
  • Defender: Daemons of Slaanesh (Traitor)

The disgraced Bastion Captain Medraut leads a heavy Legio Custodes assault force deep into a daemon-infested underground hive city on the planet Kol, unaware of the horrors that await him there.

Armies

This legendary mission pits the Attacker's Legio Custodes army against the Defender's Daemons of Slaanesh army.

Attacker (Legio Custodes)

The Attacker selects an army of at most 1500 points, made up only of units in which every model is of the Infantry type. It may not include any Tribune unit and must include a Bastion Captain, who represents Medraut “the Unforgiven”.

Defender (Daemons of Slaanesh)

The Defender selects an army of at most 1500 points, which must include an Ascendant Lord of Slaanesh (Ascendant Lord of Slaanesh). It may include at most one allied detachment; if selected, it must be drawn from the Solar Auxilia army list and have the Sublime Cohort (Sublime Cohort) Cohort Doctrine.

Game length

This mission has no turn limit: the battle ends if, in the End Phase of any turn, one of the two armies has no models left on the battlefield that do not have the Routed Status, or as soon as the Breakthrough victory condition is met.

Playing this legendary mission

Use the Cleansing Protocol mission sequence from the Journal Tactica Zone Mortalis, with the following modifications:

  • Step 1: this mission is selected instead of the listed Cleansing Protocol missions. The players then determine who plays the Attacker and who plays the Defender. The Attacker's army must have the Loyalist allegiance, the Defender's the Traitor allegiance.
  • Step 3: at least one large door must be placed in each section of the battlefield, between each sector, as shown on the deployment map. Their exact position may vary depending on the terrain layout used.
  • Step 4: no objectives are placed.
  • Step 5: do not select a deployment map — use the one given below.
  • Step 6: the Attacker may not place any units in Reserves. The Defender must place their entire army in Reserves.
  • Step 7: do not roll: the Attacker deploys their entire army in sector Alpha, and the Defender takes the first player turn.

Victory condition: Breakthrough

If, at any point in the battle, the Attacker has at least one unit without the Routed Status wholly within sector Delta, and the Defender no longer has any models without the Routed Status in sector Gamma or in sector Delta, the battle ends and the Attacker wins. In any other case, the Defender wins.

Mission special rules

Sectors Alpha, Beta and Gamma have the Confined Space (6) Special Rule, and sector Delta the Confined Space (10)* Special Rule.

This mission uses the Breach Action (Breach Action) Zone Mortalis mission special rule. The Defender also uses the Attack Waves special rule.

* The Ascendant Lord of Slaanesh, a mandatory selection in the Defender's army, can therefore only be deployed in sector Delta.

Attack Waves (Attack Waves)

In this mission, the Defender does not make Reserves rolls. Instead, in the Reserves Sub-phase of each of their player turns, they must deploy D3+1 units from their Reserves, each placed wholly within sector Beta, Gamma or Delta.

A unit deployed in this way cannot move in the Reposition Sub-phase of the same player turn, nor declare a Charge in its Charge Sub-phase, but may make Shooting Attacks normally. Enemy units may declare the Interceptor Reaction against it, but not the Reposition Reaction. A unit joined by another counts as a single unit for this rule.

In addition, when the last model in a Defender's unit selected in a Troops Slot is removed as a casualty, an identical unit is added to the Defender's Reserves.

Deployment map

Sector Alpha Deployment Attacker's Sector Beta Sector Gamma Sector Delta Confined Space (6) Confined Space (6) Confined Space (10) 12" 12" 12" 12" 48" × 36"
The solid rectangles are the large doors between sectors; their exact position depends on the terrain layout. The Defender arrives in waves in sectors Beta, Gamma or Delta.

  • Journal Tactica: Battle of Tallarn
  • Tallarn, sector Rho:19
  • Legendary mission
  • Attacker: Solar Auxilia (Loyalist)
  • Defender: Iron Warriors (Traitor)

The Iron Warriors mechanised patrol section Scorn Two-Six falls into an ambush set by the resistance fighters of the Tallarn Reborn, in sector Rho:19. The warriors of the IVth Legion must hold out until reinforcements arrive.

Armies

This legendary mission pits the Attacker's Solar Auxilia army against the Defender's Legiones Astartes Iron Warriors army; the factions can, however, be changed to represent a similar ambush at another point in the Horus Heresy.

Attacker (Solar Auxilia)

The Attacker selects an army of at most 3000 points, made up only of units in which every model is of the Vehicle or Walker type. It may include at most one allied detachment; if selected, it must consist of at most two Legiones Astartes Xiphon Interceptors, as an exception to the Crusade Force Organisation Chart.

Defender (Iron Warriors)

The Defender selects an army of at most 3000 points, made up only of units in which every model is of the Vehicle type, with no model whose Movement Characteristic is 0 or “-”. It may not include any allied detachment.

This army is divided into a Patrol Section and a Reaction Force. The models in the Patrol Section may not total more than 50% of the army's points value, and any unit including models of the Super-heavy and/or Flyer Sub-type must be assigned to the Reaction Force.

Game length

At the end of battle turn 4, the Defender rolls a dice: on a 1 or 2, a fifth battle turn is played before the battle ends; otherwise, the battle ends immediately.

Playing this legendary mission

Use the core mission sequence from the Warhammer: The Horus Heresy rulebook, with the following modifications:

  • Step 1: this mission is selected instead of the listed core missions. The players then determine who plays the Attacker and who plays the Defender. The Attacker's army must have the Loyalist allegiance, the Defender's the Traitor allegiance.
  • Step 4: no objectives are placed; instead, the Attacker may place Disguised Wrecks (see below).
  • Step 5: do not select a deployment map — use the one given below, with the deployment zones shown on it for each side.
  • Step 6: the Defender must place their Reaction Force in Reserves. The Attacker must place their entire army in Reserves.
  • Step 7: do not roll: the Defender deploys their Patrol Section in their deployment zone, and the Attacker takes the first player turn.

Victory condition: Survive the Assault

If, at the end of the battle, at least one model from the Defender's Patrol Section has not been removed as a casualty, or if all units in the Attacker's army — except those of the Flyer Sub-type — have been wiped out, the Defender wins. In any other case, the Attacker wins.

Mission special rules

This mission uses the Vectored Attack Runs special rule. The Attacker also uses Staged Reinforcements and Disguised Wrecks; the Defender uses Hour of Reckoning.

Vectored Attack Runs (Vectored Attack Runs)

Flyers entering play from Aerial Reserves may only be given the Strike (Strike) mission Combat Assignment.

Staged Reinforcements (Staged Reinforcements)

Instead of making Reserves tests in their Reserves Sub-phases, the Controlling Player rolls D3+2 and must deploy that many of their units in Reserves onto the battlefield, following the normal procedure for entering play from Reserves. This roll is made in each Reserves Sub-phase in which they still have units in Reserves. Units still in Reserves at the end of the battle count as destroyed for the victory conditions.

Hour of Reckoning (Hour of Reckoning)

The Controlling Player does not make Reserves tests for Reaction Force units in Reserves. Instead, in their Reserves Sub-phase of turn 3, they roll a D6: on a 4+, all Reaction Force units arrive from Reserves; otherwise, they all arrive automatically in turn 4. They are deployed using the normal rules for entering play from Reserves, but must all arrive from the same edge of the battlefield.

