Agendas & Blessings

Get More Experience with Agendas

Before any battle you can select 2 Agendas to be active for your army to gain extra experience. You will also be able to use faction-specific agendas, if you have them from your codex.

Core Agendas

Battlefield Survivors

At the start of the battle, you can select up to three units from your Crusade army that are on the battlefield. For each of those units, at the end of the battle:

If that unit has not been destroyed, it gains 2XP.

If that unit is not Below Half-strength, it gains 1 additional Experience point.

Swarm the Planet

At the end of the battle, for each table quarter, if there are more units from your Crusade army wholly within that table quarter than there are units from your opponent’s Crusade army wholly within it, you can select one of those units from your Crusade army.

Each of those selected units gains 2XP.

Monstrous Targets

Each time a model from your Crusade army destroys an enemy MONSTER or VEHICLE unit (excluding DEDICATED TRANSPORTS), that model’s unit gains 2XP.

If the destroyed unit was TITANIC, that model’s unit gains 4XP instead.

Eradicate the Swarm

Each time a unit from your Crusade army is selected to shoot or fight, if while resolving those attacks six or more enemy models are destroyed, that unit gains 1XP.

Head Hunters

Each time a model from your Crusade army destroys an enemy CHARACTER unit, that model’s unit gains 2XP. If the destroyed unit contained your opponent’s WARLORD, that model’s unit gains 4XP instead.

Critical Objectives

At the start of the battle, your opponent must select two different objective markers. At the end of the battle, select one of those objective markers.

If you control that objective marker, you can select up to three units from your Crusade army that are within range of that objective marker. Each of those units gains 2XP.

Cleanse Infestation

At the start of the battle, all objective markers on the battlefield are infested and will remain so until cleansed.

At the start of your Shooting phase, you can select one unit from your Crusade army that is not Battle-shocked and is eligible to shoot. That unit is tasked to cleanse an objective marker and until the end of your turn is not eligible to shoot or declare a charge.

At the end of that turn, if that unit is in range of an infested objective marker that you control, that objective marker is cleansed and that unit gains 2XP

Forward Observers

At the start of your Shooting phase, you can select one unit from your army that is not Battle-shocked, that Remained Stationary this turn, and is eligible to shoot. That unit is tasked to perform reconnaissance and until the end of your turn is not eligible to shoot or declare a charge.

At the end of your opponent’s next turn, or at the end of the battle (whichever comes first) if that unit is wholly within your opponent’s deployment zone, that unit gains 2XP and you gain 1CP.

Recover Mission Archives

At the start of your Shooting phase, you can select one INFANTRY or MOUNTED unit from your army that is not Battle-shocked and is eligible to shoot.

That unit is tasked to recover mission archives and until the end of your turn is not eligible to shoot or declare a charge.

At the end of your turn, if that unit is within range of an objective marker that you control that is not in your deployment zone, roll one D6: on a 4-5, that unit gains IXP; on a 6, that unit gains 2XP and you gain 1CP

Malefic Hunter

Each time a model from your Crusade army destroys an enemy PSYKER or SYNAPSE unit, that model’s unit gains 1XP. If the destroyed unit is a CHARACTER unit, that models unit gains I additional Experience Point.

Drive Home the Blade

At the end of the battle, you can select up to three units from your Crusade army (excluding AIRCRAFT) that are wholly within 6″ of your opponent’s battlefield edge. If your opponent does not have a battlefield edge in the mission being played, you can select up to three units from your Crusade army (excluding AIRCRAFT) that are wholly within your opponent’s deployment zone instead.

Each of those units gains 3XP.

Certus Agendas

Secure the Area

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

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

Each unit gains a number of experience points equal to their Secure the Area tally – you gain the final tally as CERTUS POINTS after the battle is complete.

King Slayer

If a unit from your army destroyed the enemy WARLORD during the battle, that unit gains 4 experience points. A unit does not achieve this agenda if the enemy WARLORD is subsequently resurrected by any means. If the enemy WARLORD is resurrected but is subsequently destroyed again by another unit from your army, then it is the last unit to have destroyed it that achieves this Agenda.

