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The Nachmund Gauntlet document outlines a campaign framework for Warhammer 40,000 players to engage in a series of battles, forming alliances and competing for control over strategic sites. It introduces new rules for Tactical Reserves, Surgical Deep Strikes, and Crusade Blessings, enhancing gameplay and strategic depth. Players can earn rewards and Crusade Badges based on their performance, with the ultimate goal of securing victory for their alliance by accumulating Campaign Victory Points (CVP).
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BOOKS
Book Kind Edition Version _Lastupdate
i Nachmund Gaudet Expansion 10 February 2025
INTRODUCTION
In this section you will find a number of new Battle Honours you can give to your warriors as they fight their way through the Nachmund
Gauntlet, aswell as a swathe of new missions and unique ‘that can come into effect in your games. Additionally, you'll
find rues for and In your games, as well as rules for running a
“This section contains the following rules:
"These rules allow you and your friends to play through a combined Crusade experience across a campaign, working together in your alia
to take the fight tothe enemy.
“These rules describe how the most famed heroes ofthe 41st Millennium can enhance your with new strategic abilities, giving
you more reasons than ever before to include them in your Nachmund Gauntlet campaigns
Here you will find Crusade Badges representing goals you can set yourself depending on the alliance you decide to fight for.
Gi: rules cover all ofthe skills and new capabilities your forces can learn from fighting in this specific theatre of war as they gain experience
\d achieve new ranks
Many powerful artefacts, found here, can be recovered from the batile-scarred landscapes of the Nachmund Gauntlet.
“The rules presented here outline the sequence to follow when playing Nachmund Gauntlet missions, and walk you through all ofthe steps to
get you up and running,
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TACTICAL RESERVES
‘When you are playing a Nachmund Gauntlet mission, you will use Tactical Reserves to achieve success. As you muster a Crusade army, i will
be split into several groups of units called waves. You will start the battle with one of these waves - typically your Primary wave, which isthe
largest. Your remaining waves will arrive later during the batle as Reinforcements and twill be your decision, as the commander of your
‘Crusade army, to decide from turn to turn wach forces to commit to the battle
Designer’s Note: The Tactical Reserves rules work best if the combined points value ofall the units from your Crusade force is sghtly larger
than the batle size you wil be playing, 20 that you can field shghtly larger Crusade armies than is traditional for your chosen battle sce.
Whilst you can still use these rules with more traditional-sized Crusade armies, having more units at your dispesal will give you greater
tactical flexibility in your games, and enhance the Tactical Reserves experience in your battles.
USING TACTICAL RESERVES AND SURGICAL DEEP STRIKE
In Nachmund Gauntlet missions, your units have the option to perform daring Surgical Deep Stikes from Tactical Reserves, executing pin.
point teleportations precision orbital landings or bursting forth from underground tunnels in order to get even closer to enemy positions but
doing so comes with an clevated risk to your warriors, The rules in this tection detail some rules adaptations when playing Nachmund
Gauntlet Crusade missions, and how you can perform these daring deep strike manoeuvres,
CRUSADE BLESSINGS
“This section provides a range of new Crusade Blessings that can be used by an Underdog to getaleg-up on their more experienced opponent,
ensuring every Crusade game provides a fir battle.
AGENDAS
‘When playing one of the Crusade missions presented in this book, you can choose from these Agendas, which provide unique ways for your
‘units to gain experience on the battlefield,
CRUSADE MISSIONS
“his section includes a variety of missions of all game sizes, allowing you to play your own battles set inthe Nachmund Gauntlet.
NACHMUND GAUNTLET CAMPAIGN
Crusade offers a fantastic narrative experience to the Warhammer 40,000 player, letting you take your collection on its own unique
journey. But you might also want to share that journey with other players, weaving combined tales of heroism and victory as you fight
both with and against each other in a multi-game campaign. The rules below provide a framework that you can use to take your Crusade
forces on just such a path, scaling the experience to whatever duration you and your friends desire.