Disguised Wrecks (Disguised Wrecks)

In step 4, Place Objectives, the Attacker may place up to five Disguised Wrecks anywhere on the battlefield, but not within 4" of the Convoy Route line. Each is represented by a suitable model: for example a Solar Auxilia Leman Russ Strike Tank specially modelled and painted as a wreck (or a Predator, or a Krios Battle Tank if the Attacker is playing a Legiones Astartes or Mechanicum army).

They use the base profile of the chosen model, with no additional options, and start the battle with 2 Hull Points. They are controlled by the Attacker: friendly to them, enemy to the Defender.

A Disguised Wreck cannot gain a Tactical Status and, when it suffers a Glancing Hit, loses a single Hull Point instead of any other effect. It must remain Stationary, cannot make Shooting Attacks and can only use the Ambush Fire Advanced Reaction. Finally, each Disguised Wreck cannot be the target of any enemy Shooting Attack or Charge until it has made this Reaction.

Advanced Reaction: Ambush Fire (Ambush Fire)

Trigger: the Reactive Player may declare it, in this mission only, in Step 2 of the Movement Sub-phase, if an enemy unit ends a move within 12" of one or more Disguised Wrecks.

Cost: none.

Target: the Target Unit is always the one whose move triggered the Reaction. The Reactive Player chooses a Disguised Wreck within 12" of it: this is the Reacting Unit.

Procedure:

  1. The Reactive Player makes a Shooting Attack with the Reacting Unit, which must target the Target Unit and is resolved as Snap Shots.
  2. Once this Shooting Attack has been fully resolved, including removing casualties, the Active Player completes the rest of the Target Unit's move.

Deployment map

Wreck Wreck Wreck Wreck Wreck Crater Crater Attacker's deployment CONVOY ROUTE Defender's deployment Attacker's deployment 6" 6" 6" 6" 72" × 48"
The Convoy Route cuts the table in two; the Defender's zone extends 6" on each side. The diamonds show an example placement of the five Disguised Wrecks: the Attacker places them wherever they like, more than 4" from the road.

  • Armatura
  • Narrative mission
  • Loyalists: Ultramarines
  • Traitors: Word Bearers / World Eaters

A slow, stubborn and deadly march through ruins already doomed, where hope survives only long enough to draw one last rescue.

The training academies of Armatura have been ravaged by the World Eaters and the Word Bearers. The newly formed Saturnine Terminator squad Alepho receives a distress signal from the Decalian district and advances through a landscape of rubble, ambushes and harassing strikes launched from the air by the Night Lords. After a full day and a night of marching under enemy fire, the warriors finally reach the beacon, only to find a field of destruction and the mutilated remains of the defenders.

Victory conditions

Primary objective

  • Distress Beacon placed in the exact centre of the battlefield.
  • 5 victory points for the Loyalists if a unit controls the Beacon at the end of the game.
  • 5 victory points for the Traitors if they control it at the same moment, for Silence the Call.

Secondary objectives

  • Solemn March: 2 points if squad Alepho ends within 6" of the Beacon.
  • Purified Ruins: 1 point per enemy unit destroyed in the central 12" area around the Beacon.
  • Not One Step Back: 2 points if the Loyalist warlord survives.

Deployment and forces

The Loyalist defender deploys in one table quarter. The Traitor player deploys along the two remaining long edges, more than 18" from any Loyalist unit. The Beacon is placed in the exact centre of the table; 3 to 5 major ruin pieces are arranged around it to create lanes of advance and a cluttered centre.

Loyalists

Ultramarines. A unit of Saturnine Terminators (or an equivalent unit of elite Terminators) represents squad Alepho. Support from tactical, veteran, Contemptor or recon units reinforces the methodical character of this relief march.

Traitors

Word Bearers, World Eaters or a composite force. Optional support from the Night Lords represents the harassing air strikes.

Special Rules

Forced March

Once per game, the unit representing Alepho may re-roll a charge roll, add 2" to its move in its Movement Phase, or re-roll a Morale or Pinning test.

Infested Skies

At the start of each Traitor turn, roll a D6: on a 1 to 3, no effect; on a 4 or 5, a small barrage strike hits a visible point more than 6" from an edge; on a 6, resolve two small barrage strikes on two separate points.

Field of Ruins

All areas of debris, rubble and wreckage count as difficult terrain. The first run of a non-Terminator infantry unit in difficult terrain suffers a 2" penalty.

Game summary

Squad Alepho must advance through a constrained environment, break through enemy screens and reach a central point whose possession gives the whole mission its meaning. The Loyalist player is less concerned with destroying the enemy than with keeping a core force able to reach the beacon and survive there. Opposite them, the Traitors exploit the ruins, blind spots and attritional pressure to wear down the Loyalist advance before the final clash.

Final victory

  • Loyalist major victory: control of the Beacon and Alepho survives.
  • Loyalist minor victory: control of the Beacon without Alepho surviving.
  • Traitor major victory: Alepho destroyed and control of the Beacon.
  • Traitor minor victory: no Loyalist controls the Beacon at the end of the game.

A mission of attrition and advance under pressure, ideal for a dense, dark urban table saturated with ruins in the heart of the Decalian district.

  • Baal
  • Narrative mission
  • Defenders: Blood Angels
  • Attackers: composite Traitor force

When a world is slowly dying, the worth of a position is measured less by what it protects than by those who still refuse to abandon it.

With Baal cut off from the rest of the galaxy, a handful of Sanguinary Terminators, the Colossi, and several thousand legionaries hold the Blood Angels' home world alone. For years, they have fought alongside the Shattered Legions elements that took refuge on Baal, repelling the repeated assaults of the Warmaster's armies. Every fallen Colossus becomes a relic, a symbol and an oath of vengeance.

Victory conditions

Primary objective

  • Three objectives are placed in the defensive zone: Blood Gate, Reliquary and Inner Wall.
  • The defender scores 3 points for each objective they control at the end of the game.
  • The attacker scores 3 points for each objective captured at the same moment.

Secondary objectives

  • Last of the Colossi: 2 points for the defender if at least half of the Colossus unit survives.
  • Break the Giants: 2 points for the attacker if the Colossus unit is destroyed.
  • The Price of the Siege: 1 point for each unit completely destroyed in the opposing defensive zone.

Deployment and forces

The defender deploys in one third of the table, around a line of fortifications, a gate or a ruined citadel. The attacker deploys more than 18" from any enemy unit. A table rich in ramparts, broken statues, shrines and rubble reinforces the sacrificial character of this battle.

Defenders

Blood Angels, with the option of adding Shattered Legions elements. A unit of elite Terminators represents the Colossi.

Attackers

Sons of Horus, World Eaters, Death Guard or any composite Traitor force suited to a brutal siege.

Special Rules

Spirit of Sacrifice

Each time a non-vehicle Loyalist unit is destroyed within 6" of an objective, the defender places an Honoured Grave marker. Each marker is worth 1 additional victory point, up to a maximum of 3.

Living Relics

Once per game, the Colossi unit may either ignore a failed Morale test, or immediately recover 1 lost wound on a multi-wound model still in play.

Relentless Assaults

From the third turn onwards, a destroyed Traitor infantry unit may return to reserve on a 5+, then entering from a table edge according to your group's conventions.

Game summary

The defender must manage an extended line, absorb successive assaults and accept that some positions serve first to slow the enemy rather than stop them. The attacker seeks to overwhelm the defensive zone by multiplying breaches, wearing down the Colossi and turning each local gain into a general collapse.