If, by the end of the battle, the WARLORD is slain then you gain 2 CERTUS POINTS

Hold Steady

At the end of the battle, if at least half of your Crusade army’s units are not destroyed (counted as the number of units you deploy – so a unit with one or more characters counts as 1), you can select up to three units from your Crusade army that are not destroyed.

The selected units each gain 2XP and you gain 3 CERTUS POINTS.

Re-establish Communication

At the start of the battle, your opponent must select one objective marker on the battlefield to be the Comms Array. At the end of the battle, if you control that objective marker and one or more CHARACTER units from your Crusade army are within range of it (excluding Battle-shocked units), select one of those units. That unit gains 4XP and you gain 4 CERTUS POINTS

Faction Specific Agendas

Space Marine Agendas

Angels of Death

For the Space Marines, only the total destruction of the Emperor’s enemies is acceptable.

At the end of the battle, if there are no enemy units on the battlefield, each AEPTUS ATARTES unit from your Crusade army that is on the battlefield gains 2XP and your Crusade force gains 2 Honour points.

Know No fear

The Space Marines know no fear. Superhuman courage in the face of terrifying horrors and overwhelming odds are expected from each and every battle-brother. Fleeing from the conflict is as anathema to them as allowing the enemies of the Emperor to draw breath.

At the end of the battle, each AEPTUS ATARTES unit from your Crusade army that did not fail a Battle-shock test during the battle gains 1XP. If that unit did not fail a Battle-shock test and is also Below Half-strength, it gains 2XP instead.

Armoured Assault

Battle-brothers who pilot their Chapter’s war engines often have a natural affinity for their mechanical steeds. With prayers to the vehicles’ machine spirits, the crews urge them forth in unstoppable spearheads. Those war engines that leave a great wake of the foe’s twisted corpses are immortalised for their deeds with devotional seals and trophies in a dedicated shrine within the Chapter’s Armoury.

At the end of the battle, each VHICLE unit from your Crusade army that is not destroyed gains 1XP, and each VHICLE unit from your Crusade army that is destroyed but itself destroyed two or more enemy units during the battle gains 1XP.

Quest of Atonement

The warriors of the Chapter who bear the Mark of Censure have submitted themselves to the Reclusiam for their failures, and been set upon a quest for absolution in their Chapter’s eyes. Only by striking down the mightiest foes of the Emperor will their shame be absolved.

When you select this Agenda, select one AEPTUS ATARTES unit from your Crusade army that has one or more of the following Battle Scars: Battle-weary; Disgraced; Mark of Shame. At the end of the battle, if the selected unit destroyed one or more enemy CARACTER, MNSTER or VHICLE units with a melee attack during the battle, it loses one of those Battle Scars of your choice and gains 5XP.

Tyranid Agendas

Infest the Prey World

In order to overwhelm the prey, devour the biomass of the dead and seed the world with toxic spores; the swarm must cover all.

At the end of the battle, gain 1 Biomass point for each table quarter that wholly contains one or more ENDLESS MULTITUDE units from your Crusade army that are not within 6″ of the centre of the battlefield. Each ENDLESS MULTITUDE unit wholly within your opponent’s deployment zone gains 2XP.

Hunt and Slay

The Hive Mind has marked those prey organisms whose swift destruction it wishes prioritised. The hunt begins.

At the battle’s start, your opponent chooses five units as Prey Targets from their army, or fewer if they have less than five units. Note each Prey Target your Crusade army destroys in the Fight phase. At battle’s end, each unit earns double the XP for each Prey Target destroyed, and your Crusade force gains Biomass points according to the table below.

Enemy Prey Targets DestroyedBiomass Points Gained
10
2-31
4+D3

In preparation for the complete assimilation of biomass on this prey world, it is necessary to seed Tyranid structures on the battlefield, from sporecaster organisms to digestion pools.

Tyrannoform the Prey World

At the start of your Shooting phase, select one eligible INFANTRY unit (excluding CHARACTERS) from your Crusade army that is not Battle-shocked and more than 12″ from any Tyrannoform Spore markers to implant tyrannoform spores. If selected, place a 40mm Tyrannoform Spore marker within 1″ of that unit at your turn’s end. At battle’s end, each unit that implanted spores gains double XP for each spore marker placed, and your Crusade force earns Biomass points as indicated in the table below.