INTRODUCTION
A Nachmund Gauntlet campaign allows group of players to get together, form alliances and playa series of games. Its split into three
‘campaign phases, each of which consists of numerous batles between the alliances. At the end of each campaign phase, each alliance earns a
number of rewards based upon how many vietoris they earned dusing that phase, before moving onto the next phase, These rewards inelude
increasing the Control Level an alliance has over four key siratepic sites on Sanguss Terra. This ie the key to winning the Nachmund Gauntlet
‘campaign, as it is by securing control over these strategic sits that an alliance earns Campaign Victory points (CVP). At the end of the
‘campaign, itis the alliance with the most CVP that conquers Sangua Terra capital city and is crowned the vietor!
NACHMUND GAUNTLET CRUSADE BADGES
[At the end of any Naclhmuind Gauntlet campaign battle you may earn a Crusade Badge relevant tothe alliance you ate a part of.
‘This Crusade Badge can be noted on your Order of Batle and any units included in your Crusade foxce may be bestowed with the same
a Crusade Badge, This honorific will be a permanent reminder of your units valiant efforts inthis campaign!
CAMPAIGN MASTER
‘A Nachmund Gauntlet campaign is best run with a Campaign Master, They wil take on the mobilisation and organisation of the campaign so
that the other players can focus on playing games. A Campaign Master can indeed playin the campaign, but their primary role i to facilitate a
smooth and enjoyable experience forall players involved
REINFORCEMENT WAVES
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‘When playing a Nachmund Gauntlet campaign, players will have the opportunity to utilise a new way to play - Reinforcement Waves - and
information on how to use these will be explained in more detail hese. When starting a new Crusade force within a Nachmund Gauntlet
‘campaign, we suggest the starting Supply Limit for players should be increased so that they can make use ofthe Tactical Reserves rules from,
their first game, with three Reinforcement Waves.
FORMING ALLIANCES
‘Once a Campaign Master has stepped forward, their fist task is to gather the players and sort them int alliances, The system can support
anything from just two players, up to dozens of players. The campaign works particularly well with a small group of like-minded and
enthusiastic players who can meet on a regular basis,
Alliances should be organised as evenly as possible, and when feasible, based on the Factions being played. Once players ate assigned to an
alliance, a Warmaster should be elected to represent them and will be responsible for making decisions for their alliance. The alliances are as
follows:
GUARDIANS
“Those who seek to protect Sangua Terra, repel the invaders and maintain Imperial rule over the Nachmund Gauntlet. The forces ofthe
Imperium would be best suited to this alliance.
DESPOILERS
“Those who wish to conquer Sangua Terra and the worlds ofthe Sanctus Wall, using them as a foothold to extend their dread reach. The
forces of Chaos are best suited to this alliance.
MARAUDERS
“The Marauders range from xenos warlords, to renegades and mercenaries seeking to use the conflict on Sangua Terra to further their own,
agendas. This alliance is best suited to those who carve their own path - even if they arent all working towards the same goals.
ALLIES OF CONVENIENCE
‘Note that these are guidelines on how to organise players into an alliance, rather than a requirement, Ifit suits the group better to organise
the alliances diflerently, the Campaign Master should fel free to da to.
For example, if many ofthe players inthe group have Crusade forces asoctated witha single alliance, to make the alliances more evenly
numbered some of them may have to fght for a diferent alliance than what we have recommended, You could always create some
interesting narrative to explain why one side fight for another.
CAMPAIGN LENGTH
‘A Nachmund Gauntlet campaign is split into three phases, each of which involves battling in a different stage ofthe war. Before the campaign
begins, the Campaign Master should determine the length of time allocated to each campaign phase and the total number of games that can be
played in that phase. Once either of those conditions have been met, that campaign phase ends and each alliances progress towards campaign
victory in that phase is determined. Once the third campaign phate ends, the campaign ends and the overall winning alliance is determined.
