0% found this document useful (1 vote)
3K views2 pages

Boarding Action Rules

Uploaded by

Bertrand Debox
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (1 vote)
3K views2 pages

Boarding Action Rules

Uploaded by

Bertrand Debox
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

 

  The Rules Factions

Boarding Action Rules


Boarding Actions is a new expansion for Warhammer 40,000, offering players of all kinds an exciting and unique way to experience the battles of
the 41st Millennium. These simple rules additions will allow you to take your forces deep into the dark interiors and hidden spaces of the war-torn
galaxy for both matched play and narrative play. Featuring pre-set terrain and compact armies, you can dive straight into brutal close-quarters
combat quickly, with fast and furious matches often allowing you to play out several battles over the course of a single gaming session.

Contents
Books Operate Hatchway Entry Zones
Boarding Action Battlefields Boarding Action Stratagems 10. Determine First Turn
Boarding Action Boards Boarding Action Enhancements 11. Resolve Pre-battle Abilities
Boarding Action Terrain Superior Boarding Tactics 12. Begin the Battle
Set Up Close-quarters Killer 13. Ending the Battle
Boarding Action Rules Defensive Linchpin (Aura) 14. Determine Victor
Battle-forged CP Bonus and Stratagems Expert Breacher Mission Objectives
Measurement Personal Teleporter Components
Visibility Trademark Weapon Long Walls
Allocating Attacks Mustering a Boarding Patrol Short Walls
Movement and Open Hatchways BOARDING ACTION GAMES 11 Access Junction Primus
Objective Markers 1. Muster Boarding Patrol 12 Deck Sweepers
Witchfire Psychic Powers 2. Determine Mission 13 The Pipeline
Charging 3. Read Mission Briefing
Heroic Interventions 21 Power Struggle
4. Create the Battlefield and Place
Pile-in and Consolidation Moves Objective Markers 22 Death in the Dark
Actions 5. Form Boarding Squads 23 Hull Breach
Secure Site 6. Determine Attacker and Defender 31 Control Centre
Set Overwatch 7. Generate Starting Command Points
32 The Furnace
Hold Steady 8. Deploy Armies
Set to Defend 9. Determine Reserves 33 Rad Leak

While many Warhammer 40,000 battles feature large armies clashing on the
field of battle, Boarding Action missions allow you to play out those crucial
assaults that can turn the tide of the greater conflict. Boarding Action armies
BOARDING ACTIONS TERRAIN
will also look different to what you might be used to. Your forces will not Besides the page that you are currently looking at, in order to take your
have access to the Warlord Traits, Relics and Stratagems featured in your forces out to fight amongst the stars, you will need to pick up a copy of
Codex, but can instead utilise a new range of bespoke options specifically the Warhammer 40,000: Boarding Actions Terrain Set.
tailored to this deadly form of combat. Over the coming books in the series
this will be expanded upon with Faction-specific content and rules. As such, This set provides everything that you see here, with a myriad of
even veteran Warhammer 40,000 players will find an array of new options different wall pieces, hatchways and architectural elements included. In
and challenges to truly sink their teeth into. addition, it also contains two fully detailed game boards depicting the
crumbling decking and pipework of the ships you are fighting aboard -
The missions featured in this book are also designed to be balanced and everything you need to begin battling your way across the void craft of
offer a fair challenge to both sides. Victory will come to those who best the 41st Millennium.
adapt to their environment and achieve their objectives, and can sometimes
even be seized despite the loss of an entire boarding force!

BOOKS
Book Kind Edition Version Last update
Arks of Omen: Abaddon Expansion 9 January 2023

BOARDING ACTION BATTLEFIELDS


Boarding Action battles involve a series of new components that differ from those you may have used in other games of Warhammer 40,000.
Additional details on how to use these can be found below.

BOARDING ACTION BOARDS is closed, it will prevent movement and visibility. When a Hatchway is open,
models will be able to move freely through it and see through.
When fighting a Boarding Action battle, your battlefield will be made up of
two Boarding Action game boards, laid side by side to create the battlefield
area. Each mission will contain a mission map that not only shows you the
important details required to play that mission, but also shows the layout of
the two game boards and how they should be set up. In some missions this
will be so that they are touching, but in others, it may require the two game
boards to be separated. SET UP
You will no doubt have noticed by now that Boarding Action battles use
Each game board is made up of a series of squares, called Zones, like the unique terrain to lay out the claustrophobic corridors of the spacecraft where
one shown below. your fights will take place. This terrain is highly modular and can be clipped
together in a large number of different configurations. If you are playing one
of the Boarding Action missions presented on this page, the mission map
will also show you where to set up the terrain features, along with the
These squares will often be used to denote certain areas of the battlefield, positions of each Hatchway.
most commonly Entry Zones, which are used when setting up your units on
the battlefield. Each piece of terrain on the mission map will be coded, allowing you to
quickly identify which piece it corresponds to, and where that piece should
BOARDING ACTION TERRAIN be positioned on the game boards. You can find a key denoting the code for
each piece here. We also recommend painting or writing the codes for each
Most of the terrain in Boarding Action games consists of Walls (which wall piece onto the underside of that piece - this will allow you to identify
includes any attached Pillars) and in amongst these will be Hatchways, them quickly when setting up your game.
which can be opened. An example of such a piece of scenery is shown
below. When placing these terrain pieces on the game board, the Wall sections line
up with the lines between the Zones on the board and any Pillars line up
with the smaller squares in the corner of each Zone, as shown below.

Hatchways can be in one of two states - closed and open. When a Hatchway

BOARDING ACTION RULES


In this section you will find a number of additional rules or amendments to the Core Rules for Warhammer 40,000 that are used when fighting
Boarding Action battles.

Boarding Actions is an expansion to Warhammer 40,000. As such, unless an infinite distance apart. All other distances are measured in a straight line
otherwise specified on the following pages, all of the Warhammer 40,000 as normal. Note that the Pillar pieces on the ends of the Walls are still
Core Rules, as well as those found in Codexes and other supplementary considered a part of the Wall.
publications, apply to battles fought using this expansion.

The rules and missions presented in this book can be used to play
battles with your Crusade force in the normal way - your units still have Model A and Model B are 5" apart, as the Wall cannot be measured
all of their Battle Honours, Battle Scars and other upgrades as they through (indicated by the dashed red line).
would in any other game. However, some of the Agendas found within
various publications are not appropriate for Boarding Action games,
either because they reference rules mechanics that do not exist in these
battles, such as deployment zones, or because narratively they do not fit
with the environment. We recommend players have a discussion before
the game to mutually agree which Agendas from their factions are Model A and Model B are 5" apart, as the Hatchway on the left is closed
appropriate for the game they are about to play. and so cannot be measured through (indicated by the dashed line),
however, the Hatchway on the right is open and so can be measured
through.