Final victory

  • Blood Angels major victory: at least 2 objectives defended and Colossi still present.
  • Blood Angels minor victory: at least 2 objectives defended.
  • Traitor major victory: 2 or more objectives captured and Colossi destroyed.
  • Traitor minor victory: more objectives controlled than the defender at the end of the game.

A tense, heroic and brutal defensive siege, where Baal's anchor points are worth as much for their symbolic weight as for their tactical importance.

  • Inwit
  • Narrative mission
  • Attackers: Iron Warriors
  • Defenders: Imperial Fists

While the ramparts still stand, victory often belongs to the side able to send warriors heavy enough to bring down the very stones.

Impressed by the effectiveness of the Saturnine armour seen on Isstvan V, Perturabo orders its mass production for the IVth Legion. During the siege of Inwit, the Tekathikos, the Mountain-breakers, lead the assault against the Loyalist fortresses and reduce bastions and ramparts to rubble. Facing them, the Imperial Fists deploy specialised hunting groups, trained to bring down these giants before they breach the wall.

Victory conditions

Primary objective

  • Three fortified objectives are placed on the table: North Bastion, Shield Generator and Inwit Gate.
  • The attacker scores 4 points for each fortified objective destroyed or controlled at the end of the game.
  • The defender scores 4 points for each fortified objective intact and controlled at the same moment.

Secondary objectives

  • Mountain-breakers: 2 points if at least one Tekathikos unit ends in the enemy deployment zone.
  • Giant Slayers: 2 points if all Tekathikos units are destroyed.
  • Under the Guns of the Ramparts: 1 point per unit destroyed within 12" of a fortified objective.

Deployment and forces

The defender deploys all their forces in the table half containing a fortress, bunkers or Aegis lines. The attacker deploys in the opposite half, up to 12" from their table edge. The terrain should showcase a real fortified line, with firing angles, siege obstacles, armoured gates and chokepoints.

Attackers

Iron Warriors. One or more units of heavy Terminators represent the Tekathikos, ideally supported by dreadnoughts, breacher squads and heavy weapons.

Defenders

Imperial Fists, with recommended support from tactical units, heavy support, interception elements and specialised assault units.

Special Rules

Tekathikos

Units designated as Tekathikos gain a house-rule advantage against buildings and fortifications: for example +1 to damage buildings in close combat, or a re-roll of failed rolls against gates and ramparts.

Mountain-breaker Hunters

The defender may designate up to 2 units as hunting squads. They gain a re-roll to wound against the Tekathikos and benefit from a +1 bonus to charge distance when targeting them.

Methodical Bombardment

Once per game, the attacker may choose a visible building or fortification. Until the end of the turn, all heavy ranged weapons in the attacking army gain a slight bonus against that target.

Game summary

The attacker must concentrate their power on clearly identified fortified points, open a breach and then exploit that rupture before the enemy re-forms their line. The defender seeks to slow the breakthrough units, preserve their key positions and use their hunting groups when the Tekathikos expose themselves.

Final victory

  • Iron Warriors major victory: at least 2 fortified objectives destroyed or captured, with Tekathikos present in the enemy lines.
  • Iron Warriors minor victory: more fortified objectives neutralised than defended.
  • Imperial Fists major victory: majority of fortifications held and Tekathikos destroyed.
  • Imperial Fists minor victory: majority of fortifications intact at the end of the game.

A frontal siege mission, ideal for staging massive ramparts, deadly firing lanes and the collision of two utterly opposed doctrines of war.

  • Terros IV
  • Narrative mission
  • Defenders: Imperial Fists
  • Attackers: Emperor’s Children

Raids do not always seek to conquer a world; sometimes it is enough to strip it of everything that still allowed it to survive.

On Terros IV, a scattered Emperor’s Children fleet harasses the promethium refining facilities, striking and then vanishing into the freezing night. Bilat Svenor rallies workers and colonists to organise a desperate resistance, but after months of raids the defenders are close to breaking. The situation turns when a VIIth Legion strike cruiser breaks the blockade and teleports Saturnine Terminators into the heart of the combat zone.

Victory conditions

Primary objective

  • Four objectives representing refinery platforms are placed on the table.
  • Each platform intact and controlled by the Loyalists at the end of the game is worth 3 victory points.
  • Each platform sabotaged or controlled by the Traitors is worth 3 victory points to them.

Secondary objectives

  • Svenor's Resistance: 2 points if a non-Terminator Loyalist unit survives within 3" of a platform at the end of the game.
  • A Taste for Raiding: 2 points if the Emperor’s Children destroy at least two units around different platforms.
  • Brutal Intervention: 2 points if the reinforcing Terminator unit destroys an enemy unit after its arrival.

Deployment and forces

Place 4 objectives representing the refinery platforms. The defender deploys their initial forces around these facilities; the attacker may only place part of their army on the table, up to half of their forces, with the rest starting in reserve. A table of pipelines, tanks, cranes, walkways, snow, ice sheets and industrial flames greatly reinforces the mission's identity.

Loyalist defenders

Imperial Fists. Auxiliaries from the Solar Auxilia or the Militia can represent the armed workers and colonists. A unit of Saturnine Terminators then intervenes as a decisive reinforcement.

Traitor attackers

Emperor’s Children. Fast, assault or mobile harassment units are particularly well suited to the logic of successive raids.

Special Rules

Lightning Raid

In turn 1, only the Traitor units deployed at the start may act normally. The Traitor reserves start arriving from turn 2 on a 3+.

VIIth Legion Reinforcements

From turn 2, the Loyalist player may bring on a unit of Saturnine Terminators either by deep strike or from a predefined table edge. To emphasise the narrative dimension, this arrival can be made automatic in turn 2.

Icy Surface

Designate 2 to 4 areas as slippery terrain. Units that run, charge or move quickly through these areas suffer a slight narrative risk: for example a charge penalty or a dangerous terrain test.

Game summary

The Loyalist side must spread its forces around several sensitive points, accept an initially defensive posture, then exploit the arrival of its reinforcements to regain the local advantage. The Traitor attacker seeks to strike fast, pick their targets and disrupt enemy reactions before the VIIth Legion Terminators stabilise the front.

Final victory

  • Loyalist major victory: at least 3 platforms saved.
  • Loyalist minor victory: more platforms saved than sabotaged.
  • Traitor major victory: 3 or more platforms neutralised.
  • Traitor minor victory: as many or more platforms sabotaged than saved.

An industrial raid and counter-intervention mission, ideal for a technical, cold and fragmented table, where each platform becomes a tactical tipping point.

  • Nuceria
  • Narrative mission
  • Attackers: World Eaters
  • Defenders: Ultramarines

The glory of a head-on clash may be enough to carry an enemy line, but it can also consume those who bear it until it leaves nothing behind but aimless rage.

On Nuceria, Angron's home world, the World Eaters reintroduce Saturnine Terminator armour, torn from the dead of Isstvan V and Ultramar. The Indurate face Guilliman's Invictarus Suzerains while the Primarchs fight a titanic duel in the background. But as the Butcher's Nails rage beneath the plates of these massive suits of armour, glory turns to rage and the XIIth Legion threatens to devour itself.

Victory conditions

Primary objective

  • A large central objective, the Circle of Honour, is placed in the middle of the battlefield.
  • The World Eaters score 5 victory points if they control it at the end of the game.
  • The Ultramarines score 5 victory points if they still hold it at that moment.

