Missions

Mission action rules can be found in the Mission Sequence.

1. Arcane Divination

The distortion of the Webway and schemes of Chaos has made the border thin between the Warp and Corusil V. At certain sites, practitioners of the arcane arts can tap into the psychic energies that tell the prophecy and decipher more of it.

Mission Objectives

The Ritual
Progressive Objective

With their connection to the warp strengthened, these seers seek the deeper truths of the prophecy.

From the second battle round onwards: At the end of each Command phase, the player whose turn it is scores 10VP if they have at least 1 PSYKER model or 2 CHARACTER models within 9” of the centre of the battlefield.

Blood Sacrifice
Progressive Objective

As blood spills across the ritual ground, its power grows.

Players score 10VP for each time an enemy unit is destroyed while within 9” of the centre of the battlefield. To a maximum of 60VP for the game.

Mission Rules

Psychic Empowerment: [Psychic] attacks improve their AP by 1. Additionally, PSYKER units have the Feel No Pain 6+ ability.

Volatile Energies: In the Command phase, the player whose turn it is must pick a friendly unit within 12” of the centre of the battlefield and roll a D6. On a 1-2, that unit suffers D3 mortal wounds as they're struck with psychic energies. These mortal wounds are treated as if originating from a [Psychic] attack. If the player rolls a 3+, they must pick another unit and roll again. Repeat until a unit suffers mortal wounds, or there are no more eligible units.

Victor Bonus

The victor can either gain one Clue of the Prophecy, or pick an additional unit to be Marked for Greatness. That unit must be a PSYKER or CHARACTER unit that scored points for The Ritual progressive objective.

2. Drop Assault

It is not enough to only patrol the battle lines on the ground, there is another front to keep in mind. The skies have been seized, and combatants strike the ground forces like lightning from the heavens.

Mission Objectives

Secure Gun Platforms
Progressive Objective

In a battle for the skies the control of anti-air weaponry is critical.

From the second battle round onwards: At the end of each Command phase, the player whose turn it is scores 5VP for each of the following conditions they satisfy, to a maximum of 60VP at the end of the game:

  • They control one or more objective markers.
  • They control more objective markers than their opponent.
  • If they are the Attacker, they control one or more object marker that were controlled by their opponent in the Attacker's last command phase.
Take Ground
End Game Objective

Stand your ground against the sky-borne attackers or seize it from the dug-in defenders.

At the end of the battle, each player scores 10VP for each table-quarter where they have one or more units that are at least 3” away from any other table-quarter

Mission Rules

Hostile Skies: All of the Attacker's army must start the game in Reserves or Strategic Reserves. Every unit in the Attacker's army gains the Deep Strike ability if it didn't have it already. Units that already have the Deep Strike ability can arrive from Reserves in the first battle round. Subtract 2 from charge rolls made for units that arrived from Reserves on that same turn. Once per turn the Attacker can nominate one of their units that arrived from Reserves that turn to add 2 to charge rolls instead.

Groundlocked: The entire battlefield is the Defender's deployment zone. The Defender's army cannot start the battle with any units in Reserves.

Ambushers and Infiltrators: The Attacker's units with the Scouts ability can arrive from Strategic Reserves in the first battle round. The Attacker's units that have the Infiltrators ability can start the battle deployed on the battlefield anywhere that is more than 9” horizontally away from all enemy models.

The Defender's units that have the Scouts or Infiltrators ability can start the battle in Reserves. At the end of the Attacker's first movement phase, the Defender can choose any or all of their units that have the Infiltrators or Scouts abilities and remove those units from the battlefield, then immediately set them up again anywhere on the battlefield that is more than 9” horizontally away from all enemy models.

Anti-Air Array: The objective markers are Anti-Air Array. In the shooting phase, the player whose turn it is can pick one unit within range of each objective they control. For that unit, enemy units in Reserves are eligible to be targeted with ranged attacks. The target unit is treated as being 20” away from each attacking model and fully visible. Such attacks subtract 1 from the hit roll. Units in Strategic Reserves cannot be targeted with such attacks.

