Arc 1
MISSION 1
Players set up within 3" of warzone edge far from the landing pad.
Primary goal: Sabotage the landing pad (orange marker)
Secondary goal: Sabotage 2 supply containers (blue marker)
There is also a secret goal
Time limit: 5 turns, beginning from turn 5 Enemy Reinforcements come out every turn. Enemies: Veteran Guardsmen.

MISSION 2
Players set up atop the landing pad.
Primary goal: Escape to the opposite warzone edge.
Secondary goal: None
There is also a secret goal
Time limit: No limit. Enemies: Veteran Guardsmen and more

MISSION 3
SCENARIO RULES
Players can perform the Interact action with 2 consoles marked by objective markers. Each time players do so, roll a D6. On a 4+, the console is Hacked. After each unsuccessful Hack action, next Hack action with the same console will be easier by 1 dice value.
Auxiliary operatives: for this Scenario, players can take up to 5 Traitor guardsmen operatives, or a Chaos Lord instead.
CHAOS LORD | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
3 | 6" | 3+ | 17 |
NAME | ATK | HIT | DMG | WR | |||||||
Plasma pistol | |||||||||||
- Standard | 4 | 3+ | 4/5 | Range 8", Piercing 1 | |||||||
- Supercharge | 4 | 3+ | 4/5 | Range 8", Lethal 5+ | |||||||
Thunder hammer | 5 | 3+ | 5/6 | Stun, Shock |
Abaddon's Henchman: You can select any Chaos Blessing for this operative at the start of Scenario. This operative is unaffected by any Chaos Curses.
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Warp Time: Once per turning point, when all friendly operatives are Expended and it's your turn to Counteract, you can activate this operative again (instead of Counteract).
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PRIMARY OBJECTIVE
Primary objective 1: Hack 2 consoles controlling the antenna.
Primary objective 2: After both consoles are Hacked, wait for 3 turns until virus is uploaded, then destroy the antenna.
Time limit: No limit, after Primary objective 1 is complete, the Techmarine comes as reinforcement within 3" of the Antenna and tries to protect it.
ENEMIES
SPACE MARINES. Imperial fists preset. Initial setup: 1 INTERCESSOR GUNNER, 1 ELIMINATOR SNIPER, 2 ASSAULT INTERCESSOR WARRIOR, 2 INTERCESSOR WARRIOR.
Reinforcements:
D10: 0 - All enemies heal 2d3 wounds and discard their statuses, 1-2 - 1 ASSAULT INTERCESSOR WARRIOR, 3-4 - 1 INTERCESSOR WARRIOR, 5 - 1 ELIMINATOR SNIPER, 6 - INTERCESSOR SERGEANT, 7 - 1 SUPPRESSOR SERGEANT, 8 - 1 ELIMINATOR SERGEANT, 9 - 1 CAPTAIN WITH POWER FIST.
Antenna: Sv 4+, W 34.

MISSION 4 - THE RITUAL
Your goal is to desecrate the relic of an unknown astartes chapter stored in the Munitorum shrine. As you come in, you see the battleline of female servants of the false god, well prepared. Seems like they were aware of your attempt.
SCENARIO RULES
Exorcist Firing: If EXORCIST is not incapacitated only. Perform every turning point after the first, counts as enemy operative activation. Select an operative closest to EXORCIST but more than 6" of it and not within engagement range of any enemy operatives. Roll the Scatter dice, then roll D3 if result of Scatter dice is not direct hit. Place the strike marker on a highest available level of terrain in that direction and distance from that operative. All operatives within 3" of it are attacked with Exorcist frag missile, operatives within control range of it suffer D3 damage instead.
Name | Atk | Hit | Dmg | WR | |
Exorcist frag missile | 4 | 4+ | 3/5 | Saturate, Barrage* |
*Barrage: Line of sight is measured from directly above the target operative.
Friendly PSYKER operatives can perform the following action:
RITUAL | 1AP |
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Perform within control range of the pillar. Place one Desecration token. |
Enemy MINISTORUM PRIEST and CANONESS operatives can perform the following action:
PURGE | 1AP |
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Perform within control range of the pillar. Remove one Desecration token. |
Auxiliary operatives: for this Scenario, players can take up to 5 Traitor guardsmen operatives, or a Balefire Acolyte instead.