Implanted Tyrannoform Spore MarkersBiomass Points Gained
31
4D3
5+3

Tyranid Attack

Every last prey organism that stands against the swarm must be overrun – butchered – and their biomass consumed so that fresh waves of bioforms may be spawned.

At the end of the battle, if there are no enemy models remaining on the battlefield, each TRANIDS unit from your Crusade army that is on the battlefield gains 3XP, your Crusade force gains 4 Biomass points, and you gain 2 Battles Played points for this battle instead of 1.

Necron Agendas

Territorial Imperative

During the Great Sleep, the Necrons’ once-sprawling territories were steadily eroded, conquered and parcelled up by other beings. Now that they are rising once more, the dynasties are loath to lose any more ground.

Each time a NECRONS unit from your Crusade army destroys an enemy unit that started the turn within range of an objective marker, that NECRONS unit gains 1XP.

In addition, at the start of your Shooting phase, you can select one NECRONS INFANTRY unit within range of an objective marker outside your deployment zone from your Crusade army that is not Battle-shocked and is eligible to shoot. The selected unit can conquer that objective marker, and until the end of your turn that unit is not eligible to shoot or declare a charge. Each objective marker can only be conquered once per battle, and the unit that conquers it gains 2XP.

Supremacy Through Annihilation

To the Necrons it is not enough to simply defeat their enemies. They must prove their superiority by completely obliterating them with contemptuous ease. How else, after all, are the lesser species to be truly put in their place?

At the start of the battle, select up to three units from your opponent’s Crusade army that have the highest points value (when doing so, treat Bodyguard and Leader units as separate selections). These are your Crusade army’s Annihilation targets. Each time a unit from your Crusade army destroys an Annihilation target, it gains 2XP.

Inescapable Retribution

As though it were not enough of an insult that the creeping thieves of the lesser species defiled the dynastic tombs with their intrusion, they also stole precious artefacts whose true worth they cannot comprehend. These must be recovered, even if the quest should take a thousand years.

At the start of the battle, your opponent must select one objective marker in No Man’s Land that represents Dynastic Treasure.

At the end of your Movement phase, one NECRONS CHARACTER unit from your Crusade army (excluding Battle-shocked units) that is eligible to shoot and is within range of that objective marker can attempt to reclaim this treasure. If attempted, that unit cannot shoot or declare a charge until your next turn. If this unit is within range of that objective marker at the start of your next Command phase, the treasure is reclaimed and that objective marker is removed from the battlefield.

The CHARACTER model that successfully reclaimed the treasure gains 4XP. After the battle, that CHARACTER can exchange one Crusade Relic it possesses with a NECRONS Crusade Relic it is eligible for.

The Unending Tally

Destroyers care only for the murder of organic life – their obsession is monomaniacal, their tally of the slain ever growing and their joyless appetite never sated.

Each time a DESTROYER CULTS unit from your Crusade army destroys two or more enemy units in a battle round, it gains 2XP.

Dark Angel Agendas

Dark Rumour

Local rumour has it that an enemy commander was seen dealing with a mysterious black-armoured figure. This commander must be brought in for interrogation.

If the enemy WARLORD is destroyed by an attack made by a DEATHWING, RAVENWING or INNER CIRCLE unit from your Crusade army, that unit gains 3XP and your Crusade force gains 2 Honour points.

Encircle the Foe

The Ravenwing seek to encircle their foe, corralling them to ensure there can be no escape, before summoning the Deathwing to deliver the killer blow.

At the end of the battle, you can select either three or four RAVENWING units from your Crusade army (excluding AIRCRAFT). Each unit selected must be wholly within 9″ of a different corner of the battlefield. Each of the selected units gains 2XP.

The Deathwing Cometh

Deathwing Terminators often stand ready in teleportariums aboard orbiting Dark Angels void ships, ready to strike as soon as crucial enemy units or commanders are identified by their swifter brethren. Upon arrival, devastation follows in their wake.