BATTLE-FORGED CP BONUS AND


STRATAGEMS ENGAGEMENT RANGE
In Boarding Action battles, at the start of each player’s Command phase, When measuring to see if one model is within Engagement Range of
before doing anything else, both players gain 1 Command point (CP). another, if the shortest line between those two models passes through an
open Hatchway, then those models are within Engagement Range if they are
Players can use their Command points to use Boarding Action Stratagems within 2" of one another, as shown below.
(that is, any Stratagem with the Boarding Action label). Players cannot use
any other Stratagems.

MEASUREMENT Both Models B and C are within Engagement Range of Model A,


When measuring the distance between models in Boarding Action games, as the shortest distance between them passes through an open
measure between the closest points of the bases of the models you’re Hatchway and they are within 2" of one another.
measuring to and from. You cannot measure through Walls or closed However, Model D is not within 2" of Model A and so these two
Hatchways - instead you must measure the closest path around these. If you are not within Engagement Range.
cannot trace a path between two models, those models are considered to be

VISIBILITY
In Boarding Actions, a model is visible to an observing model if you can trace a straight line from any part of its base to any part of the observing model’s
base, without that line passing through any of the following:
A Wall
A closed Hatchway
A model that is not part of the observed model’s unit
Note that the Hatch of an opened Hatchway does not block any of these visibility lines. If you can draw a straight line to every part of a model’s base from
any part of an observing model’s base, as described above, then that model is said to be fully visible to the observing model.

If one or more models in a unit are visible, then the unit is said to be visible to the observing model. If every model in a unit is fully visible to an observing
model, then that unit is said to be fully visible to the observing model.

Visibility around Walls Visibility through models in the same


unit
Model A cannot see Model B as it is not possible to draw a line
from Model A’s base to Model B’s base without it passing through
a Wall. Models B, C and D are all from the same unit.
Model A can see Model C as a line can be drawn, but part of Model When Model D’s unit is selected to shoot, Model D cannot make
C is still hidden from Model A by the Wall. As such, it will receive any ranged attacks against Model A, as it is not possible to draw a
the benefits of cover against ranged attacks made by Model A. line between their bases without it passing through Models B or C.
Model A can completely see Model D, and so Model D would not However, when Model A is selected to shoot, because Models B
receive the benefits of cover. and C are part of the same unit as Model D, Model D is considered
visible for the purposes of allocating attacks to it.
Model D is fully visible to Model A, and so Model D would not
receive the benefits of cover.

Visibility through Hatchways Visibility through models in different


units
Model B cannot see Model A as it is not possible to draw a line
from Model B’s base to Model A’s base without it passing through
either a Wall or a closed Hatchway. Models B and C are from one unit. Models D and E are from
Model B can see Model C as such a line can be drawn through an another, different unit.
open Hatchway. When Model A is selected to shoot, it cannot make any ranged
attacks against Model D’s unit, as it is not possible to draw a line
between their bases without it passing through Models B or C,
which are not part of Model D’s unit.

ALLOCATING ATTACKS MOVEMENT AND OPEN HATCHWAYS


When playing Boarding Actions, the Allocate Attack step of the attack Models can move through open Hatchways without hindrance, even if their
sequence is replaced with the following: base is wider than that of the Hatchway, but a model cannot end a move with
its base in the middle of an open Hatchway. The Hatch of an open Hatchway
If an attack successfully wounds the target unit, the player commanding the is ignored for movement purposes.
target unit allocates that attack to one model in the target unit, as follows:

If a model in the target unit has already lost one or more wounds, or has OBJECTIVE MARKERS
already had attacks allocated to it during this phase, the attack must be In Boarding Actions, objective markers should have a diameter of 40mm. A
allocated to that model. Note that it does not matter if that model is within model is within range of an objective marker if it is within 1" of that
range or Engagement Range of, or visible to, the attacking models. objective marker.
Otherwise:
If that attack is a ranged attack, then that attack must be allocated to a At the start of the battle, each objective marker on the battlefield is
model that is visible to any model in the shooting unit. If there is no contested, and so is not controlled by either player. Unless otherwise noted,
such model, the attack sequence ends. a player will control an objective marker at the end of any phase if they have
If that attack is a melee attack, that attack can be allocated to any model more models within range of it than their opponent does.
in the target unit. Note that this does not have to be a model that is
within Engagement Range of the attacking models. WITCHFIRE PSYCHIC POWERS
Each time a Witchfire psychic power is manifested, only units that are
BENEFITS OF COVER visible to the PSYKER manifesting that power can suffer any mortal
Each time a ranged attack is allocated to a model, that model will receive the wounds. If a psychic power would inflict mortal wounds on the closest
benefits of cover against that attack unless it is fully visible to any models in enemy model or unit, and that enemy is not visible to the PSYKER, then
the attacker’s unit. While a model is receiving the benefits of cover against that power affects the closest visible enemy model or unit (as appropriate)
an attack, add 1 to the saving throw made against that attack (invulnerable instead.
saving throws are not affected).

In addition to any rules that say the target of an attack does not receive the CHARGING
benefits of cover against that attack, this benefit will not apply to any attack In Boarding Actions, a unit can only select a unit as a target of a charge if it
that is affected by a rule that says the target does not receive the benefits of is visible to the charging unit.
Light Cover or Dense Cover.
HEROIC INTERVENTIONS
WEAPONS THAT CAN BE FIRED EVEN
In Boarding Actions, a unit that is eligible to perform a Heroic Intervention
IF THE TARGET IS NOT VISIBLE can only do so if the closest enemy unit is visible to it.
Many weapons, such as mortars, can target and resolve attacks at units that
are not visible to the firing model. In Boarding Actions, you can never make PILE-IN AND CONSOLIDATION
use of such rules - the target must always be visible to the firing model.
MOVES
In Boarding Actions, each time a unit piles in or consolidates, the first model
moved must end its move within Engagement Range of at least one enemy
model, and each time a model makes a consolidation move, it must end that
move within Engagement Range of a model that was visible to its unit when
it started that move. If this is impossible, no models in the unit can make a
pile-in or consolidation move this phase.

