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.
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 POINTS | NUMBER OF BLESSINGS |
0-4 | 0 |
5-9 | 1 |
10-19 | 2 |
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.