At the end of your turn, if a DATHWING unit from your Crusade army that arrived using the Deep Strike ability this turn destroyed one or more enemy units this turn, that DEATHWING unit gains 2XP. If any of those destroyed enemy units were CARACTER units, that DEATHWING unit gains 3XP instead.

Mental Interrogation

The Librarians of the Dark Angels are well-practised at scanning the minds of their foes for any clues about the Fallen.

At the start of your Shooting phase, you can select one DARK ANGELS PSYKER unit from your Crusade army that is not Battle-shocked and is eligible to shoot. If that unit is within 12″ of one or more enemy CARACTER units, it gains 1XP.

Custodes Agendas

Pursuit of Excellence

The Custodians know that no matter how honed their skills or focused their thoughts, the defence of the Golden Throne always demands more and better.

At the end of the battle, the ADEPTUS CUSTODES unit from your Crusade army with the lowest XP (if two or more are tied, select one of them) gains 1XP for each of the following that are satisfied:
That unit is not destroyed.
That unit is within range of an objective marker outside your deployment zone that you control.
That unit destroyed one or more enemy units during the battle.
That unit destroyed three or more enemy units during the battle.

Judgement Delivered

A devastating victory is a great deterrent to potential foes, sending ripples of dismay through those who might otherwise have thought to threaten the Throneworld.

At the end of the battle, if there are no models from your opponent’s Crusade army remaining on the battlefield, each ADEPTUS CUSTODES unit from your Crusade army that is on the battlefield gains 2XP.

Great Tithe

The work of harvesting powerful psykers to feed the Golden Throne is never-ending. The same is true of the quest to purge the galaxy of those witches deemed powerful enough to present a threat to the Emperor or his realm.

Each time an enemy PYKER unit is destroyed, if that enemy unit was destroyed by an ANATHEMA PSYKANA unit from your Crusade army, that ANATHEMA PSYKANA unit gains 2XP. Otherwise, the ANATHEMA PSYKANA unit from your Crusade army that was closest to that enemy unit when it was destroyed gains 1XP.

Unto the Dark Cells

More than one dread entity or forbidden artefact has slipped away from the cells beneath the Emperor’s Palace since the emergence of the Great Rift. Seizing and recovering these is a rewarding priority for many Custodians.

At the end of the battle, if you control more objective markers in No Man’s Land than your opponent, you can select up to three ADEPTUS CUSTODES units within range of objective markers in No Man’s Land that you control. Each selected unit gains 2XP.

Tau Agendas

Secret Meeting

Some amongst the enemy’s command structure are more open to the message of the Ethereals than others. Such contacts must be encouraged and exploited.

After both players have finished deploying, select one ETHEREAL model from your Crusade army. That model gains the following ability:

Secret Meeting: At the end of your Movement phase, if this model is not Battle-shocked, is eligible to shoot and is within 3″ of the centre of the battlefield, it can use this ability. If it does, until the start of your next Command phase, this model cannot shoot or declare a charge. At the start of your next Command phase, this model gains 3XP and your Crusade force gains D3 Diplomat points. Each time this ability is used during the first three battle rounds, your Crusade force gains 3 Diplomat points instead of D3.

Protect the Leadership

Whether they be defecting enemy officers or T’au diplomats or scientists who have been caught woefully out of position, these individuals must be secured swiftly.

After both players have finished deploying, you must place two Dignitary markers anywhere on the battlefield but not within 9″ of each other, not within 9″ of any models from your army, and not within 9″ of your deployment zone. These represent high-ranking political figures, and can be controlled by either player as if they were objective markers, but do not count as objective markers for any other rules purposes.

Each Dignitary marker begins the battle with 3 Life points. At the end of your turn, each of your Dignitary markers that is not controlled by you loses 1 Life point. If a Dignitary markers Life points reach 0, it is destroyed and removed from the battlefield.

At the end of the battle, for each of your Dignitary markers still on the battlefield, your Crusade force gains 2 Diplomat points. If both of your Dignitary markers remain on the battlefield, you can also select one additional unit to be Marked for Greatness.