ACTIONS
In Boarding Actions, units can use the following actions.

SECURE SITE SET TO DEFEND


One or more units from your army with the Objective Secured ability can One or more units from your army can start to perform this action at the end
start to perform this action at the end of the Move Units step of your of the Move Units step of your Movement phase. The action is completed at
Movement phase, if they are within range of an objective marker that has no the end of your turn. If completed, until the end of your opponents next turn,
enemy models within range of it. Each unit performing this action must be that unit is said to have Set to Defend. While a unit is Set to Defend, each
within range of a different objective marker. The action is completed at the time a model in that unit makes a melee attack, add 1 to that attack’s hit roll.
start of your next Command phase, provided the unit performing it is still
within range of that objective marker. If completed, that objective marker
remains under your control until the end of the battle, unless your opponent OPERATE HATCHWAY
controls it at the end of any subsequent phase, even if there are no models One or more units from your army can start to perform this action at the end
from your army within range of it. of the Move Units step of your Movement phase if they are within 1" of a
Hatchway. This action can be performed by any unit that is not within
Engagement Range of any enemy models, even if that unit is being affected
SET OVERWATCH by a rule that would normally prevent it from performing actions. The action
One or more units from your army can start to perform this action at the end is completed at the end of your Movement phase if no enemy models are
of the Move Units step of your Movement phase. The action is completed at within 1" of that Hatchway. If there are any enemy models within 1" of that
the end of your turn. If completed, until the end of your opponent’s next Hatchway, your opponent can attempt to prevent the action from being
turn, that unit is said to have Set Overwatch. Each time an enemy unit is set completed. If they do so, roll off with your opponent; each player adds the
up on the battlefield or ends a Normal Move, an Advance move, a Fall Back Strength characteristic of one of their models that is within 1" of that
move, a charge move, or opens a Hatchway, units from your army that have Hatchway to their respective scores. If you win, the action is completed;
Set Overwatch can fire Overwatch at that enemy unit. otherwise, the action fails. If completed, that Hatchway opens (if it was
closed) or closes (if it was open).
Overwatch is resolved like a normal shooting attack except that models can
only target the enemy unit that has just finished moving, and an unmodified If a Hatchway opens and units on opposite sides of that Hatchway now find
hit roll of 6 is always required for a successful hit roll, irrespective of the themselves within Engagement Range of each other, then those units will be
firing model’s Ballistic Skill or any modifiers. A unit cannot fire Overwatch eligible to fight during the subsequent Fight phase, but neither of those units
while enemy units are within Engagement Range of it unless it is firing count as having made a charge move this turn.
Overwatch at an enemy unit that has just finished making a charge move
within Engagement Range of it. In this case it can do so even if other
friendly units are within Engagement Range of the same enemy unit, and it
can do so with any ranged weapon it is equipped with (excluding weapons
with the Blast ability). Before opening the Hatchway, Model A and Model B are not within
Engagement Range of one another.
After a unit has fired Overwatch, it must complete the Set Overwatch action
again before it can fire Overwatch again.

Hold Steady After Model A opens the Hatchway, it is within Engagement Range of
Some rules will allow a unit to Hold Steady. If a model makes an Model B as the shortest distance between them passes through an open
Overwatch attack while its unit is under the effects of such a rule, an Hatchway and they are within 2" of one another. In the following Fight
unmodified hit roll of 5+ for that attack will score a hit. phase, both units will be eligible to fight, but Model A’s unit will not
count as having charged that turn.

BOARDING ACTION STRATAGEMS


In Boarding Actions, you cannot use any Stratagems other than those with the Boarding Action label.

COMMAND RE- 1CP INSANE BRAVERY2CP


COUNTER- 2CP
ROLL Boarding Action – Epic Deed Stratagem

Boarding Action – Battle Tactic Stratagem


OFFENSIVE To commit to battle within the claustrophobic
corridors and gothic chambers of a void ship
Boarding Action – Strategic Ploy Stratagem
Battle aboard a void ship is anarchic and necessitates near-suicidal courage, or else
confusing. Auspicators and map-slates must be During a boarding action, warriors must be sufficient fear of the consequences of refusal. To
watched constantly. Enemy contacts ghost in and ready for foes to spring upon them from any stand their ground against impossible odds
out of sight as steam billows in clouds, lumen angle without the slightest warning. For those during such a fight requires warriors to exhibit a
flicker and gunfire roars on every side. Amidst who stay sufficiently alert, however, the tangled kind of single-minded madness.
such conditions, the steady hand of a veteran confines and plentiful hazards of shipboard Use this Stratagem before you take a Morale test
commander is more important than ever, and can conflict may slow their enemies' charge enough for a unit from your army. That test is
spell the difference between triumph and to allow a chance to drive them back. automatically passed. You can only use this
disaster. Use this Stratagem after an enemy unit has Stratagem once.
Use this Stratagem after you have made a hit fought in this turn. Select one of your eligible
roll, a wound roll, a damage roll, a saving throw, units and fight with it next.
an Advance roll, a charge roll, a Psychic test, a
Deny the Witch test or you have rolled the dice
to determine the number of attacks made by a
weapon. Re-roll that roll, test or saving throw.

BOARDING ACTION ENHANCEMENTS


In Boarding Actions, you cannot use any Warlord Traits or Relics. Instead,
when you select a Boarding Patrol, your WARLORD can be given a single
EXPERT BREACHER
Boarding Action Enhancement from those listed below. Named characters This officer has perfected the art of moving their forces swiftly from chamber
cannot be given a Boarding Action Enhancement. to chamber and catching the foe off their guard.
The bearer can start to perform the Operate Hatchway action when they are
SUPERIOR BOARDING TACTICS selected to make a Normal Move. If they do so, that action is completed
immediately and they cannot perform that action again this turn. Note that if
This leader is a veteran of ship-to-ship battles, directing their forces with there are enemy units within 1" of that Hatchway, that enemy unit can
ease to secure their objectives and destroy their foes. attempt to prevent the action from completing as normal (regardless of the
Before the battle, in the Generate Starting Command Points step, you start outcome, the bearer still cannot perform the Operate Hatchway action again
with 2 additional Command points. this turn).

CLOSE-QUARTERS KILLER PERSONAL TELEPORTER


Exulting in the thrill of close-quarters combat, boarding actions are the This leader is able to attack their foe from unexpected angles.
natural environment for this commander, whose martial prowess shines When the bearer arrives from Strategic Reserves, you can set it up either
when face to face with their foe. wholly within one of your Entry Zones, or anywhere on the battlefield that is
Each time the bearer makes a melee attack, you can re-roll the wound roll. more than 9" away from any enemy models.