Firestorm: In the shooting phase of the first battle round the Attacker can make 3 attacks with the following weapon. They make 6 attacks if the battle size is Strike Force. These attacks can only target enemy units that are visible from directly above, the target unit only gain the benefit of cover if they are partially obscured by terrain from above. These attacks are made with the following profile:

Ranged Weapons range a bs s ap d
Firestorm Attack - Blast [Blast, Devastating wounds] n/a d6 4+ 6 -1 2
Firestorm Attack - Pierce [Devastating wounds] n/a 1 4+ 12 -3 d6+1

Victor Bonus

The Victor gains an additional Requisition Point.

3. Catastrophic Collapse

It is war on all fronts on Corusil V, and through treacherous cowardice another coalition has seen fit to sabotage the battlefield to vanquish two foes at once, with minimal casualties. To their own forces at least.

Mission Objectives

Recover Data (Action)
Progressive Objective

Vital mission data is scattered on the battlefield, and there will not be a chance to retrieve it later.

Starts: Your Shooting phase.

Units: One or more unit from your army within range of an objective marker you control that you have not recovered data from yet.

Completes: Start of your command phase.

If Completed: You score 8VP for each objective marker you completed this action on.

To The Evac-Zone!
End Game Objective

What little victory can be eked out today lies in living to fight another day, and in denying the escape of the enemy.

On the deployment map you will find two Evac-zones. One for each player. At the end of the battle you score points for the following, up to a total of 60VP:

  • 4VP for each unit from your army that has not been destroyed.
  • If your Evac has not been destroyed, you score 8VP for each unit from your army that is within your Evac-zone.

Mission Rules

Oncoming Danger: One battlefield edge is the Hazard edge, and the zone in which this rule applies is the Hazard Distance, measured from that edge. Any unit that ends a move, or moves through that area, is immediately destroyed. Models that are within Hazard Distance as a result of the area growing are also destroyed.

At the start of each battle round, players roll 2d6 and note down the result. At the end of the battle round, the Hazard Distance increases by a number of inches equal to that result. This increase is cumulative with each prior round.

Eliminate Evac: The objective markers in No Man's Land closest to each player's battlefield edge are AA-guns. Each player's Evac has 3 life. Each Command phase a player controls the AA-gun closest to their battlefield edge, their opponent's Evac loses 1 life. If an Evac is reduced to 0, it is destroyed.

Hostile Saboteurs (Optional): If both players agree, a third player can field a Crusade army, but does not score victory points and only has one Agenda. Limited to 400 points if the battle size is Incursion, or 800 points for Strike Force. They deploy last, all of their units wholly within 6” of the AA-guns, and take their turns after both players, and go last in the fight phase. The third player's units also count for reducing the life of Evacs, but can only reduce the Defender's Evac by controlling the Attacker's AA-gun and vice versa. All of the Hostile Saboteurs' units are destroyed at the end of the battle, but a unit on the Order of Battle that didn't partake in this battle can be Marked for Greatness, in addition to the normal Marked for Greatness. Otherwise this battle does not count as having played a battle for the Hostile Saboteurs.

Victor Bonus

The victor can select an additional unit to be Marked for Greatness. That unit must have been in the victor's Evac-zone at the end of the game, or within range of the victor's AA-gun when their opponent's Evac was destroyed.

4. Casventi Hunt

Casventi, creatures native to Corusil V are prized for their armour-like hides, and formidable capabilities as steeds of great warriors. Whomever controls them will be able to strike the enemy swifter and stand strong against their weapons. Of course, they will only serve as mounts if they're left alive.

Mission Objectives

Tame the Steed
Progressive Objective

If the Casventi can be tamed, it will be easier to bring them away from the battlefield. If it's slayed, then whatever hide can be harvested must be taken before the enemy gets it.

From the second battle round onwards: At the end of each Fight phase, the player whose turn it is scores 5VP for each of the following they fulfil:

  • They control at least one Casventi.
  • They control more Casventi than their opponent.
  • They control all the Casventi.
Capture the Beast
End Game Objective

If the Casventi can be taken alive, they can be bred for more steeds and armour.

At the end of the battle, each player scores 10VP for each living Casventi they control, to a maximum of 40VP.

Mission Rules

Roving Casventi: The objective markers are wild Casventi. At the start of each battle round each Casventi will move 8+D6”, roll a D6 for each Casventi that is alive to determine the direction. On a 1-4 it will move towards the corresponding point marked on map by the shortest route possible. On a 5-6 it will try to end the move at whatever point is farthest away possible from either player's units. Casventi cannot move through any terrain features and cannot end a move on top of any models or objective markers.