Secondary objectives

  • Indurate Glory: 2 points if the Indurate destroy the unit representing the Invictarus Suzerains.
  • Hold the Line of Honour: 2 points if at least half of the Suzerains survive.
  • Beneath the Nails: 1 point for each unit destroyed in close combat within 12" of the centre.

Deployment and forces

The Circle of Honour is placed in the centre. The Ultramarines deploy within 12" of this objective, the World Eaters more than 18" from the centre, from a long edge or along an agreed assault line. A table of ruins, pits, broken statues and open charge lanes particularly suits this mission centred on the head-on clash.

Attackers

World Eaters. A unit of heavy Terminators represents the Indurate, ideally supported by assault troops, dreadnoughts and other fast melee units.

Defenders

Ultramarines. An elite unit represents the Invictarus Suzerains, backed by disciplined tactical troops, structured fire support and counter-charge units able to defend a perimeter of honour.

Special Rules

Fury of the Indurate

On a successful charge, the Indurate unit gains a narrative offensive bonus: for example +1 attack on the turn it charges, or a re-roll of failed wounds in the first round of close combat.

Butcher's Nails Overload

From turn 3, at the start of each World Eaters turn, roll a D6 for each Indurate unit or any other key unit: on a 1 or 2, no effect; on a 3 or 4, the unit must charge the nearest enemy; on a 5 or 6, if no enemy is within realistic range, it moves towards the nearest friendly unit and cannot take any complex defensive action.

Brothers Become Prey

If, at the end of a turn, there is no Ultramarines unit left in the central area, World Eaters units within 12" of each other must pass a Leadership test. If they fail, they can no longer be the subject of coordinated orders and must favour the nearest act of aggression the following turn.

Game summary

The World Eaters player must force the decision in the centre before the rise of their own fury makes their units harder to coordinate. The Ultramarines defender seeks to hold the zone of honour, wear down the Indurate and let time work in their favour until the enemy assault starts to unravel.

Final victory

  • World Eaters major victory: Circle of Honour taken and Invictarus destroyed.
  • World Eaters minor victory: Circle of Honour taken.
  • Ultramarines major victory: Circle of Honour held and Indurate neutralised.
  • Ultramarines minor victory: Circle of Honour held at the end of the game.

A mission of elite duels and gradual moral disintegration, where the centre of the table becomes at once trophy, trap and scene of carnage.

  • Onslaught format
  • Attacker / Defender
  • Asymmetric scoring

Massive, asymmetric assaults in which the Attacker pushes the line forward while the Defender tries to break their momentum.

Onslaught missions represent large-scale attacks against positions already held by the defending force. They are deliberately asymmetric: the Attacker and the Defender do not score their victory points in the same way. They can be played on their own, as part of a campaign, or alternating roles to compare cumulative scores.

These three general rules apply to the three Onslaught missions below: read them once, they are not repeated on each mission sheet.

Primary objectives

Onslaught missions use primary and secondary mission objectives. The primary objective generally requires controlling objective markers to score victory points. They represent critical points or resources to be held, and follow the core mission rules, with a few exceptions specific to the format.

A unit cannot control an objective if:

  • one of its models is Stunned, Pinned, Suppressed or Routed;
  • the unit is engaged in a combat;
  • the unit is embarked on another model;
  • the unit contains models of the Vehicle type.

Attacker's scoring

Each objective marker is worth a number of points equal to its current value when the Attacker controls it during their Victory Sub-phase. The number shown on the marker is this value. The Line (X) and Vanguard (X) Special Rules may modify it depending on the mission.

Defender's scoring

The Defender's units do not score simply by controlling objectives: they lose Line (X), gain Vanguard (2) if needed, then become eligible to score under certain conditions.

The Defender scores if:

  • an attack removes the last model of an enemy unit that was controlling or contesting an objective;
  • a combat forces an enemy unit within 3" of an objective to Fall Back.

The Defender also scores 1 Victory Point in each of their Victory Sub-phases for each objective the Attacker does not control.

Prepare the Battlefield

The recommended amount of terrain is the same as for the core missions. The players do not roll off for the first piece of terrain: the Defender always places the first piece. Once all terrain has been placed alternately, the Defender may remove one piece that is wholly within the Attacker's half of the table.

Key point: the Attacker wins by pushing the objectives towards the Defender's edge and increasing their value. The Defender wins by denying that control, breaking units at the right moment and exploiting terrain they have shaped to their advantage.

  • Onslaught
  • 4 moving objectives
  • 72" × 48" table

The lives of many must be sacrificed to pay the price of victory.

The Attacker must push several objective markers towards the enemy table edge to accumulate points, while the Defender seeks to block that advance and deny them control of the objectives. The general rules of the Onslaught format apply.

Victory conditions

Primary objective

  • Control the assault objective markers.
  • The mission uses 4 markers with a starting value of 1.
  • In each of the Attacker's Victory Sub-phases, they score the value of one controlled objective.
  • Each other controlled objective advances one sector towards the Defender's edge.

Secondary objectives

  • Slay the Warlord (1)
  • Giant Killer (1)
  • Last Man Standing (2)
  • First Strike (1)

Special Rules

This mission uses Advancing Objectives, Battlefield Assets, Reserves and Seize the Initiative.

Advancing Objectives

At the start of the battle, the 4 objectives are placed in the sectors shown on the map.

When an objective advances, its value increases by 1, to a maximum of 3, then it moves one sector towards the Defender's edge. It can never move diagonally. If no move is possible, it stays in place but can still gain +1 value, again to a maximum of 3.

Game summary

Each turn, the Attacker must choose between scoring one objective immediately or advancing the others they control: the pressure builds turn after turn. The Defender must break that control, occupy the lanes of advance and force the Attacker to spread out their Line units.

Deployment map

O1 O2 O3 O4 Defender's table edge Attacker's deployment zone — 12" 72" 48" Attacker's table edge
The objectives advance sector by sector towards the Defender's edge; the other marked positions are the sector centres they can occupy.

  • Onslaught
  • 4 moving objectives
  • Reserves via the short edges

Sustaining the momentum of the assault without overstretching the line is the key to a breakthrough.

The Attacker must advance the central objectives while wary of the Defender's reinforcements, which can enter from the flanks to try to encircle their force. The general rules of the Onslaught format apply.

Victory conditions

Primary objective

  • Control the assault objective markers.
  • 4 objectives, starting value of 1.
  • In each of the Attacker's Victory Sub-phases, one controlled objective scores its points.
  • Each other controlled objective advances one sector towards the Defender's edge.

Secondary objectives

  • Slay the Warlord (1)
  • Giant Killer (1)
  • Last Man Standing (2)
  • First Strike (1)

Special Rules

This mission uses Advancing Objectives, Battlefield Assets, Reserves and Seize the Initiative.

Advancing Objectives

The objectives start at the centre of the sectors shown on the map. When an objective advances, its value increases by 1 (maximum 3), then it moves one sector, with no diagonal movement. If no move is possible, it stays in place but can still increase up to 3.

Encircling Reinforcements

When one of the Defender's units arrives from Reserves, the Defender may choose to have it enter from one of the short edges of the table instead of their usual edge.

Game summary

The Attacker must secure the centre, then turn their control of the table into advancing objectives. The Defender uses reserves arriving from the short edges to threaten the flanks, cut the lines and contest the advanced objectives.

Deployment map

Reserves Reserves Defender's table edge Attacker's deployment zone — 12" 72" × 48" Attacker's table edge
The Defender's Reserves may enter from either short edge, not only from their own table edge.