DEFENSIVE LINCHPIN (AURA) TRADEMARK WEAPON


This leader is expert at setting up deadly overlapping fire patterns amidst This leader wields an iconic weapon whose sheer killing might is
labyrinthine corridors, the forces under their command holding their guaranteed to fell enemies in short order.
position and driving back their enemies with punishing volleys of fire. When you select this Enhancement, select one weapon that the bearer is
While a friendly unit is within 6" of the bearer, each time a model in that equipped with and make a note of this on your army roster. Increase the
unit fires Overwatch, its unit can Hold Steady. Strength and Damage characteristics of that weapon by 1. That weapon is
considered to be a Relic for all rules purposes.

MUSTERING A BOARDING PATROL


In order to play a Boarding Action game, you will need to muster a Boarding Patrol. To do so, follow the sequence below. A Boarding Patrol is
considered to be a Battle-forged army for all rules purposes.

1. START YOUR ARMY ROSTER you can do so as long as the Starting Strength of that unit is 10.
You cannot include a unit with a Starting Strength of more than 10
The details of your Boarding Patrol must be recorded on an army roster; this models.
can be written on a piece of paper or recorded digitally. You can download You cannot include any Understrength units in your Boarding
blank army roster sheets from warhammer-community.com. Start by writing Patrol.
down your name, and the name of your army. A Boarding Patrol army Select Options and Deduct Points: If that unit has access to any other
always contains a single Boarding Patrol Detachment (see below) and you upgrades or options, you can use them now. Note down the number of
will then have 500 points to spend on units to add to it, as described below. models in the unit, any weapons and wargear they have, and the units
points cost on your army roster. Subtract the unit’s total points from
your total. If you do not have enough points left, you cannot add that
unit to that Detachment.
2. SELECT FACTION Select Psychic Powers: If the Detachment contains one or more
PSYKER units that you must select the powers for, do so now. Write
Select one Faction keyword that is not IMPERIUM, CHAOS, AELDARI down your selections on your army roster.
or TYRANIDS. You cannot include a unit in your Boarding Patrol unless it Select Other Rules: If one or more units in the Detachment have any
has this Faction keyword. Your choice of Faction may introduce additional rules that must, or can be, selected or generated before the battle, you
rules, restrictions or exceptions that apply when mustering a Boarding must do so now (e.g. Litanies of Battle, Powers of the C’tan, Prayers to
Patrol. the Dark Gods, etc.).

3. SELECT SUB-FACTION RULES Some rules involve elements that are determined randomly. If you
Select all sub-faction rules for your Boarding Patrol (if any) and write down choose to randomly determine these rules then write ‘random’ on your
your choices on your army roster. This includes selecting sub-faction army roster for that unit’s rule. Then, after players have determined
keywords (i.e. those presented in angular brackets) and any rules that are their mission, roll dice in front of your opponent to determine what
determined by your choice of sub-faction (e.g. Detachment abilities, like those rules are.
Chapter Tactics, Obsessions, Regimental Doctrines, etc.).

4. SELECT UNITS 5. SELECT WARLORD AND


For each box shown on that Detachment, you can select one unit with the
required Battlefield Role and add it to that Detachment. You must include at ENHANCEMENT
least one unit in this Detachment. Each Elites unit in this Detachment must Select one model in your army to be your WARLORD. This must be a
be different. model with the CHARACTER keyword (if your army includes any). If
Select Unit: Unless the Boarding Action rules for your chosen Faction your army includes no CHARACTER models, your WARLORD must be
say otherwise, you cannot include any models in a Boarding Action a unit champion model (if your army includes any). Your WARLORD
army that have any of the following keywords: MONSTER, gains the WARLORD keyword. If your WARLORD is a CHARACTER
VEHICLE, JUMP PACK, CAVALRY, BIKER, FLY. A Boarding model (excluding named characters) they gain the Superior Boarding Tactics
Patrol Detachment can only include one CHARACTER model. Enhancement. If you wish, you can replace this with a different Boarding
Select Unit Size: Unless the Boarding Action rules for your chosen Action Enhancement of your choice. You cannot select any other Warlord
Faction say otherwise: Traits or Relics for any models in your Boarding Patrol.
If a unit’s minimum size is less than 5, you can only include that
unit in your Boarding Patrol if it is a minimum sized unit.
If a unit’s minimum size is 5, you can include that unit as a
6. DETERMINE POINTS TOTAL
minimum sized unit, or if it can include additional models, then Your army roster must list the combined point value of every unit in your
army.
you can do so as long as the Starting Strength of that unit is 10.

BOARDING ACTION GAMES


A Boarding Action game is waged by following the sequence below.

1. MUSTER BOARDING PATROL 4. CREATE THE BATTLEFIELD AND


Players must first muster their Boarding Patrol, as described in here. Each
player must then provide a copy of their army roster for their opponent to
PLACE OBJECTIVE MARKERS
read through. If, when players compare their points total, one player’s is at Players now create the battlefield and set up terrain features. Missions are
least 30 points less than their opponent’s, then the player with the smaller played on Boarding Action battlefields and the position of all terrain features
points total is the Underdog, and they may receive an Underdog Bonus as - Walls and Hatchways - and objective markers that must be placed on the
detailed in the mission they are playing. battlefield will be shown on the deployment map of the mission players are
playing. Each mission will also specify which Hatchways start the mission
open and which start the mission closed.
2. DETERMINE MISSION
Players determine which mission will be used for the battle; they can choose
from the Boarding Action missions on this page, or those found in any other
5. FORM BOARDING SQUADS
publications. This will determine the deployment map that players use, as Each unit in a player’s Boarding Patrol that has a Starting Strength of 10
well as the specific mission briefing. Players can either simply agree which must now be split into two units, each containing 5 models. When splitting a
they will use with their opponent, or they can roll a D33 to randomly select a unit, players should make a note of which models form each of the two new
mission using the table below. To roll a D33, roll two D3s one after the units. From this point onwards, these split units count as independent units
other; the first dice result determines the ‘tens’ and the second determines for all rules purposes.
the ‘units’. For example, if the first result is a 2 and the second is a 1, then
the D33 result is a 21. 6. DETERMINE ATTACKER AND
DEFENDER
BOARDING ACTION MISSIONS Players roll off and the winner decides who will be the Attacker and who
will be the Defender. The Attacker’s and Defender’s Entry Zones are
D33 MISSION labelled on the deployment map.
11 Access Junction Primus
12 Deck Sweepers 7. GENERATE STARTING COMMAND
13 The Pipeline POINTS
Each player starts with 1 Command point.
21 Power Struggle
22 Death in the Dark 8. DEPLOY ARMIES
23 Hull Breach Players alternate setting up their units one at a time, starting with the
31 Control Centre Defender. For each of a player’s Entry Zones (as shown in the mission map),
that player sets up one unit within that Entry Zone.
32 The Furnace
If a unit has a pre-battle rule that allows it to be set up anywhere on the
33 Rad Leak battlefield, that unit is instead set up wholly within 6" of its Entry Zone.
That Entry Zone is then considered to have had a unit set up within it, and
cannot have another unit set up within it before the start of the battle. If one
3. READ MISSION BRIEFING player finishes deploying all their units, their opponent then deploys the
Each mission has a mission briefing that will detail the aims of the battle. remainder of their units, until either both players have set up one unit per
Each mission will also list one or more additional mission rules that will Entry Zone, or all units have been deployed.
apply for the duration of the battle, and a series of primary objectives that
award victory points to players. Players should read and familiarise If both players have units with abilities that allow them to be set up after
themselves with these before proceeding. both armies have deployed, players must roll off after all other units have
been set up and alternate setting up these units, starting with the winner.