BALEFIRE ACOLYTE | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
3 | 6" | 3+ | 14 |
NAME | ATK | HIT | DMG | WR | |||||||
Bolt Pistol | 4 | 3+ | 3/4 | Range 8" | |||||||
Fireblast | 4 | 3+ | 3/4 | PSYCHIC, Blast 2", 1" Devastating 1, Saturate | |||||||
Life siphon | 5 | 3+ | 3/3 | PSYCHIC, Saturate, Siphon Life* | |||||||
Fell Dagger | 5 | 3+ | 3/4 | PSYCHIC, Rending, Siphon Life* |
*Siphon Life: Whenever this operative is using this weapon, at the start of the Resolve Attack Dice step, you can select one friendly LEGIONARY operative visible to and within 6" of this operative. For each attack dice you resolve during that step that inflicts damage, that friendly operative regains 1 lost wound, or D3 lost wounds if it was a critical success
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Champion of Tzeentch: This operative always has blessing of Tzeentch. This operative is unaffected by any Chaos Curses.
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PRIMARY OBJECTIVE
Primary objective: Perform the Desecration ritual on 3 pillars. Pillars are Desecrated if at the end of the turning point all pillars have at least 1 Desecration token and sum of Desecration tokens on them is 6 or more. Each pillar can hold maximum of 3 Desecration tokens.
Time limit: No limit, if Primary Objective is completed in 5 or more turning points, next mission will be bossfight.
Reward: 10BP per each player.
SECONDARY OBJECTIVE
Secondary objective: Incapacitate MINISTORUM PRIEST and CANONESS operatives, decapitate (perform Interact action) at least one of their corpses.
Reward: 5BP for each player that has decapitated MINISTORUM PRIEST or CANONESS.
SECRET OBJECTIVE
Secret objective: Destroy the EXORCIST parked in the killzone.
Reward: 5BP per each player, next mission will be bossfight disregarding on what turning point primary objective is completed.
ENEMIES
ECCLESIARCHY. Initial setup: 1 CANONESS, 1 MINISTORUM PRIEST, 1 BATTLE SISTER IMAGIFIER, 1 BATTLE SISTER GUNNER, 6 BATTLE SISTER WARRIOR
Reinforcements:
D10: 0 - All ECCLESIARCHY operatives heal 2 lost wounds, 1-4 - 2 BATTLE SISTER WARRRIOR, 5-6 - 1 BATTLE SISTER GUNNER, 7 - 1 SERAPHIM, 8 - 1 REPENTIA SUPERIOR, 9 - 1 BATTLE SISTER SUPERIOR.
Exorcist: Sv 3+, W 40.
EVENT TABLE
D10 | Effect |
1 | Emperor's Light: One enemy operative activates before the start of the Firefight phase. |
2 | Enemy Reinforcements: Randomly select 2DV of enemy operatives for deployment at random killzone edge. |
3 | Lucky Opportunity: One friendly operative can immediately perform a free Shoot, Fight or Mission action. |
4 | Tactical Superiority: Players gain 1CP |
5 | Power Limitations: Whenever an operative performs the Shoot action, only targets within 10" of it are valid. |
6 | Under the Gaze of the Gods: Friendly operative that inflicted most damage in previous turning point gets +1 APL |
7 | Oppressive Silence: No effect. |
8 | Whisper Of The Dark Gods: Friendly operative with least wounds remaining regains D3+2 lost wounds |
9 | Enemy reinforcements: Randomly select 4DV of enemy operatives for deployment at random killzone edge. |
10 | Standartized overloads: Whenever a friendly operative performs Mission action, roll a D6. On of 1, inflict D3 damage to that operative. |
MISSION 5 - FACE THE DAEMON
You hear distant choir singing the hymn of Corpse-Emperor, the voice gets louder and louder, suddenly the skies are shattered with flash of blinding light, and the Daemon of Corpse-God itself arrives. Every single cell of you feels aversion and contempt the daemon exudes. Her sword is pointing on you.
SCENARIO RULES
Shield of Aversion: Whenever friendly operatives are shooting enemy operatives at range of more than 8", that enemy operatives are obscured.
Auxiliary operatives: For this battle, player can take one HERETIC ASTARTES with either boltgun and fists or bolt pistol and chainsword.
PRIMARY OBJECTIVE
At least 1 HERETIC ASTARTES operative should survive.
Time limit: 5 turns
Reward: 10BP per each player.
SECONDARY OBJECTIVE
Kill SAINT CELESTINE.
Reward: 5BP per each player.
SECRET OBJECTIVE
Kill SAINT CELESTINE twice.
Reward: 5BP per each player.