Slay the Beast: Both players have access to the following action:

Slay the Beast (Action)

Starts: Your Shooting phase.

Units: One or more unit from your army within range of one or more living Casventi you control.

Completes: The end of your turn.

If Completed: The Casventi you complete this action on are now dead and will no longer move at the start of each battle round.

Victor Bonus

The victor gains an additional Requisition Point. Additionally, if the victor controlled at least one living Casventi at the end of the battle, they may ignore the rank restrictions of the Saddle Up requisition, as long as they purchase it before their next battle (Inform the Campaign Master if the requisition is purchased this way).

5. Siegecraft

The enemy holds a fortified position. No matter. Their gates shall be plied open. Their walls shall come crumbling down. Their turrets shall be made blind with whatever is left of their gun crews.

Mission Objectives

Obtain Access Codes (Attacker Action)
Progressive Objective

Breaking the enemy stronghold doesn't necessitate breaking its walls. By divining the access codes from the external terminals another force can invade through other entry points, unopposed.

Starts: Your Shooting phase.

Units: One or more units from your army within range of an objective marker you control that you have not obtained access codes from yet.

Completes: Start of your command phase.

If Completed: You score 12 VP for each objective marker you completed this action on.

Stem the Tide
Progressive Objective

It matters not if the wall falls, as long as the enemy cannot reach the battered gates.

Each time one of the Attacker's units is destroyed by an attack from one of the Defender's units, the Defender scores 5VP, and an additional 5VP if that unit was wholly within 12” of the Defender's deployment zone, to a limit of 15VP each round, and 60VP for the battle.

Breach the Walls
End Game Objective

A decisive blow to the wall could settle this battle and determine the course of the war.

At the end of the battle each player scores VP as follows depending on how many of the Wall's wounds remain:

Wounds Remaining Attacker VP Defender VP
16-24 0 40
8-15 10 30
1-7 30 10
0 40 0

Mission Rules

Break the Walls: The Defender's battlefield edge is their Wall. The Wall is treated as one of the Defender's units that consists of one model, spanning the length of the board. It is treated as a TOWERING FORTIFICATION with 24 wounds, Toughness 16 and a Save of 2+. It has the Feel No Pain 6+ ability Each time a wound is allocated to the Wall with a damage characteristic of 1, it is ignored.

Units within engagement range of the Wall can still be nominated as a target for ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. Models in a unit does not need to take Desperate Escape tests from Falling Back from the Wall while Battle-shocked, except for those that will move over enemy models when doing so.

The Wall is equipped with Defence Turrets. 3 if the battle size is Incursion, 6 if it's Strike Force.

Designer's note: Please set up a solid wall of terrain at the Defender's battlefield edge to represent the Wall.

Ranged Weapons range a bs s ap d
Defence Turrets 48" 1 5+ 12 -3 d6+1

Disable Defences: While the Defender controls 3 or more objective markers the Wall has a 4+ Invulnerable Save.

While the Attacker controls 3 or more of the objective markers the Wall cannot make ranged attacks.

Fortified Bastion: If this battle is played on a Bastion tile claimed by either player's Coalition, then that player is the Defender, and no objective markers are placed (Ignore the Disable Defences rule and Obtain Access Codes objective) The wall has a 5+ Invulnerable Save.

Victor Bonus

If the Attacker is the victor, they can nominate an additional unit to be Marked for Greatness. If the wall was destroyed, it must be the unit that destroyed it, otherwise it must be one of the units that completed the Obtain Access Codes action.

If the Defender is the victor, they gain an additional Requisition Point.

6. Convoy Ambush

Supplies are needed on the front lines, but the transport convoy has been ambushed! The lead supply vehicle has been destroyed. If soldiers on the front lines are to keep fighting the rest of the convoy will have to salvage what they can keep moving under enemy gunfire!

Mission Objectives

Salvage Supplies (Action)
Progressive Objective

Both sides are in dire need of supplies on the front lines. Whoever can grab them is sure to secure a foothold in this sector of the planet.

Starts: Your Shooting phase.

Units: One or more units from your army within range of an objective marker you control that you have not salvaged supplies from yet.

Completes: Start of your command phase.

If Completed: You score 8VP for each objective marker you completed this action on. To a maximum of 40 for the battle.