9. DETERMINE RESERVES 11. RESOLVE PRE-BATTLE ABILITIES


Any units in a player’s army that do not start the battle on the battlefield, Each player can resolve a single pre-battle ability that units in their army
will start the battle in Strategic Reserves. This does not cost any Command may have, irrespective of how many units in their army may have them,
points to do so. starting with the player who will take the first turn.

In the Reinforcements step of a player’s Movement phase (starting from the


first battle round onwards), that player can select one of their Strategic 12. BEGIN THE BATTLE
Reserves units for each of their Entry Zones that has no models within it and The first battle round begins. Players continue to resolve battle rounds until
set those units up within those Entry Zones. the battle ends.

If one or more of a players Strategic Reserves units has a rule that would
allow it to be set up in a location other than the battlefield (e.g. Teleport
13. ENDING THE BATTLE
Strike) then in each of that player’s turns (starting from the second battle The battle ends after five battle rounds have been completed. If one player
round onwards), one of those units can be set up on the battlefield as has no models remaining in their army at the start of their turn, the other
described by their rule that turn, instead of being set up within an Entry player may continue to play out their turns until the battle ends.
Zone. Any Strategic Reserves units that have not arrived on the battlefield
by the end of the fourth battle round count as having been destroyed (this
does not apply to units that are placed into Strategic Reserves, after the first
14. DETERMINE VICTOR
battle round has started). At the end of the battle, the player with the most victory points is the winner.
If players are tied, the battle is a draw.

ENTRY ZONES Each player can score a maximum of 90 victory points from mission
objectives (any excess victory points awarded are discounted). If every
In Boarding Actions, each player will have one or more deployment model in a player’s army was painted to a Battle Ready standard, that player
zones called Entry Zones. Each time a unit from your Boarding Patrol is is awarded a bonus 10 victory points. This gives players a maximum total
set up, it must be set up wholly within one of your Entry Zones. If a unit score out of 100 victory points.
will not fit wholly within an Entry Zone, all of its models must be set up
as close to the centre of that Entry Zone as possible.

You cannot set up a unit within an Entry Zone if any other unit is in that
MISSION OBJECTIVES
Entry Zone. However, when setting up a unit at the start of the battle, During the battle, players can earn victory points by achieving mission
you can set up your WARLORD alongside that unit as if it was a part objectives. There are two types of mission objectives: End Game and
of it, using the same Entry Zone. Rules that prevent a unit from being Progressive. Progressive mission objectives are scored during the battle
set up within a specific distance of another model or unit cannot prevent (exactly when is detailed on the objective itself), and can be achieved,
a unit from being set up within an Entry Zone. and hence award victory points, several times. End Game mission
objectives are scored at the end of the battle.

10. DETERMINE FIRST TURN


Players roll off and the winner takes the first turn.

COMPONENTS
LONG WALLS
LONG WALL

LONG WALL WITH PILLARS

LONG WALL WITH HATCHWAY

LONG WALL WITH HATCHWAY AND PILLARS

SHORT WALLS
SHORT WALL SHORT WALL WITH HATCHWAY

SHORT WALL WITH HATCHWAY AND PILLARS


Type 1Type 2

PILLAR WALL END


Left PillarRight Pillar

HATCHWAY POSITIONS Hatchways.

The locations of the Hatchways on the mission map are specified by the
symbols below. This will help you identify the orientation of Walls with
Hatchways.

BOARDING ACTION MISSION

ACCESS JUNCTION PRIMUS  11


MISSION BRIEFING OBJECTIVES
As they battle through the blazing decks o f the contested vessel, two
opposing forces approach one another from either end of an arterial access
corridor. Whoever can press forward and drive their enemies back will have CAPTURE THE JUNCTION
the opportunity to secure this crucial transit route. From here, they can Progressive Objective
access vital systems and adjoining decks throughout the ship, and likely
seize the entire vessel. The knowledge that both sides are battling for so vital This pivotal intersection must be seized and then held until relief forces
a strategic prize only makes the fight all the more savage. arrive to secure it against all comers. Even should you be forced to pile the
bodies of your own slain to form barricades against the foe, the junction
cannot be allowed to fall into enemy hands lest the entire ship follow.
MISSION RULES At the end of each player’s Command phase, the player whose turn it is
Underdog Bonus: If one player is the Underdog, that player starts the battle scores 5 victory points for each of the following conditions they satisfy (for
with 1 additional Command point. a maximum of 15 victory points):
They control one or more objective markers.
They control two or more objective markers.
They control more objective markers than their opponent controls.

PURGE THE SHIP


End Game Objective
So crucial is this confluence of access corridors that both sides are willing
to hurl overwhelming forces in to seize it. Should one side succeed in
butchering the enemy’s forces while preserving their own, they will then be
in a position to capitalise on their conquest and sweep the vessel clear of
foes.
At the end of the battle, each player totals the points value of their
opponent’s units that have been destroyed (note that if a unit was split
when forming Boarding Squads and only one of those subsequently split
units was destroyed, then only the points cost of the models that were in the
one that was destroyed are added to the total) and scores 15 victory points
for each of the following conditions they satisfy (for a maximum of 45
victory points):
If the total is 125 points or more.
If the total is 250 points or more.
If the total is 375 points or more.