  • Onslaught
  • Diagonal deployment
  • Snap Shots on the first turn

The surprise of early morning favours the attacker, but no one shoots accurately in the confusion of the first few minutes.

The Attacker must exploit the element of surprise to seize the objectives and push them towards the enemy's side, while the Defender consolidates their positions under the pressure of a sudden offensive. The general rules of the Onslaught format apply.

Victory conditions

Primary objective

  • Control the assault objective markers.
  • 4 objectives, starting value of 1.
  • In each of the Attacker's Victory Sub-phases, one controlled objective scores its points.
  • Each other controlled objective advances one sector towards the Defender's edge.

Secondary objectives

  • Slay the Warlord (1)
  • Giant Killer (1)
  • Last Man Standing (2)
  • First Strike (1)

Special Rules

This mission uses Advancing Objectives, Battlefield Assets, Reserves and Surprise Attack.

Advancing Objectives

The objectives are placed at the centre of the sectors shown and advance as in the other Onslaught missions: +1 value (maximum 3), then a move of one sector towards the Defender's edge, with no diagonals.

Surprise Attack

In the deployment step, the Defender always deploys first. Before the first turn, the Attacker rolls a dice: on a 4+, they take the first turn.

Throughout the first Battle Turn, all Shooting Attacks are resolved as Snap Shots.

Game summary

The Attacker tries to exploit a brutal start to seize the tempo, but both sides' firepower is curtailed on the first turn. The Defender always deploys first and seeks to absorb the initial impact before regaining control of the objectives.

Deployment map

Defender's table edge Attacker's deployment zone 72" × 48" Attacker's table edge
Diagonal deployment: the Attacker starts from their corner and moves up obliquely towards the objectives.

  • Journal Tactica: Mailed Fist
  • Leviathan pack
  • Attacker / Defender
  • Armour and super-heavies
  • 3000 points

Heavy armour clashes where each sector is won by the mass of hulls still standing.

Taken from the Journal Tactica Mailed Fist, dedicated to armour and super-heavy tanks. Leviathan missions are an alternative way to play and are particularly well suited to games with several players per side. Their objectives are asymmetric: they are best played several times, with each player or group of players taking turns in the roles of Attacker and Defender. Whether played as a one-off game or in a campaign, follow the sequence below, completing each step fully before moving on to the next.

These rules apply to the three Leviathan missions below, as well as to the legendary mission The Charge of the Khalekaorus: read them once, they are not repeated on each card.

Leviathan mission sequence

  1. Choose the Leviathan mission.
  2. Choose armies.
  3. Prepare the battlefield.
  4. Place objective markers.
  5. Declare mission Reserves.
  6. Deploy armies.
  7. Play the Leviathan mission.
  8. Determine the victor.

Playing with more than two players

For a battle with several players per side, each "team" is treated as a single player for the purposes of the rules: in particular, it shares a single pool of Reaction points. The players may raise the Points Limit according to the number of participants and, in that case, enlarge the battlefield and deployment zones accordingly.

1. Choose the Leviathan mission

The players roll off to determine who will be the Attacker and who will be the Defender. They then agree on one of the Leviathan missions, or roll a dice on the following table:

Leviathan missions table
D6 Mission
1-2 Clash of Behemoths
3-4 Rolling Bastions
5-6 Break the Lines

2. Choose armies

Each player builds their army list with a Points Limit of 3000 points, following the rules of the Age of Darkness Rulebook. Once all lists are complete, each player may look at the others' lists, except for choices that a Special Rule requires to be kept secret. A player may no longer change their list after looking at an opponent's. Two additional Detachments are available in Leviathan missions:

Leviathan Armoured Fist [Apex Detachment] — Attacker

Three Lord of War Slots. Lord of War units selected in this Detachment do not count towards the 25% of the Points Limit that normally applies to Lord of War units.

Leviathan Bastion of Fire [Apex Detachment] — Defender

Three Support Slots, the first of which is a Prime Slot.

3. Prepare the battlefield

At the start of step 3, the players mark out a flat surface of at least 120 × 180 cm (4′ × 6′) for a 3000-point battle, with some room around it for accessories, dice, Reserves and models removed from play. The Attacker then places the terrain. The players first decide which terrain is available; for a Leviathan mission, the suggested amount is as follows (everyone is free to adapt it to their collection):

  • Terrain areas: two large areas of about 10″ × 10″ at most and four smaller areas of about 6″ × 6″. For each, the players decide before moving on to the next step whether it is light, medium or heavy.
  • Terrain pieces: six pieces no larger than 4″ × 4″ each — either Impassable Terrain that blocks Line of Sight, or small or medium buildings that are not controlled by any player at the start of the game. The buildings may be replaced by medium or heavy terrain areas of the same footprint, representing ruins.

No terrain may overlap the base or footprint of another, or extend beyond the edges of the battlefield. A piece of terrain that cannot be placed is discarded from the battle; if possible, the player who was placing it may choose another.

Once the terrain is placed, the Defender chooses the table edge that will be the Attacker's battle edge, to which the Attacker's deployment zone is adjacent as shown on the mission map.

4. Place objective markers

The players place all the objective markers required by the mission chosen in step 1, following its own rules.

5. Declare mission Reserves

The players roll off. The loser first declares the units they intend to place in Reserves; once these are noted on their army list, the winner does the same. Each player must deploy at least one unit on the battlefield at the start of the game, unless a Special Rule states otherwise. During step 6, further units may only be added to Reserves if there is no position where their player can legally deploy them: they are then placed there immediately.

6. Deploy armies

The Attacker deploys all units in their army that are not in Reserves in their deployment zone. A unit that cannot be legally deployed there is placed in Reserves — if the Reserves mission special rule is not being used, it is set aside and takes no part in the mission, without counting as Removed as a Casualty. The Defender then deploys their army in the same way in their own deployment zone.

Deployment

To deploy a model, a unit or an army is to place all the models concerned on the battlefield, within their player's deployment zone and in unit coherency. If a model cannot be placed in coherency with at least one other model from its unit, the whole unit is placed in Reserves.

When deploying several units, at the start of the game or from Reserves, units may be embarked in other models deployed at the same time if they normally can, and models may join other units deployed at the same time. Models may be deployed in Difficult or Dangerous Terrain; in the latter case, no Dangerous Terrain test is taken until the unit moves.

A model may never be deployed in Impassable Terrain, on an objective marker, outside the battlefield or its player's deployment zone, or within 2″ of an enemy model. If a model or unit arriving from Reserves cannot be placed at least 2″ from all enemy models, all models in the unit within 2″ of an enemy model once deployed are immediately Removed as Casualties.

7. Play the Leviathan mission

The player who deployed first in step 6 takes the first Player Turn. All Leviathan missions last at least four Battle Turns. At the end of the fourth, the player with the fewest Victory Points may roll a D6: on a 1-3, the battle ends; on a 4+, one additional Battle Turn is played, then the battle ends.

8. Determine the victor

At the end of the battle, the victor is the player who has scored the most Victory Points, from the primary objective or the secondary objectives of the mission played.

Leviathan mission objectives

Sectors

Leviathan missions divide the battlefield into sectors; their victory conditions require interacting with these sectors in different ways.

Controlling a sector

To control a sector, a player must have greater Armoured Dominance in it than their opponent. A player's Armoured Dominance is the sum of the remaining Hull Points of each Vehicle model they control that is wholly within that sector.