‘A campaign can be along and expansive experience where each campaign phase takes place over a month, with many battles fought and
sight heroes lost tothe fires of war. Equally, it can bea short and focused campaign played over a weekend, with each campaign phase
consisting of just one battle representing the key moments ofthe conflict,
‘Asa guide, if each member of your campaign group will play one game a week, we recommend each phase ofthe campaign lasts as follows:
Length of Time: 2 weeks
‘Total Number of Games: E:
fal to the number of players
‘Once you have gathered the players into alliances, established the way to play and determined the length of the campaign its ime forthe
battle for control of the Nachmund Gauntlet to begia!
SANGUA TERRA STRATEGIC SITES
Four strategic sites and their surrounding districts are being fought over across Sangua Terra's capital, Urbanospravl Alpha. If an
alliance controls a strategie site at the start of a campaign phase, that alliance has a bonus associated with that strategic site and will
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benefit from it during that phase.
PRAEFECTUS BASTION
A mighty stronghold blending military and Ecclesiarchal structures, from which the entire planets defence efforts are coordinated.
STRATEGIC SITE BONUS
‘While your alliance controls this strategic site, each time a player in that alliance musters a Crusade army, they can muster up t0 4
[Reinforcement saves instead of up to 3. This does not let players deploy more Reinforcement waves during the battle, but gives them greater
tactical lexbiity.
EMPEROR'S VOICE GRAND BATTERY
“This sprawling battery of enormous artillery pieces is crucial to the engoing defence of Urbanosprawl Alpha, as well asa potent strategic asset for
any who contra it
‘STRATEGIC SITE BONUS
‘While your alliance controls this strategic ste, when a player in that alliance plays a game, each time an enemy units setup from Slrategic
‘Reservas, roll one D6: On a 5+, that enemy unit suffers D3 mortal wounds
TOWER OF MURMURATION
Rising high over the maze-lke districts that surround i, this structure houses the most potent Astropathic choir on Sangua Terra
‘STRATEGIC SITE BONUS
‘While your alliance controls this strategic site, your alliance can select one additional Strategic Goal atthe start of the campaign phase. At the
cnd of the campaign phase, before any Srategic Goals rewards are awarded, your alliance must discard one of ts Strategic Goals. For this
process, we recommend electing a Warmaster to coordinate each alliance.
ACCRANDOR SPACEPORT
Whoever controls this fortified orbital transport hub gains a chokehold over material and reinforcements moving in and out ofthe city spraw!
theatre
‘STRATEGIC SITE BONUS
‘While your alliance controls this strategic ste, players in that alliance can perform up to two Surgical Deep Stcikes a turn In adation, once
per turn, when a unit in that player’ army performs a Surgical Deep Strike, that player can re-rol their units Deep Strike test
|CCRANDOR SPACEPORT o aan 2
aoe Soo BT
vert He
Le
Ris -
a first alliance who reaches level 3 (Securing Postion) takes control ofthat district. That district remains under that alliane’s contro until
other alliance has a greater Control Level over that istrict, at which point they contol that district. At the end ofthe campaign, an alliance
‘earns +1CVP foreach district it controls
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itera) ee N
CONTROLLING STRATEGIC SITES
At the start of the campaign, all alliances have a Control Level of0 at each ofthe four strategic sites, As the campaign progresses, the Control
Level an alliance has a each strategic site can increase, and sometimes even decrease. We recommend using the campaign tracker (printed
separately) to show each alliances current Control Level over each of the strategic sites,
‘Am alliances Control Level over a strategic ste can be increased by rewards awarded atthe end of each campaign pase. When a rule instructs
ntrol Level a a particular strategic ste, modify that alliances Control Level by the amount specified. Ifa rule instructs
an alliance (o change ils Control Level at any strategic sile then thal alliance must decide which of the four strategic sites to change its Control,
Level at, Control Level ata strategic site cannot go below 0 or higher than 7.