Hit Their Supply Lines

An enemy without the food, munitions or fuel to keep fighting is one more swiftly brought to heel.

At the start of your Shooting phase, you can select one or more T’AU EMPIRE INFANTRY units from your Crusade army that are not Battle-shocked and are eligible to shoot. Until the end of the turn, each unit you selected is tasked with damaging supply lines and is not eligible to shoot or declare a charge.

At the end of the turn, if that unit is within range of an objective marker you control that has not been damaged by your army, that objective marker is said to be damaged by your army and that unit gains 1XP.

At the end of the battle, if at least half of the objective markers on the battlefield have been damaged by your army, your Crusade force gains D3 Military points. If all of the objective markers on the battlefield have been damaged by your army, your Crusade force gains 3 Military points instead.

Outflank & Encircle

T’au strategic doctrine places little emphasis on stolid territorial conquest, instead emphasising the outmanouevring and neutralisation of the foe.

At the end of the battle, if there are more units from your Crusade army wholly within your opponent’s deployment zone than there are units from their army wholly within it, select up to three of those units from your army; each of those units gains 2XP, or 3XP instead if that unit is a KOOT unit.

Teachings of War

It is incumbent upon T’au Commanders to embody at all times the teachings of the Code of Fire.

At the start of the battle, select one of the following to apply during the battle:
Aggressive Tactical Philosophy: Each time a unit from your Crusade army destroys an enemy unit in the first battle round, that unit from your Crusade army gains 1XP.
Patient Tactical Philosophy: Each time a unit from your Crusade army destroys an enemy unit in the fifth battle round, that unit from your Crusade army gains 1XP.

Chaos Space Marine Agendas

Claim & Despoil

Esoteric trophies, hallowed sanctums and forbidden knowledge harboured by the unworthy are not easily seized or defiled, but the greater the risk, the greater the potential reward.

If you selected this Agenda, after both sides have finished deploying, your opponent must set up three objective markers anywhere on the battlefield; these must be set up more than 9″ away from each other, more than 6″ away from all battlefield edges, and not within your opponent’s deployment zone. Each of these objective markers represents a warband prize, but does not count as an objective marker for any rules purposes other than for this Agenda.

At the start of your Shooting phase, you can select one HERETIC ASTARTES INFANTRY or HERETIC ASTARTES MOUNTED unit from your Crusade army that is not Battle-shocked and is eligible to shoot. The selected unit must be within range of a warbrand prize objective marker and there must be no enemy units (excluding AIRCRAFT) within range of that objective marker. At the start of your next Command phase, if there are no enemy units within range of that objective marker, remove that objective marker from the battlefield; that unit now holds that warband prize.

At the end of the battle, if that unit is not destroyed, it gains 3XP, and if one or more units from your Crusade army that are holding a warband prize are wholly within your deployment zone, increase your Warfleet Glory level by 1,

Path to Glory

True power can only be seized through violence. Vie path to glory is paved in blood and gore.

At the end of the battle, your WARBAND CHAMPION model gains 1XP for each of the following that apply:

  • That model destroyed one or more enemy CHARACTER models.
  • That model destroyed the enemy WARLORD model.
  • That model destroyed three or more enemy’ units.
  • That model ended the battle wholly within your opponent’s deployment zone.

If your WARBAND CHAMPION gains 3 or more XP as a result of this Agenda, increase your Personal Glory level by 1.

Blasphemous Ritual

With blood rituals, foul paraphernalia and unholy ceremonies are the fell powers of the warp drawn to a world.

At the start of the battle, select up to three HERETIC ASTARTES INFANTRY units from your Crusade army. Each time one of those units makes a Dark Pact, if the resulting Leadership test is passed, that unit gains 1XP (to a maximum of 3XP). If all of the selected units gain 3XP during the battle as a result of this Agenda, increase your Dark God Glory level by 1.

Genestealer Cult Agendas

Genestealer’s Kiss

Each time a PATRIARCH or PURESTRAIN GENESTEALERS unit from your army destroys an enemy unit, it gains 1XP

If your Crusade force is on a Path of Ascension, at the end of the battle, if your units gained a total of 3 or more XP from this Agenda, add 1 to your next Setback roll.