EVENT TABLE
D10 | Effect |
1 | Blinding Light: Whenever a friendly operative performs the Shoot action, only targets within 6" of it are valid. |
2 | Enemy Reinforcements: Either select 1 GEMINAE SUPERIA operative for deployment at random killzone edge (if no GEMINAE SUPERIA was revived from other source) or SAINT CELESTINE regains D3+2 lost wounds. |
3 | Lucky Opportunity: One friendly operative can immediately perform a free Shoot, Fight or Mission action. |
4 | Tactical Superiority: Players gain 1CP |
5 | Deafening Choir: Whenever a friendly operative performs the Shoot action, subtract 1 of its Hit stat disregarding any rules that restrict stats modification. |
6 | Whisper Of The Dark Gods: Friendly operative with least wounds remaining regains D3+2 lost wounds |
7 | Oppressive Silence: No effect. |
8 | Breach: One enemy operative activates before the start of the Firefight phase. |
9 | Enemy reinforcements: Either select 1 GEMINAE SUPERIA operative for deployment at random killzone edge (if no GEMINAE SUPERIA was revived from other source) or SAINT CELESTINE regains D3+2 lost wounds |
10 | Stunning Aroma: Whenever a friendly operative performs shoots, fights or retailiates, it cannot re-roll any dice. |
MISSION 6 - STORM THE BUNKER
World Eater allies asked you to storm the planetary defense bunker to eliminate the Lord-General commanding the imperial counteroffensive. That is a hard target, general is deep inside bunker, first you have to infiltrate.
SCENARIO RULES
Alarm: While alarm level is 0, no event is rolled on event table. At start, alarm level is 0. First time an operative activation ends, and a friendly operative is within line of sight of any enemy operatives, alarm level is raised to 1. First time an enemy operative activates the general alarm, alarm level is raised to 2. Alarm level can be lowered to 1 if a friendly operative deactivates the general alarm. Whenever alarm level is 2, all events except of Tactical Superiority are replaced by Enemy Reinforcements.
Auxiliary operatives: For this battle, player can take 3 HERETIC ASTARTES operatives and up to 5 TRAITOR MILITIA operatives (ogryn counts as 2).
PRIMARY OBJECTIVE
Enter next floor.
Reward: 7BP per each player.
SECONDARY OBJECTIVE
Do not let alarm raise to level 2.
Reward: 5BP per each player, skip mission 7.
SECRET OBJECTIVE
Disable alarm system.
Reward: 3BP per each player.
ENEMY OPERATIVES
Initial setup: 1 IMPERIAL GUARD SERGEANT, 2 IMPERIAL GUARD GUNNERS, 8 IMPERIAL GUARD TROOPERS. Their regimental doctrine is Cadian.
Reinforcements:
- 1: 2 IMPERIAL GUARD TROOPERS
- 2-3: 1 IMPERIAL GUARD GUNNERS
- 4-5: 1 KASRKIN TROOPER
- 6-7: 2 KASRKIN TROOPERS
- 8-9: 1 KASRKIN GUNNER
- 10: 1 KASRKIN SERGEANT
EVENT TABLE
D10 | Effect |
1 | Emperor's Light: One enemy operative activates before the start of the Firefight phase. |
2 | Enemy Reinforcements: Randomly select 2DV of enemy operatives for deployment at random killzone edge. |
3 | Lucky Opportunity: One friendly operative can immediately perform a free Shoot, Fight or Mission action. |
4 | Tactical Superiority: Players gain 1CP |
5 | Lights off: Only targets within 6" are valid. |
6 | Under the Gaze of the Gods: Friendly operative that inflicted most damage in previous turning point gets +1 APL |
7 | Oppressive Silence: No effect. |
8 | Whisper Of The Dark Gods: Friendly operative with least wounds remaining regains D3+2 lost wounds |
9 | Enemy reinforcements: Randomly select 4DV of enemy operatives for deployment at random killzone edge. |
10 | Standartized overloads: Whenever a friendly operative performs Mission action, roll a D6. On of 1, inflict D3 damage to that operative. |
MISSION 7 - STORM THE BUNKER PT 2
As you move deeper into the bunker, new enemies engage. You have to cut your bloody path through them.
SCENARIO RULES
No supplies: Friendly operatives cannot buy equipment or wargear before this scenario. All auxiliary operatives from previous scenario can be selected for deployment in this scenario. All blessing/curses from previous scenario are in effect. If friendly operatives were incapacitated at the end of previous scenario, they are not incapacitated, regain 2D3+3 lost wounds and should pass casualty test. HERETIC ASTARTES operatives ignore Slain result, they gain another random permanent injury instead.