BOARDING ACTION MISSION

DECK SWEEPERS  12


MISSION BRIEFING OBJECTIVES
Many are the derelict vessels adrift in the void. Some are discovered lost
upon deserted space lanes and preyed upon for salvage. Others tumble
through the midst of raging void battles, having but recently been TAKE AND HOLD
depopulated and crippled by incoming fire. Whatever their nature, such void Progressive Objective
ships often become battlegrounds as rival forces sweep them deck by deck,
seeking to purge their enemies and claim the bounty of technology and It is not enough to engage the enemy as you encounter them aboard the
resources the derelict contains. derelict. Your purge of their forces must be structured and thorough, seizing
each strategic waypoint in turn and ensuring no foe slips through the gaps
lest they endanger your salvage and recovery operations, or outflank your
MISSION RULES forces.
Underdog Bonus: Before the battle, in the Deploy Armies step, if a player At the end of each player’s Command phase, the player whose turn it is
receives an Underdog Bonus, they can use the Underdog Entry Zone in scores 5 victory points for each of the following conditions they satisfy (for
addition to the other Entry Zones marked on the mission map when setting a maximum of 10 victory points):
up their units. Once the first battle round has started, the Underdog Entry
They control one or more objective markers.
Zone cannot be used when that player sets up any Strategic Reserve units
They control more objective markers than their opponent controls.
from their army in an Entry Zone.
This objective cannot be scored in the first battle round. In the fifth battle
round, the player who has the second turn does not score any victory points
at the end of their Command phase; instead, at the end of their turn, they
score 5 victory points for each of the above conditions they satisfy.

SWEEP THE DECKS


End Game Objective
Deep void salvage operations are hazardous affairs, recovery adepts
braving zero-gravity infernos, supernatural terrors and sudden
depressurisation as they work. Purge any hostile forces from this area, to
allow your salvagers to proceed without the additional danger of incoming
enemy fire.
At the end of the battle, each player scores 15 victory points for each
objective marker they control.

BOARDING ACTION MISSION

THE PIPELINE  13


MISSION BRIEFING OBJECTIVES
Few technologies are more complex or finely balanced than a void ship. Life
support; motive systems; lights; gravity; shields; weapons; communications;
these and countless other systems must work in harmony for the vessel to REGULATE THE FLOW
function properly. Many boarding actions become focused around the Progressive Objective
control and regulation - or indeed severing - of the pipes and conduits
through which such vital systems or the power or fuel for them flows. This is By securing both the primary control shrine and secondary regulator
one such battle for the very lifeblood of a ship. station for a specific conduit, fuel pipe or the like, your forces can either
ensure that the flow stays uninterrupted or choke it off entirely. Such
control is vital to victory in this battle, whether you seek to keep your
MISSION RULES vessel operational or cripple the craft and leave it wide open to attack.
Underdog Bonus: If one player is the Underdog, that player starts the battle At the end of each player’s Command phase, the player whose turn it is
with 1 additional Command point. scores 5 victory points for each of the following conditions they satisfy (for
a maximum of 25 victory points):
They control one or more objective markers.
They control two or more objective markers.
They control more objective markers than their opponent controls.
They control both objective markers labelled A.
They control both objective markers labelled B.
This objective cannot be scored in the first battle round. In the fifth battle
round, the player who has the second turn does not score any victory points
at the end of their Command phase; instead, at the end of their turn, they
score 5 victory points for each of the above conditions they satisfy.
BOARDING ACTION MISSION

POWER STRUGGLE  21


MISSION BRIEFING OBJECTIVES
By capturing successive power nodes, linked generatorum shrines, plasma
relay conduits or the like, it is possible for a cunning commander to gain
mastery of a vessel’s motive force. They can either reawaken those systems POWER NETWORK
they require functional that the enemy may have sabotaged, or plunge their Progressive Objective
foes into airless and freezing darkness. Dynamic leaders often command
such pinpoint strikes themselves, overseeing what may well prove the killing Gaining control of one node in the localised power network is a victory in
blow in the entire deck-to-deck war. itself, but the more sequential systems that can be captured, the more
widespread becomes the flow of power you command. You must seize as
much of the network as you are able to and then hold it against the foe in
MISSION RULES order to guarantee victory.
Underdog Bonus: If one player is the Underdog, that player starts the battle At the end of each player’s Command phase, the player whose turn it is
with 1 additional Command point. scores 5 victory points for each of the following conditions they satisfy (for
a maximum of 20 victory points):
They control one or more objective markers.
They control two or more objective markers.
They control more objective markers than their opponent controls.
They control two or more objective markers that are directly linked by
the Power Lines (see below).
This objective cannot be scored in the first battle round. In the fifth battle
round, the player who has the second turn does not score any victory points
at the end of their Command phase; instead, at the end of their turn, they
score 5 victory points for each of the above conditions they satisfy (for a
maximum of 20 victory points).

Objective markers connected by


these lines are linked (see
deployment map below). If two Power Lines
objective markers are connected
directly by these lines, without
any other objective markers in
between them, they are said to be
directly linked by the Power
Lines.

CUT OFF THE HEAD


End Game Objective
You have the opportunity not only to sever the enemy’s grasp upon the
power flowing through the vessel, but to also sunder their command and
control network by slaying their leader. This may be enough to prevent
your foe capitalising on what might otherwise be a victory, or to utterly
compound their defeat.
At the end of the battle, each player scores 10 victory points if the enemy’s
WARLORD has been destroyed.