Stop the Convoy
Progressive Objective

It is imperative that this convoy does not resupply the enemy's front line. Fire at will!

The attacker scores 5VP for each enemy unit destroyed, to a maximum of 12VP per round.

Run the Blockade
End Game Objective

These supplies must reach the front lines! Don't stop! Keep moving!

At the end of the game, the Defender scores for the following, to a maximum of 60VP:

  • 2VP for each unit they have on the battlefield.
  • 8VP for each unit that is within the table-quarter opposite from the Defender's deployment zone, and at least 3” away from any other table-quarter.

Mission Rules

Convoy Shield: In the first and second battle rounds, the Defender's units have a 4+ Invulnerable save while within their deployment zone or No Mans Land.

Keep Moving: Units that have completed the Salvage Supplies action at least once can add 2” to their Move characteristics for the rest of the battle.

Victor Bonus

The victor gains an additional Requisition Point.

1-3. Hidden Bunker

Recent intel has revealed the enemy has an underground bunker with an expansive tunnel system. In the depths of the earth they're working on a biological weapon keyed to specific species, while leaving their own species unharmed. We must deploy bunker-busters or abandon the planet.

Mission Objectives

Control Access Points
Progressive Objective

If the tunnel exits and entrances can be controlled, it will determine the course of the battle.

From the second battle round onwards: At the end of each Command phase, the player whose turn it is scores 5VP for each of the following they fulfil:

  • They control at least one objective marker.
  • They control more objective markers than their opponent.
Deploy Explosives (Attacker Action)
Progressive Objective

With a combination of melta-bombs and magna-grapples, it is impossible to disarm these explosives or stop them from drilling into the bunker and destroying it.

Starts: Your Shooting phase.

Units: One or more units from your army within range of an objective marker you control where you have not deployed explosives yet.

Completes: Start of your command phase.

If Completed: You score 10VP for each objective marker you completed this action on. Upon the completion of this action on at least 4 objective markers, the Attacker can choose to trigger the explosives, ending the battle immediately.

Deploy Bioweapon (Defender Action)
Progressive Objective

Once the bioweapon is complete, the foolish commanders will rue the day they set foot on this planet.

Starts: Your Shooting phase.

Units: One or more units from your army within the Attacker's deployment zone, that arrived from Strategic Reserves with the Tunnel Warfare rule after the Bioweapon was completed.

Completes: Start of your command phase or the end of the 5th battle round, whichever comes first.

If Completed: You score 60VP and the battle ends.

Mission Rules

Tunnel Warfare: All of the Defender's army must start the battle in reserves. The Defender's units arriving from strategic reserves may be set up wholly within 6” of an objective marker instead of a battlefield edge. Such units cannot be set up within 9” horizontally of any enemy models. When doing so they can be set up in the reinforcement step of any battle round.

If one of the Defender's units complete a move wholly within 6” of an objective marker they can go into Strategic Reserves but must arrive from reserves again in the Reinforcement Step of the Defender's next turn.

Secret Tunnels: In the Place Objective Markers step, the Attacker places 3 objective markers that are at least 12” away from their deployment zone and not within 9” of each other or 6” of any battlefield edge.

In the Defender's first Command phase, they place 3 more objective markers anywhere on the battlefield that is not on top of any models, within 9” of any other objective marker or 6” of any battlefield edge. They cannot be placed on top of any terrain features or within 1” of any impassable terrain.

Bioweapon DevelopmentFrom the 2nd battle round onwards, the Defender must roll a D3 at the beginning of their Command phase. If the result is less than the current battle round the Bioweapon is complete.

Victor Bonus

If the Attacker is the victor, they can select two units that completed the Deploy Explosives action to be Marked for Greatness after the battle.

If the Defender is the victor, one unit that completed the Deploy Bioweapon action gains D3+3XP.

4-6. Eye of the Storm

A monumental piece of archeo-tech has been discovered. A device that can be used to rule the very storms of Corusil V. A weapon that cannot fall into the hands of the enemy. And thus, war if fought through bludgeoning hail and cutting winds, for control of the Tempest Pylons.

Mission Objectives

Tempest Pylons
Progressive Objective

To master the Tempest Pylons is to master the storm. Is to master Corusil V.

From the second battle round onwards: At the end of each Command phase, the player whose turn it is scores 5VP for each objective marker they control. To a maximum of 15VP each round.