Player Reinforcements: Roll a D6 and apply the result. There cannot be more than 5 HERETIC ASTARTES operatives in the killzone. If there is more and you have to roll reinforcement, each HERETIC ASTARTES operative that is not incapacitated regains D3+1 lost wounds.
- 1: HERETIC ASTARTES with Chainsword and Bolt pistol
- 2-3: HERETIC ASTARTES with Boltgun
- 4: HERETIC ASTARTES with Plasma gun
- 5: HERETIC ASTARTES PSYKER with Bolt Pistol, Doombolt and Blades
- 6: HERETIC ASTARTES ANOINTED
PRIMARY OBJECTIVE
Enter next floor.
Reward: 2BP per each player.
ENEMY OPERATIVES
Initial setup: 1 IMPERIAL GUARD SERGEANT, 2 IMPERIAL GUARD GUNNERS, 4 IMPERIAL GUARD TROOPERS, 2 KASRKIN TROOPERS, 1 KASRKIN GUNNER, 1 KASRKIN SPECIALIST. Their regimental doctrine is Cadian.
Reinforcements:
- 1: 2 IMPERIAL GUARD TROOPERS
- 2-3: 1 IMPERIAL GUARD GUNNER
- 4-5: 2 KASRKIN TROOPERS
- 6-7: 1 KASRKIN GUNNER
- 8-9: 1 KASRKIN SPECIALIST
- 10: 1 KASRKIN SERGEANT
EVENT TABLE
D6 | Effect |
1-4 | Enemy Reinforcements: Randomly select enemy operatives for deployment at random killzone edge or closed room. by rolling D10 on Enemy Reinforcements table. |
5-6 | Player Reinforcements: Randomly select 1 HERETIC ASTARTES friendly operative for deployment in player deployment zone. |
MISSION 8 - CUT OFF THE HEAD
As you move deeper into the bunker, now you are close to the important Corpse-Emperor servant. Eliminate him to cut off the head of the resistance.
SCENARIO RULES
Escape: Starting from turn 4, enemy Lord-General will try to escape. If it does, the scenario is over.
Awareness: If alarm level was 2 at scenario 6 end, add 2 BLADEGUARD VETERAN operatives into Lord-General room. Otherwise they are in Lieutenant room.
No supplies: Friendly operatives cannot buy equipment or wargear before this scenario. All auxiliary operatives from previous scenario can be selected for deployment in this scenario. All blessing/curses from previous scenario are in effect. If friendly operatives were incapacitated at the end of previous scenario, they are not incapacitated, regain 2D3+3 lost wounds and should pass casualty test. HERETIC ASTARTES operatives ignore Slain result, they gain another random permanent injury instead.
Player Reinforcements: Roll a D6 and apply the result. There cannot be more than 5 HERETIC ASTARTES operatives in the killzone. If there is more and you have to roll reinforcement, each HERETIC ASTARTES operative that is not incapacitated regains D3+1 lost wounds.
- 1: HERETIC ASTARTES with Chainsword and Bolt pistol
- 2-3: HERETIC ASTARTES with Boltgun
- 4: HERETIC ASTARTES with Plasma gun
- 5: HERETIC ASTARTES PSYKER with Bolt Pistol, Doombolt and Blades
- 6: HERETIC ASTARTES ANOINTED
PRIMARY OBJECTIVE
Incapacitate the Lord-General.
Reward: 7BP per each player.
SECONDARY OBJECTIVE
Steal the counteroffense plan (can be obtained either from corpse of Lord-General or from his terminal). The operative that obtained plans should survive and escape.
Reward: 5BP per each player.
SECRET OBJECTIVE
Incapacitate the Imperial Fists councelor (Bladeguard Lieutenant).
Reward: 3BP per each player.