BOARDING ACTION MISSION

DEATH IN THE DARK  22


MISSION BRIEFING OBJECTIVES
Amidst the savage mayhem of a shipboard battle, power fluctuations and
sudden, violent malfunctions are common. Whether due to enemy fire
hammering from outside, acts of sabotage by boarders and desperate LOCK IT DOWN!
defenders, or even supernatural or sorcerous energies being unleashed, Progressive Objective
entire decks are plunged suddenly into darkness. Pipes rupture, spewing
scalding steam or blinding plasma, or else choking smoke fills entire When a deck is plunged into darkness or suffers atmospheric or
corridors quicker than purifier shrines can draw it away. In such conditions, supernatural taint, leaving the situation unchecked can lead to panic or
the fighting becomes more desperate than ever. spiralling mayhem. The best solution is to seize decisive control of the
entire zone before enacting whatever rituals or protocols are required to
restore functionality and calm.
MISSION RULES At the end of each player’s Command phase, the player whose turn it is
Lights Out: At the end of each player’s Movement phase, roll one D6 for scores 5 victory points for each of the following conditions they satisfy (for
each Lighting Area: on a 1-3, until the end of the turn, the lights in that area a maximum of 15 victory points):
turn off.
They control one or more objective markers.
They control two or more objective markers.
When selecting a target for a ranged attack, if the attacking unit or the target
They control more objective markers than their opponent controls.
are wholly within a Lighting Area that has the lights off:
This objective cannot be scored in the first battle round. In the fifth battle
If the target is more than 9" away, that attack cannot be made.
round, the player who has the second turn does not score any victory points
If the target is within 9", subtract 1 from that attack’s hit roll.
at the end of their Command phase; instead, at the end of their turn, they
score 5 victory points for each of the above conditions they satisfy (for a
When selecting the targets of a charge, if the charging unit or the potential maximum of 15 victory points).
target are wholly within a Lighting Area that has the lights off:
If the potential target is more than 9" away, that unit cannot be a target
of that charge. SEEK SANCTUARY
If the potential target is within 9", subtract 1 from the charge roll (to a End Game Objective
maximum of -1, regardless of how many units are in Lighting Areas
with the lights off). Should it prove impossible to fully secure such a compromised area of the
ship, it is wise to withdraw to a defensible zone and dig in. Either
reinforcements will arrive to allow another forward push, or whatever
Underdog Bonus: If one player is the Underdog, that player starts the battle dangerous fluctuations are occurring will - hopefully - die down.
with 1 additional Command point.
At the end of the battle, each player scores 15 victory points for each of the
following conditions they satisfy (for a maximum of 30 victory points):
They control both objective markers in Lighting Area 1.
They control both objective markers in Lighting Area 2.

BOARDING ACTION MISSION

HULL BREACH  23


MISSION BRIEFING OBJECTIVES
Hammered by enemy fire amidst a roiling void war; caught in the inexorable
drag of a black hole; plummeting towards a fiery death in a planet’s
atmosphere; caught in the unholy coronae of a warp storm - whatever DATA RETRIEVAL
horrible fate is tearing this void ship apart, it threatens to take your Progressive Objective
warriors with it. Unfortunately, there is vital data contained in cogitator
banks deep within the ship. While the enemy still threaten to seize that Even should it cost the lives of every warrior you lead, the precious data
intelligence for themselves, evacuation is not an option. held within the cogitator cores must be extracted and relayed back to your
commanders. In such an age of ignorance, no prize can be more valuable
than wisdom. At least, so they tell you...
MISSION RULES Each time a unit from your army successfully completes the Download
Deadly Decompression: From the second battle round onwards, at the start Data action (see above), score 15 victory points.
of the battle round, the Attacker rolls one D6: on a 3+, until the end of the
battle round, one of the Compartments is vented to the void by the space
battle going on outside. If a Compartment is vented, roll one D6 to TEMPORARY STABILISATION
determine which one. Close all of the open Hatchways in that Compartment
Progressive Objective
and each unit within it suffers D3 mortal wounds. While a Compartment is
vented: The ship might be disintegrating, but if you can secure key points through
When a unit within that Compartment is selected to make a Normal this deck it should be possible to lock down hatchways and reroute life
Move or Advance, until the end of the turn, subtract 1" from the Move support long enough to complete your mission. With luck, you might even
characteristic of models in that unit. hold an extraction route open so that some of your warriors can escape
Each time an attack is allocated to a model in that Compartment, alive.
improve the Armour Penetration characteristic of that attack by 1. At the end of each player’s Command phase, the player whose turn it is
scores 5 victory points for each of the following conditions they satisfy (for
The Datacores: In this mission, units from both players’ armies can attempt a maximum of 15 victory points):
the following action: They control one or more objective markers.
They control two or more objective markers.
Download Data (Action): One unit from your army can start to perform They control more objective markers than their opponent controls.
this action at the end of your Movement phase if it is within range of an This objective cannot be scored in the first battle round. In the fifth battle
objective marker that you control that has not already had its data round, the player who has the second turn does not score any victory points
downloaded by your army (see below). The action is completed at the end of at the end of their Command phase; instead, at the end of their turn, they
your next Command phase, provided the unit that was performing it is still score 5 victory points for each of the above conditions they satisfy (for a
within range of the same objective marker. If completed, your army is said maximum of 15 victory points).
to have downloaded the data from that objective marker.

Underdog Bonus: If one player is the Underdog, that player starts the battle
with 1 additional Command point.

BOARDING ACTION MISSION

CONTROL CENTRE  31


MISSION BRIEFING OBJECTIVES
The bridge and the enginarium rank amongst the most vital locations on any
void ship. They are far from the only strategic targets sought by boarding
parties, however. Fierce battles may rage over relay shrines, ammunition SECURE AT ALL COSTS
magazines, cogitator centres, warp core access sanctums and many other Progressive Objective
sites. Direct assaults against dug-in defenders are perilous in such conflicts,
but in the tangled multi-deck environs of a void ship there are usually Whatever your objective, it is imperative that it be seized swiftly. However,
alternative routes to victory for a suitably cunning commander. if you are wise you will seek also to secure the key access ways and
secondary relay stations that can be reached without risking a direct
offensive. Whoever is able to seize control of the wider strategic battle on
MISSION RULES this deck will doubtless capture the critical objective in the end.
Unlock Overrides: Units from your army can attempt the following action: At the end of each player’s Command phase, the player whose turn it is
scores 5 victory points for each of the following conditions they satisfy (for
Unlock Overrides (Action): One unit from your army can start to perform a maximum of 20 victory points):
this action at the start of your Command phase if it is within range of
They control one or more objective markers.
objective marker B and you control that objective marker. The action is
They control two or more objective markers.
completed at the start of your next Movement phase. If completed, open
They control more objective markers than their opponent controls.
every Hatchway on the battlefield.
They control objective marker A.
Underdog Bonus: If one player is the Underdog, that player starts the battle This objective cannot be scored in the first battle round. In the fifth battle
with 1 additional Command point. round, the player who has the second turn does not score any victory points
at the end of their Command phase; instead, at the end of their turn, they
score 5 victory points for each of the above conditions they satisfy (for a
maximum of 20 victory points).