Example: in sector 1, the Attacker has an undamaged Spartan (10 Hull Points), a Predator with 3 Hull Points remaining and an Araknae quad accelerator platform with 1 remaining. Their Armoured Dominance in sector 1 is therefore 14.

Objective markers

Leviathan missions may also include objective markers on their deployment map. They follow all the rules on pages 308-309 of the Age of Darkness Rulebook; each mission specifies how and when they score Victory Points.

Leviathan secondary objectives

These secondary objectives are always in play in a Leviathan mission, but their value varies from one mission to another. Some are listed for only one player: only that player can then score them.

  • Break their Strength (X) (Break their Strength): if, at the end of the battle, a player has no Vehicle models left on the battlefield, their opponent scores X Victory Points.
  • Last Man Standing (X) (Last Man Standing): if, at the end of the battle, a player has more units on the battlefield without any models with the Routed Status than all their opponents combined, they score X Victory Points. Cannot be scored if the battle ends through the Sudden Death rule.
  • Overrun (X) (Overrun): if, at the end of the battle, a player controls units with models in the opposing deployment zone, they score X Victory Points. If any of those models has the Super-heavy Sub-type, the value of X is doubled (if several units are in the opposing zone, the player chooses only one of them to score this objective).
  • Slay the Warlord (X) (Slay the Warlord): if an enemy High Command choice is Removed as a Casualty, for any reason, before the end of the battle, their opponent scores X Victory Points (once per battle only, regardless of the number of units concerned).

Mission special rules

These rules only apply in the missions that list them; they replace certain aspects of the core rules or add new options.

Seize the Initiative (Seize the Initiative)

Before the first turn of the battle, the player who is not taking the first Player Turn may roll a dice. On a result of 6 or more, they take the first Player Turn instead.

Reserves (Reserves)

Reserves are an area outside the edges of the battlefield. Models in Reserves cannot be selected or attacked during any player's turn, but do not count as Removed as Casualties. They are kept near the table, apart from casualties, and must be known to all players.

While units are in Reserves, their player may freely declare that they are embarked in another friendly unit in Reserves, if they are normally able to. Likewise, models in Reserves that are able to join or leave a unit may freely join or leave a friendly unit also in Reserves, simply by declaring it.

Entering play from Reserves

During the Reserves Sub-phase of the Active Player's Movement Phase, each unit they have in Reserves must take a Reserves Test. The rules for these tests and for models entering play are detailed in the Age of Darkness Rulebook.

Moving into Reserves from the battlefield

A unit may only move into Reserves from the battlefield if a Special Rule allows it to, and in the manner that rule describes. In the core rules, only models with the Flyer Sub-type can do so (page 224 of the Age of Darkness Rulebook). As a general rule, models cannot "exit" the battlefield: reaching a table edge does not allow a model to move into Reserves.

  • Journal Tactica: Mailed Fist
  • Leviathan
  • 4 sectors
  • Lord of War mandatory

An assault force runs into a determined counter-attack by the defenders: the vanguards of both sides meet in a titanic clash of armour.

To claim victory, the Attacker must try to control as much of the battlefield as possible, while the Defender must hold objective markers in key areas to prevent them. The general rules of the Leviathan pack apply.

Armies

Both players must include at least one Lord of War unit in their army.

Sectors

The battlefield is divided into four sectors, as shown on the map. To score Victory Points in this mission, the Attacker must control these sectors.

Objective markers

The objective markers are placed as shown on the map. Each has a value of 2.

Mission special rules

Reserves and Seize the Initiative.

Victory conditions

Attacker's primary objective

At the end of each of their Player Turns, the Attacker chooses a sector in which they have a unit wholly within and scores a number of Victory Points equal to that sector's number. If that unit includes a model with the Super-heavy Sub-type, they score 2 additional Victory Points.

Example: at the end of their turn, the Attacker has units in sectors 1, 2 and 3, one of which, in sector 2, includes a Super-heavy model. If they choose sector 2, they score 4 Victory Points (2 for the sector, plus 2 for the Super-heavy model).

Defender's primary objective

At the end of each of their Player Turns, the Defender scores a number of Victory Points equal to the value of each objective marker they control.

Secondary objectives

  • Last Man Standing (2)
  • Slay the Warlord (2)
  • Attacker: Overrun (4)
  • Defender: Break their Strength (4)

Deployment map

Sector 1 Sector 2 Sector 3 Sector 4 Deployment Attacker's Deployment Defender's 27" 14" 14" 9" Attacker's battle edge 18" 18" 18" 18" 72" × 48"
The deeper the sector lies in the Defender's half, the more it is worth to the Attacker: from 1 point (sector 1) to 4 points (sector 4), +2 with a Super-heavy model.

  • Journal Tactica: Mailed Fist
  • Leviathan
  • 4 sectors
  • Variable-value objectives

Two forces seek to consolidate a stretch of open ground, establishing their heavy armour in a tiered and impenetrable position.

To claim victory, the Attacker must seize and control sectors, while the Defender must hold objective markers to accumulate Victory Points each turn. The general rules of the Leviathan pack apply.

Sectors

The battlefield is divided into four sectors, as shown on the map. To score Victory Points in this mission, the players must control these sectors.

Objective markers

Each sector has an objective marker at its centre. Its value depends on control of the sector by the player controlling the marker:

  • that player also controls the sector: value 3;
  • no player controls the sector: value 2;
  • their opponent controls the sector: value 1.

Mission special rules

Reserves and Seize the Initiative.

Victory conditions

Attacker's primary objective

At the end of each of their Player Turns, the Attacker scores 2 Victory Points for each sector they control.

Defender's primary objective

At the end of each of their Player Turns, the Defender scores Victory Points for each objective marker they control, according to the value described opposite.

Secondary objectives

  • Break their Strength (3)
  • Slay the Warlord (3)
  • Attacker: Overrun (3)
  • Defender: Last Man Standing (3)

Deployment map

Sector 1 Sector 2 Sector 3 Sector 4 Defender's deployment — 12" Attacker's deployment — 18" 18" 18" 12" 12" 72" × 48" Attacker's battle edge
Each objective is worth 3, 2 or 1 depending on whether its holder controls, leaves neutral or concedes to the opponent the sector around it.

  • Journal Tactica: Mailed Fist
  • Leviathan
  • 4 sectors in strips
  • Triangular Attacker deployment

The assault forces push their heavy armour forward on a broad front, confining the defenders to their own territory.

To claim victory, the Attacker must control sectors of the battlefield, while the Defender must control objective markers to accumulate Victory Points each turn. The general rules of the Leviathan pack apply.

Sectors

The battlefield is divided into four sectors, as shown on the map. To score Victory Points in this mission, the players must control these sectors.

Objective markers

Each sector has an objective marker, placed as shown on the map, whose value is equal to its sector's number.

Mission special rules

Reserves and Seize the Initiative.

Victory conditions

Attacker's primary objective

At the end of each of their Player Turns, the Attacker scores 2 Victory Points for each sector they control.

Defender's primary objective

At the end of each of their Player Turns, the Defender scores a number of Victory Points equal to the value of each objective marker they control.

Secondary objectives

  • Last Man Standing (3)
  • Overrun (3)
  • Attacker: Break their Strength (3)
  • Defender: Slay the Warlord (3)

Deployment map

Sector 1 Sector 2 Sector 3 Sector 4 Defender's deployment — 18" Attacker's deployment 9" 20" 20" 9" 12" 12" 12" 12" 72" × 48" Attacker's battle edge
Each objective is worth its sector's number: the objective in sector 4, at the heart of the Attacker's deployment, is worth 4 points to the Defender.