ENEMY OPERATIVES
Initial setup: 1 LORD-GENERAL, 2 KASRKIN GUNNERS, 4 GUARDSMEN TROOPERS, 1 LIEUTENANT WITH STORM SHIELD, 2 BLADEGUARD VETERAN FIGHTERS
Enemy Reinforcements:
- 1-3: 2 IMPERIAL GUARD GUNNERS
- 4: 1 HELLBLASTER GUNNER
- 5: 2 KASRKIN TROOPERS
- 6-7: 1 ELIMINATOR SNIPER
- 8-9: 4 IMPERIAL GUARD TROOPERS
- 10: 1 HELLBLASTER WARRIOR
EVENT TABLE
D10 | Effect |
1 | Emperor's Light: One enemy operative activates before the start of the Firefight phase. |
2 | Enemy Reinforcements: Randomly select enemy operatives for deployment at random killzone edge or closed room. by rolling D10 on Enemy Reinforcements table. |
3 | Player Reinforcements: Randomly select 1 HERETIC ASTARTES friendly operative for deployment in player deployment zone. |
4 | Tactical Superiority: Players gain 1CP |
5 | Lights off: Only targets within 6" are valid. |
6 | Under the Gaze of the Gods: Friendly operative that inflicted most damage in previous turning point gets +1 APL |
7 | Oppressive Silence: No effect. |
8 | Whisper Of The Dark Gods: Friendly operative with least wounds remaining regains D3+2 lost wounds |
9 | Enemy reinforcements: Randomly select enemy operatives for deployment at random killzone edge or closed room. by rolling D10 on Enemy Reinforcements table. |
10 | Player Reinforcements: Randomly select 1 HERETIC ASTARTES friendly operative for deployment in player deployment zone. |
MISSION 9 - CHASE THE PREY
The General managed to escape via elevator. Good news, there is one more working elevator in the bunker. You chase to the surface and find yourself near a landing pad secued by the Inquisition. Valkyrie gunship is refueling now, the General is inside, do not let him escape.
PRIMARY OBJECTIVE
Do not let Valkyrie take off
Reward: 7BP per each player.
SECRET OBJECTIVE
Steal the Inquisitor's rosette
Reward: 5BP per each player.
SCENARIO RULES
Valkyrie takeoff: At the start of each Turning point the Valkyrie gets 1 Readiness point, and 1 Readiness point if enemy operatives operate the Service terminal. Each time the Valkyrie module is destroyed, it loses 1 Readiness point, to a minimum of 0. If at the start of the Turning point, readiness points reaches 4, the Valkyrie takes off and the scenario ends.
The Valkyrie has the following modules:
- Hull: 40 Wounds, Save 3+
- Wings (count as 2 separate modules): 10 Wounds each, Save 4+
- Tail: 10 Wounds, Save 4+
- Main engines: 16 Wounds, Save 4+
- Cockpit: 11 Wounds, Save 4+
The Valkyrie ignores inflicted damage of 3 or less.
When a module except is destroyed, it can still be attacked, worsen that module's Save stat by 1. An attack with 3 or more unblocked critical hits, or 2 subsequent attacks with 2 or more unblocked critical hits will cause an explosion - all operatives inside the Valkyrie or within 3" of the Valkyrie and not obscured from it are Slain.
The Valkyrie cannot takeoff if both pilots are killed disregarding its Readiness level. INQUISITOR and INTERROGATOR AGENT can replace the pilots.
No supplies: Friendly operatives cannot buy equipment or wargear before this scenario. All auxiliary operatives from previous scenario can be selected for deployment in this scenario. All blessing/curses from previous scenario are in effect. If friendly operatives were incapacitated at the end of previous scenario, they are not incapacitated, regain 2D3+3 lost wounds and should pass casualty test. HERETIC ASTARTES operatives ignore Slain result, they gain another random permanent injury instead.
Standartized conditions: There is no Event table for this scenario.
ENEMY OPERATIVES
Initial setup: 1 LORD-GENERAL (in the Valkyrie), 2 PILOTS (in the Valkyrie, use GUARDSMAN TROOPER profiles), 1 INQUISITOR (select HOLY ORDOS), 1 INTERROGATOR AGENT, 5 other INQUISITORIAL AGENT operatives, 1 group of REQUISITIONED operatives.
Enemy Reinforcements:
- 1-3: 2 IMPERIAL GUARD GUNNERS
- 4: 1 HELLBLASTER GUNNER
- 5: 2 KASRKIN TROOPERS
- 6-7: 1 ELIMINATOR SNIPER
- 8-9: 4 IMPERIAL GUARD TROOPERS
- 10: 1 HELLBLASTER WARRIOR
CONCLUSION
As the Lord-General was missed in action, the entire planetary defense of Carthagenica Primus has collapsed. Feral hordes of your mortal followers infestate the planet, and it slowly drives into madness. As a gratitude from the Crimson Corsairs, the Dark Apostle now giving a sermon for the followers of Dark Gods on your warband's battle barge. You have also received a massive supply replenishment, some new tech is available to your Warpsmith. The Dark Gods are pleased by your actions, you can now start your true path to demonism.