Silence Detractor

At the start of the first battle round, select one CHARACTER unit from your opponent’s Crusade army. If a unit from your Crusade army destroyed that CHARACTER unit during battle, that unit gains 2XP.

If your Crusade force is on a Path of Ascension and the unit from your Crusade army that destroyed that CHARACTER unit contains a SANCTUS, LOCUS, KELLERMORPH or JACAL ALPHUS model, your Crusade force has silenced a detractor (make a note of this on your order of battle). You can then subtract 1 from your next setback roll; when you do, remove the above note from your Order of Battle. 

Telepathic Domination

In your shooting phase, you can select one of more GENESTEALER CULTS PSKYER units from your Crusade army that are not Battle-shocked and are eligible to shoot. Until the end of your turn, the selected units are not eligible to shoot or declare a charge.

At the end of your turn, each of those selected units that is within 18″ of your opponent’s battlefield edge gains 1XP. If your Crusade force is on a Path of Ascension, at the end of the battle, if your units gained a total of 2 or more XP from this Agenda, add 1 to your next Setback roll.

Prepare for the Ordeal

In your shooting phase, you can select one of more GENESTEALER CULTS BATTLELINE units from your Crusade Army that are not Battle-shocked and are eligible to shoot. Each unit you select must be within a different terrain feature that has not been Prepared (see below). until the end of your turn, the selected units are not eligible to shoot or declare a charge.

At the start of your next turn, each of those selected units that is still within the same terrain feature gains 2XP. and each unit that gains XP in this way is sad to have Prepared that terrain feature. 

If your Crusade force is on a Path of Ascension, at the end of the battle, if you Prepared 3 or more terrain features, your Crusade force is Prepared for the Ordeal (make a note on your Order of Battle). When fighting in the Great Ordeal, if your Crusade force is Prepared for the Ordeal, increase your starting number of Command Points by 2. When your current Path of Ascension ends, your Crusade force is no longer Prepared for the Ordeal.

Topple the False Temple

After determining the Attacker and Defender, your opponent must select one RUINS terrain feature on the battlefield to be a false temple.

In your Shooting phase, you can select one GENESTEALER CULTS BATTLELINE unit or REDUCTUS SABOTEUR unit from your Crusade army that is not Battle-shocked and is eligible to shoot. The unit you select must be within your opponent’s false temple and more thena 3″ away from all enemy units (excluding aircraft), and your opponent’s false temple must not have been Toppled (see below). Until the end of your turn, the selected units are not eligible to shoot or declare a charge. 

At the start of your next Command phase, if the unit you selected is still within your opponent’s false temple, that false temple has been Toppled; until the end of the battle, true line of sight applies to that terrain feature instead of the visibility rules for RUINS and the unit you selected gains 4XP.

Adeptus Sororitas Agendas

Test of Faith

Faith is the greatest weapon a Battle Sister can wield, and as with any weapon, it must be practised and honed.

Each time a unit performs an Act of Faith, you can discard 1 additional Miracle dice. If you do, place that dice on that unit’s Crusade card. Each time a unit from your Crusade army fails a Battle-shock test, remove all Miracle dice placed on that unit’s Crusade card. At the end of the battle, each unit from your Crusade army gains 1XP for each Miracle dice on its Crusade card (to a maximum of 3XP). If a SAINT POTENTIA model gains any XP as the result of this Agenda, it also gains 1 Saint point.

Atonement in Battle

Those who have failed in the Emperor’s eyes must quest for absolution. Only by striking down the mightiest foes will their shame be absolved.

When you select this Agenda, select up to three ADEPTA SORORITAS units from your Crusade army; each unit selected must either be PENITENT or have one of the following Battle Scars: Fatigued, Disgraced, Mark of Shame or Battle-weary (see Battle Scars). At the end of the battle, each of those units that destroyed one or more enemy units gains 3XP, loses one of the aforementioned Battle Scars of your choice (if applicable) and, if it is a REPENTIA SQUAD unit, gains 1 Redemption point (see the Glorious Redemption Requisition). Make a note on a unit’s Crusade card each time it gains a Redemption point.