  • Journal Tactica: Battle of Tallarn
  • Armoured Spearhead pack
  • Tank armies
  • 3000 points

Armoured battles with little room for infantry: the victor is whoever destroys the most enemy tanks.

Armoured Spearhead missions pit large armies of armoured vehicles against each other, with little room for infantry. They are an alternative way to play, designed as fun interludes rather than introductory games or rigorously balanced competitive missions. Whether played as a one-off game or in a campaign, follow the sequence below, completing each step fully before moving on to the next.

These rules apply to the two missions Clash of Iron and Reconnaissance in Force: read them once, they are not repeated on each card.

Armoured Spearhead mission sequence

  1. Choose the Armoured Spearhead mission.
  2. Choose armies.
  3. Prepare the battlefield.
  4. Declare mission Reserves.
  5. Deploy armies.
  6. Play the Armoured Spearhead mission.
  7. Determine the victor.

1. Choose the mission

The players agree on one of the Armoured Spearhead missions, or roll a dice on the following table:

Armoured Spearhead missions table
D6 Mission
1-3 Clash of Iron
4-6 Reconnaissance in Force

2. Choose armies

Each player builds their army list with a Points Limit of 3000 points, following the rules of the Age of Darkness Rulebook. Once all lists are complete, each player may look at the others' lists, except for choices that a Special Rule requires to be kept secret. A player may no longer change their list after looking at an opponent's.

Armoured Force (Armoured Force)

Always in effect in Armoured Spearhead missions: each army must include more vehicles than any other type of unit. In practice, the number of units in the army that include no Vehicle models must be lower than the number of units made up entirely of Vehicle models.

Armoured Command Squadron [Apex Detachment] (Armoured Command Squadron)

Available to any army, whatever its Faction and Allegiance: three Armour Slots, all Prime. All Slots in this Detachment may only be given Armoured Spearhead Prime Advantages.

Armoured Spearhead Prime Advantages

May be selected for any unit occupying a Prime Slot and made up entirely of Vehicle models.

  • Hardened Systems (Hardened Systems): the model may make Repair Tests during the Effects Sub-phase of its Controlling Player's Start Phase and during the End Phase.
  • Suspensor Web Stabilisers (Suspensor Web Stabilisers): the model always counts as Stationary for the purposes of the Heavy (X) Special Rule, whether or not it has moved during the Battle Turn.

3. Prepare the battlefield

At the start of step 3, the players mark out a flat surface of at least 120 × 180 cm (4′ × 6′), with some room around it for accessories, dice, Reserves and models removed from play. They then decide which terrain is available; for an Armoured Spearhead mission, the suggested amount is as follows (everyone is free to adapt it to their collection):

  • Terrain areas: four areas of about 6″ × 6″. For each, the players decide before moving on to the next step whether it is light or medium.
  • Terrain pieces: four pieces no larger than 4″ × 4″ each — either Impassable Terrain that blocks Line of Sight, or small or medium buildings that are not controlled by any player at the start of the game. The buildings may be replaced by medium or heavy terrain areas of the same footprint, representing ruins.

The players roll off. The winner chooses a piece of terrain and places it anywhere on the battlefield, then the opponent does the same, and so on alternately until all terrain has been placed. No terrain may overlap the base or footprint of another, or extend beyond the edges of the battlefield. A piece of terrain that cannot be placed is discarded from the battle; if possible, the player who was placing it may choose another.

Once the terrain is placed, the player who lost the roll-off chooses the deployment zone they will use in step 5; the other player takes the remaining zone.

4. Declare mission Reserves

The players roll off. The loser first declares the units they intend to place in Reserves; once these are noted on their army list, the winner does the same. Each player must deploy at least one unit on the battlefield at the start of the game, unless a Special Rule states otherwise. During step 6, further units may only be added to Reserves if there is no position where their player can legally deploy them under the mission's deployment rules: they are then placed there immediately.

5. Deploy armies

The player who chose their deployment zone in step 3 deploys all units in their army that are not in Reserves in that zone. A unit that cannot be legally deployed there is placed in Reserves — if the Reserves mission special rule is not being used, it is set aside and takes no part in the mission, without counting as Removed as a Casualty. The other player then deploys their army in the same way in the remaining zone.

The deployment rules are the same as for the Leviathan pack (coherency, embarking, Dangerous Terrain, 2″ distance from enemy models).

  • Journal Tactica: Battle of Tallarn
  • Armoured Spearhead
  • 4 Battle Turns

Two armoured columns meet in open ground, each determined to break the other and leave its tanks as wrecks from which the victor can salvage the means to reinforce its own forces.

To win, the players must use their vehicles to destroy their opponent's — the cleaner the destruction, the more Victory Points it is worth. The general rules of the Armoured Spearhead pack apply.

Victory condition: Tank Killer

Primary objective

  • Armoured Spearhead (page 37 of the Journal Tactica Battle of Tallarn).

Secondary objectives

  • First Strike (5) (First Strike)
  • Giant Killer (1) (Giant Killer)

At the end of Battle Turn 4, the player with the most Victory Points wins.

Mission special rules

Reserves, Counter Offensive (Counter Offensive), Seize the Initiative and Armoured Force.

Deployment

Each player has a primary deployment zone (6″ strip) and a secondary deployment zone (12″ strip along their table edge), as shown on the map.

  • Primary zone: only units made up entirely of Vehicle models — including Transports with models of other types embarked.
  • Secondary zone: only units that include no Vehicle models, unless those models also have the Fast Sub-type.

Deployment map

Secondary deployment zone A Primary deployment zone A Primary deployment zone B Secondary deployment zone B 12" 6" 12" 6" 12" 72" × 48"
The 6″ strips (primary) take the vehicles, the 12″ strips along the edges (secondary) the infantry and Fast units.

  • Journal Tactica: Battle of Tallarn
  • Armoured Spearhead
  • 4 Battle Turns
  • Half the vehicles in Reserves

Uncertain of the enemy's strength, a wise armour commander sends forward an infantry screen to protect his own forces and gauge those facing him. Knowing when and where to commit the reserves is the key to victory.

To win, the players must make the most of limited infantry support to keep their vehicles alive, while destroying their opponent's. The general rules of the Armoured Spearhead pack apply.

Victory condition: The Spoils of Cunning

Primary objective

  • Armoured Spearhead (page 37 of the Journal Tactica Battle of Tallarn).

Secondary objectives

* In this mission, First Strike (X) can only be scored for attacks made by a unit made up entirely of Infantry models.

† In this mission, only units made up entirely of Vehicle models are counted for this secondary objective.

At the end of Battle Turn 4, the player with the most Victory Points wins.

Mission special rules

Reserves, Counter Offensive (Counter Offensive), Seize the Initiative and Armoured Force.

Deployment

In this mission, each player must place in Reserves at least half (rounding down) of the units in their army that include at least one Vehicle model.

Each player has a primary deployment zone and two flank zones, 18″ deep, as shown on the map.

  • Flank zones: only units made up entirely of Vehicle models — including Transports with models of other types embarked.
  • Primary zone: only units that include no Vehicle models, unless those models also have the Fast Sub-type.