Ride the Storm
Progressive Objective

Those who are in complete control while chaos rages around them are the most formidable warriors on the battlefield.

From the second battle round onwards: At the end of each Command phase, the player whose turn it is scores 10VP if they have at least one unit wholly within the Eye of the Storm.

Mission Rules

Eye of the Storm: At the start of each battle round, roll a D6 to randomly determine an objective marker. That objective marker is the Eye of the Storm, and any models within 9” of it is unaffected by the Mortal Twister rule.

Mortal Twister: In the Command phase, the player whose turn it is must assign the numbers 1-4 to each battlefield edge and select a unit from their army on the battlefield and roll a D6. Each model in that unit is then moved 3” in a straight line towards that battlefield edge. On a roll of 5 that unit moves towards the opponent's battlefield edge, on a 6 that unit doesn't move. If the most direct path brings any model of a unit into contact with a terrain feature the model ends its move there and the unit takes D3 mortal wounds as they're thrown against walls and other terrain (a unit cannot take mortal wounds from this rule more than once per round). Repeat this process until every unit has been rolled for.

Victor Bonus

The victor's Crusade Force gains D3 additional Requisition Points. If the victor scored the Ride the Storm objective at least 3 times, they can re-roll this roll.

Playing With More Than 2 Players

The following are rules for playing missions with more than 2 players, as well as a mission for 3 players, which can be adapted for 4 players.

Playing with 3 or more players follows the normal rules with the following exceptions:

  • Use an Onslaught board for Strike Force missions, and an Incursion/Strike Force board for Incursion missions. You cannot play Onslaught missions.
  • Crusade Blessings are determined by comparing Crusade Points with the army that has the highest number of Crusade Points.
  • To chose deployment zones, all players roll off and pick deployment zones in order from highest result to lowest.
  • At the start of each round, all players roll off, and take their turns in that order, with the fight phase taking turns in the opposite order.
  • Each player only gains a command point at the start of their own command phase, and again at the start of the command phase of the player who goes second that round.

If any crusade rules are triggered by winning, losing or the battle becoming a draw, this battle is treated as a win if they scored the most points, loss if they scored the least points, and a draw if they scored neither the least nor the most.

Adapting Secrets Enshrouded for 4 Players

With 4 players, there is instead a deployment zone in each corner of the board, 12” from the centre-lines of the board. The Enshrouded Objective is still in the centre. On each centre line, 18” from the centre of the board are the Fluctuating Objectives. Instead of labelling the Fluctuating Objectives 1-3 for the Fluctuating Readings rule, label each of them 1-4. On a 5-6 it is the Enshrouded Objective that's Empowered.

3P+. Secrets Enshrouded

A powerful energy signature has been detected in this site, but it is enshrouded by some kind of fog. The fog is lifting, but already there are two other generals here trying to identify, and acquire, the source of the signal.

Mission Objectives

Find the Source
Progressive Objective

To learn the source of the energy readings, and acquire it for your coalition, you must dive into the mists.

From the second battle round onwards: At the end of each Command phase, the player whose turn it is scores 5VP for each of the following:

  • At least one of their units is Enshrouded.
  • They control the Enshrouded Objective.
  • They control more objective markers than each of their oponents.
Investigate Readings (Action)
Progressive Objective

These secondary sites with fluctuating readings might hold clues to the truth of this place's secrets.

Starts: Your Shooting phase.

Units: One or more units from your army within range of an Empowered Objective marker.

Completes: Start of your command phase.

If Completed: You score 10VP.

Mission Rules

Enshrouded: The objective marker in the centre of the battlefield is the Enshrouded Objective. At the start of the first battle round, all units wholly within 30” of this objective marker gains the Stealth ability. At the start of each subsequent battle round, this distance is reduced by 5”.

Fluctuating readings: All objective markers that are not in the centre are Fluctuating Objectives. At the start of each Battle Round after the first, label each Fluctuating Objective a number from 1-3 and roll a D3. The corresponding objective marker is Empowered that round.

Victor Bonus

The victor can either gain 2RP, 2 Clues of the Prophecy, or select one Character unit (excluding Epic Heroes) that was within range of the Enshrouded Objective this battle; that unit gains a Crusade Relic.

The player that came second can gain either 1RP or 1 Clue of the Prophecy.

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