Defend the Shrine

The location of a small but sacred shrine has been identified, a hallowed site that houses an irreplaceable saintly relic. Defend this holy tribute lest it be desecrated by the enemy and lost to the Adeptus Ministorum forever.

If you select this Agenda, after both sides have finished deploying, your opponent must select one objective marker that is not in their deployment zone to be the Sacred Shrine objective marker. At the end of each of your turns, if you control that Sacred Shrine objective marker, you can select one ADEPTA SORORITAS unit from your Crusade army that is within range of it; that unit gains 1XP.

At the end of the battle:
If you do not control that Sacred Shrine objective marker, you do not receive the 1 Requisition point you would normally receive in the Update Order of Battle step.
If you control that Sacred Shrine objective marker, you can select one ADEPTA SORORITAS model within range of it (excluding EPIC HEROES); that model gains either 1 Weapon Modifications, 1 Crusade Relic (CHARACTER models only) or 3 Saint points (SINT PTENTIA models only).

Pious Purgation

The enemy opposes the will of the Emperor. Cleanse this holy battlefield of such heretics! Show them the error of their blasphemy with bolter, me/ta and holy flamer.

Each time an ADEPTA SORORITAS unit from your Crusade army is selected to shoot or fight, if one or more enemy units are destroyed as a result of those attacks, that unit gains 1XP. While resolving those attacks, if one or more PYKER models are destroyed, that unit gains an additional 1XP, and if one or more enemy models are destroyed by an attack made with a Torrent or Melta weapon, that unit gains an additional 1XP. A unit cannot gain more than 3XP from this Agenda during the battle. If a SAINT POTENTIA model gains any XP as a result of this Agenda, that model also gains 1 Saint point.

Crusade Blessings

An Underdog in a Certus Campaign battle can select one or more Crusade Blessings. The number of selectable Crusade Blessings depends on the difference in Crusade points between armies, as detailed in the table below. Each blessing can only be selected once and must be chosen before battle begins. You can check your Crusade points on Goonhammer and compare with your opponent’s. These blessings will stack with our handicap system to further assist weaker players.

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

PREPARED POSITIONS

Be it entrenched Imperial defence networks or extrusions of chitinous barricades, the warring forces throughout the Certus system have access to many fixed fortifications.

Until the start of the second battle round, each time a ranged attack is made against one of your units, if that unit is wholly within your deployment zone, it receives the Benefit of Cover against that attack.

HIGH STRATEGY

A larger army’s monolithic manoeuvres, chattering streams of vox traffic or the disturbance made to the warp by its deployment gifts a more compact force enough advance warning to lay their plans against them.

You start the battle with an additional 1CP

SECRET ORDERS

Last-minute information of a highly sensitive nature has been received, offering greater opportunities for the commander with the strength of will to seize them.

You can select one additional Agenda this battle.

WHAT DOESN’T KILL YOU…

Warriors who face elite foes and survive will emerge from battle with a wealth of hard-won experience.

At the end of the battle, every unit from your army that is not destroyed gains 1XP.

CRITICAL STRIKE

Luring the enemy into an ambush long planned, or spurred by a sudden surge of predatory vigour, rampaging assaults are lent greater impetus.

Once per battle, at the start of your Charge phase, you can use this Crusade Blessing. If you do, until the end of the phase, add 1 to Charge rolls made for units from your Crusade army.

OUTMANOEUVRE

Many who survived the first bloody battles in the Certus system swiftly learned to stay mobile, stealing a march on enemies in the race for vital ground, drawing the foe into range of vanguard elements or closing in their prey with insatiable hunger.

At the start of the first battle round, select up to three units from your Crusade army. Each of those units has the Scouts 6″ ability for this battle.

DEDICATION TO THE CAUSE

Those who defend the Certus system and its many worlds know they are fighting for a pivotal warp route that must be held at all costs. Such knowledge breeds fanatical devotion and selfless courage. The creatures that prey upon them, meanwhile, know no will but that which drives them on to ever greater slaughter with no thought for their own survival.

Once per turn, you can re-roll one Battle-shock test taken for a unit from your Crusade army.