Deployment map

Side Side Side Side Deployment zone primary A Deployment zone primary B 12" 12" 18" 18" 48" 72" × 48"
The flank zones (in the corners) take the vehicles, the primary zone the infantry and Fast units. As on the map in the book, a 6″ strip remains empty between the left flank and the primary zone.

  • Journal Tactica: Mailed Fist
  • Mission special rule
  • All missions
  • Asset Points

Automated equipment and unmanned defences, scattered across the battlefield before the first shot is fired.

Battlefield Assets (Battlefield Assets) are a mission special rule representing automated, or at least unmanned, equipment or defences. Each player selects some for their army: some benefit their owner, others make the terrain more dangerous. Each is represented by a small marker showing its position. They can be used with the existing mission packs, and even in legendary missions when these say so.

Adding Assets to a mission

The players may add this rule to any mission, in addition to its usual special rules. They then follow these additional steps:

  1. If the mission does not designate an Attacker and a Defender, the players choose the roles before the choose armies step, or roll off: the winner chooses their role.
  2. When choosing armies, each player selects Assets for a total of Asset Points not exceeding the maximum set by the Points Limit (see the table), and notes them on their army list.
  3. The rules for each Asset specify where and when it is placed and how it is used. If both players must place Assets at the same time, a roll-off determines who places theirs first. An Asset with no specified placement may be placed anywhere on the battlefield.
Asset Points by Points Limit
Battle Points Limit Asset Points
Up to 1500 points 2
1501 – 3500 points 5
3501 – 5000 points 8
More than 5000 points 10

Selecting Assets

Each Asset has a name followed by its Asset Traits, a cost in Asset Points, and a description of its setup and effects during the battle.

Asset Traits

Assets with the Attacker or Defender Traits can only be selected by the player taking that role in the mission. Likewise, Assets with the Loyalist or Traitor Traits can only be selected by a player whose army has that Allegiance.

Minefield Trait

An Asset with the Minefield Trait is placed with the centre of its marker anywhere on the battlefield, more than 6″ from the centre of any other Asset marker with the Minefield Trait, and outside the opposing deployment zone.

Asset markers

Markers can be any size (a 40 or 60 mm base is recommended) and must be modelled to clearly show the Asset they represent.

  • Models can move across an Asset marker, and a model may end its move on it.
  • An Asset marker does not block Line of Sight, whatever is modelled on it, and rules that move models or terrain have no effect on it.

Designer's note: a very elaborate or irregularly shaped marker can make it awkward to place models at the end of a move. In that case, mark its centre with a substitute, such as a small coin, on which to place the models, until the original marker can be put back.

Tank Traps (Defender)

Simple structures bolted or welded together from sturdy materials, laid out in open ground and in chokepoints to hamper the movement of vehicles.

  • Cost: 1 Asset Point.
  • Setup: each marker is no more than 60 mm wide and is placed by its player at the start of the deploy armies step, with its centre anywhere outside the opposing deployment zone.
  • Effect: the marker counts as Impassable Terrain for Vehicle models (an exception to the Asset marker rules). It can be targeted by charges and by shooting and melee attacks; it is then treated as a single-facing Vehicle model with an Armour Value of 14 and 2 Hull Points. It cannot gain any Tactical Status.

Neutron Bomb (Defender, Minefield)

Buried beneath the surface, these devices release a neutron pulse when triggered that disables the exposed electrical systems of any armour and walkers that stray too close.

  • Cost: 1 Asset Point.
  • Setup: placed by its player at the end of the prepare the battlefield step.
  • Effect: when a unit is selected to move in the Movement Phase or to make a Charge move while one of its Vehicle or Walker models is within 6″ of the centre of a Neutron Bomb marker, its player rolls a dice for each model concerned. On a 4+, the model triggers the bomb: its unit gains the Suppressed Tactical Status and the marker is removed from the battlefield.

Auto-repair Servitor Clade (Defender)

Programmed to carry out rough repairs on vehicles near the front line, these servitors are little more than servo-skulls fitted with manipulator arms and tools to repair or replace the external components common to Imperial vehicles, from track links to weapon barrels.

  • Cost: 2 Asset Points.
  • Setup: placed by its player at the start of the deploy armies step, with its centre anywhere in their own deployment zone.
  • Effect: at the start of the Defender's Statuses Sub-phase, they may choose a Vehicle model within 4″ of the centre of one of their Clade markers. Until the end of that Sub-phase, that Vehicle has the Auto-repair (4+) Special Rule.

If a Blast marker covers the centre of a Clade marker, once the Shooting Attack has been resolved, the player controlling it rolls a dice: on a 4+, the marker is removed.

Obscuration Capsule (Attacker)

Dropped by aircraft, laid by forward units or fired by specialised launchers from the rear, these capsules release a thick cloud of smoke as troops pass, laden with metallic filaments and particles that confound all but the most tenacious detection systems.

  • Cost: 1 Asset Point.
  • Setup: placed by its player at the end of the prepare the battlefield step.
  • Effect: during the Effects Sub-phase of the End Phase of their Player Turn, the player who placed the capsule may trigger it. Until it is removed, models within 3″ of its centre have the Shrouded (4+) Special Rule, within 6″ Shrouded (5+), and within 9″ Shrouded (6+).

During the Effects Sub-phase of the End Phase of the following Player Turn, a triggered capsule is removed from the battlefield.

Orientation Device (Attacker)

Dropped from orbit, these scanning devices map their surroundings and transmit useful data to nearby friendly forces, which can then safely cross or bypass obstacles and unstable ground.

  • Cost: 2 Asset Points.
  • Setup: placed by its player at the start of the deploy armies step, with its centre anywhere outside the opposing deployment zone.
  • Effect: during the Effects Sub-phase of their Player Turn, the player who placed the device may trigger it and choose an area of Difficult or Dangerous Terrain wholly within 12″ of its centre. During that turn, models in their army are treated as having the Move Through Cover Special Rule when they move through that area.

Example markers: the markers shown in the book are assembled from various Citadel miniatures, on 60 mm round bases from the Legions Imperialis range, which makes them easy to tell apart from terrain and other models. Feel free to create your own.

  • Journal Tactica: Battle of Tallarn
  • Terrain rule
  • All missions

When the Iron Warriors unleashed the phage on Tallarn, plains and savannahs dissolved into seething rot and the forests collapsed into foul quagmires. Within an hour, Tallarn's biosphere was dead.

Toxic Terrain represents the aftermath of the most abhorrent strikes of the Horus Heresy — phage or nucleonic weapons so destructive that they corrupt the very substance of the planet. In any mission, if both players agree, any area of Difficult Terrain may be designated as Toxic Terrain; some missions require it in their rules.

Toxic Terrain (Toxic Terrain)

Toxic Terrain follows all the rules for Difficult Terrain (page 236 of the Age of Darkness Rulebook). In addition, any model that enters, leaves or moves through an area of Toxic Terrain is affected by the Necrotic Annihilation special rule.

Necrotic Annihilation (Necrotic Annihilation)

If models in a unit are affected by this rule, the unit makes a Toughness Test using the lowest Toughness Characteristic in the unit, whichever models are affected.

  • Failed test: the unit suffers a wound at Strength 4, AP 2, Damage 1 for each affected model, and all its models gain the Stunned Tactical Status.
  • Passed test: all models in the unit gain the Stunned Tactical Status, but no wounds are inflicted.

If the affected unit includes Vehicle models, each of those that has lost at least one Hull Point suffers a Glancing Hit.