CUT OFF THE HEAD


End Game Objective
It is common to find vital leadership personnel either overseeing a
strategic target of such value, or leading the assault against it. Ensuring
that the enemy commander does not survive this battle, no matter its wider
strategic outcome, is a victory in its own right.
At the end of the battle, each player scores 10 victory points if their
opponent’s WARLORD has been destroyed.

BOARDING ACTION MISSION

THE FURNACE  32


MISSION BRIEFING OBJECTIVES
A vital target has been located within an area converted into a deadly blast
furnace. Perhaps the enemy are attempting to cleanse what they deem to be
a heretical artefact or witch slated for ritual execution. Maybe this area has PROMETHIUM EXCHANGERS
been booby-trapped against boarders, or a vital dataslate may have simply Progressive Objective
been dropped by an officer already slain within the furnace’s grisly confines.
Whatever the case, victory will go to those with the nerve to brave the Crucial promethium exchanger shrines are found within this deck. Through
flames, and the fortitude to endure them. them runs the fuel supply required to keep the furnace flames burning.
Though it may well be too late to help warriors already battling amidst the
hungry flames, securing the exchangers will allow you to either feed the
In this mission, the Zones marked be within the Furnace. fury of the furnace or starve it into submission by battle’s end.
in this manner on the deployment At the end of each player’s Command phase, the player whose turn it is
map comprise the Furnace, and scores 5 victory points for each of the following conditions they satisfy (for
any units within them are said to a maximum of 20 victory points):
They control one or more objective markers.
They control two or more objective markers.
MISSION RULES They control more objective markers than their opponent controls.
They control one or more objective markers in the Furnace.
Rites of Incineration: Units from your army can attempt the following
action: This objective cannot be scored in the first battle round. In the fifth battle
round, the player who has the second turn does not score any victory points
Turn on the Burners (Action): One unit from your army can start to at the end of their Command phase; instead, at the end of their turn, they
perform this action at the end of your Movement phase if it is within a score 5 victory points for each of the above conditions they satisfy (for a
Furnace Control Zone (see below). The action is completed at the end of the maximum of 20 victory points).
turn. If completed, for each unit within the Furnace (see below), roll one D6
for each model in that unit: for each 4+, that unit suffers 1 mortal wound (to
a maximum of 3 mortal wounds per unit).
COSTLY PRIZE
End Game Objective
Worth Dying For: Any unit can attempt the Secure Site action on an Only by your swift actions, and by those of your warriors, can whatever
objective marker within the Furnace, regardless of whether it has the was consigned to the furnace be secured. Whether you choose to save it
Objective Secured ability or not. from the flames or see it all turned to ashes, of course, is up to you.
Desperate Measures: In your Command phase, if you control one or more At the end of the battle, each player scores 10 victory points if they control
objective markers within the Furnace, roll one D6: on a 5+, you gain 1 one or more objective markers within the Furnace.
Command point.

Underdog Bonus: If one player is the Underdog, that player starts the battle
with 1 additional Command point.

BOARDING ACTION MISSION

RAD LEAK  33


MISSION BRIEFING OBJECTIVES
Amidst the running gunfights and shrapnel-filled explosions of a boarding
action, it is inevitable that vital - often hazardous - systems will be damaged.
As the fighting spills into this vessel’s enginarium, it is one of the crucial URGENT TAKEOVER
plasma reactors that has been hit. Exotic and deadly spectra of radiation Progressive Objective
now swirl through the air like malicious spirits and seek to drain the life
from the warring combatants. Securing victory has now become a cruel and The increasingly inimical conditions on this deck do not change the fact
deadly race against time. that, without securing vital systems and assets within the enginarium,
victory is at risk throughout the entire ship. It is therefore imperative that
you drive the enemy back with the utmost urgency and seize all your
MISSION RULES objectives before conditions become unendurable for your warriors.
Rad Exposure: As the battle progresses the radiation fallout from the At the end of each player’s Command phase, the player whose turn it is
reactor will spread further across the battlefield and its intensity will grow as scores 5 victory points for each of the following conditions they satisfy (for
it does so. The battlefield is divided up into four Sectors, A through D. a maximum of 15 victory points):
Starting with Sector A in battle round 1, the radiation will begin to
They control one or more objective markers.
contaminate the battlefield.
They control two or more objective markers.
They control more objective markers than their opponent controls.
There are three levels of radiation exposure - Mild, High and Extreme - each
more severe than the last. At the start of the battle round, depending on This objective cannot be scored in the first battle round. In the fifth battle
which Sectors a unit finds itself within and which battle round it is, that unit round, the player who has the second turn does not score any victory points
will be exposed to different effects (as shown in the table below) until the at the end of their Command phase; instead, at the end of their turn, they
end of that battle round. If a unit starts the battle round within multiple score 5 victory points for each of the above conditions they satisfy (for a
Sectors, then it suffers from whichever Sector has the most extreme level of maximum of 15 victory points).
radiation.
SALVATION SHRINES
BATTLE ROUND RAD LEVELS End Game Objective
BATTLEFIELD RAD LEVEL EXPERIENCED The only way to prevent total rad-saturation of this enginarium lies in
controlling its salvation shrines. These sacred machineries have the ability
SECTOR MILD HIGH EXTREME to reroute plasma flow through reserve generatora, to isolate the exposed
cores and to render them quiescent while repairs are carried out and rad-
A 1 2 3+
scrubbers cycled. Of course, sabotaging these shrines would equally doom
B 2 3 4+ the enginarium altogether should that be your goal.
C 3 4 5 At the end of the battle, if one player controls both objective markers
labelled Critical, they score 15 victory points.
D 4 5 -
CUT OFF THE HEAD
The effects of each of these levels are:
End Game Objective
Mild Rad: Subtract 1 from the Leadership characteristic of models in
this unit. Amidst the terror and mayhem of the rad leak, and the ferocious fight to
High Rad: Subtract 1" from the Move characteristic of models in this secure the salvation shrines, the opportunity may present itself to strike a
unit. This unit also suffers from the effect of Mild Rad. deadly blow at the enemy’s command structure.
Extreme Rad: Subtract 1 from the Toughness characteristic of models At the end of the battle, each player scores 15 victory points if their
in this unit. This unit also suffers from the effect of High Rad and Mild opponent’s WARLORD has been destroyed.
Rad.

Underdog Bonus: If one player is the Underdog, that player starts the battle
with 1 additional Command point.

© Vyacheslav Maltsev 2013-2023

You might also like