You to increase your’
‘While an alliance has a Control Level of 2 or more ata strategic site, that alliance earns +1CVB, and while it has a Control Level of 5 or more at
a strategie site, that alliance earns an additional +1CVP
“The fist alliance that has a Conttol Level of 3 or more ata strategic ste takes control ofthat strategic site. That strategic site remains under that
alliances control until another alliance has a greater Control Level over that strategic site, At the end of the campaign, an alliance earns +1CVP
for each strategic site it controls. n addition, while each alliance controls a strategic ste players in that alliance will all ave access to that
strategic site's associated Strategic Site Bonus (eee opposite). Each Control Level has an associated group name, as follows: Control Level 0s
"No Presence
Control Level 1-2 i ‘Establishing Foothol!
= Control Level 3-4 i ‘Securing Positions
Control Level 5 of more is ‘Fortified
CAMPAIGN PHASES
‘Over a campaign phase, players fkom opposing alliances will battle each other to gain Battle points (BP) for ther alliance, The Campaign
Master has afew options concerning how players are matched up for games, They can leave players to arrange games themselves, with
challenges thrown down and honour at stake, Alternatively, it may be appropriate to introduce more structure to the match ups. For example,
a game schedule will ensure that everyone gets an equal amount of games, o, in campaigns with a large number of players, each alliance can
be broken down into smaller subgroups that are then matched against each other to make arranging games even simpler. However, before any
battles in a phase are fought, each alliance must first select a Strategic Goal,
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STRATEGIC GOALS
‘Strategic Goals represent a varity of ploys, intrigues and gambits that your alliance cam attempt to achieve in addition to military victory, and
{in doing so gain a number of strategic advantages and rewards during each phase of the campaign, by assigning Strategic Asset points (SAP) in
an attempt to achieve victory
Strategic Asset Points
Some Agendas in this publication provide players with opportunities to gain Strategic Asset points (SAP), which represent the allocation
cof an alliance’ resources in their attempt to achieve control over the strategic sites of Sangua Terra
[Atthe start ofeach campaign phase, each alliance must select one Strategic Goal that applies tothe entire alliance for that phase. For this
process, we recommend electing a Wermaster to coordinate each alliance, especially in larger campaigns. Once each alliance has selected its
‘Strategic Goal, they should inform the Campaign Master oftheir choice, These choices are kept sectet- each alliances choice s known only to
the Campaign Master and the other members of your ovn alliance
Each Strategic Goal has a set of requirements; these will require the players in your alliance to guin SAP during their battles, which can be
accomplished in various ways. After each battle, each player must assign all the SAP they have gained from that battle to one of the four
strategic sites of Sangua Terra, and inform the Campaign Master of this decision
[At the end of each campaign phase when the alliances are receiving their rewards, the Campaign Master will eveal the total number of SAP
‘each alliance has assigned to cach ofthe four strategic sites of Sangua Terra, and check to see if that alliance has met the requirements listed on
‘their Strategic Goal; if they have, they will also receive the associated Strategic Goal Bonus.
BATTLE POINTS
Each time a battle is fought, your alliance grins & number of Battle points based on the sie ofthe battle and what the outcome was, as shown,
‘on the table below,
NaS GL)
Eau
Ineursion 2 2 1
Ske Force 3 2 1
Onslaught 4 3 2
After each battle, each player must assign all the Battle points they have gained from that batleto one ofthe four strategic sites of Sangua
"Tecra: each player mist inform the Campaign Master oftheir choice of strategic ste and how many Bate points they ae assigning to it
END OF PHASE AND REWARDS
‘Once the campaign phase comes to an end, alliances will receive rewards depending on the combined number of Battle points they have
assigned to each strategic sie over thal phase, as shown in the table below:
CU UTMRa sm CUUTy
POU aC se eT
Cee POINTS) BATTLE POINTS) BATTLE POINTS)
Phase 1 +2 Control Level +1.Contol Level +0.Contol Level
Phase 2 +2 control Level +1Contol Level +1.Contol Level
Phase 3 +3 Control Level 42Contol Level +4.Contol Level
x cach strategic ite, the alliance wit the most Batlle points assigned to that strategic site comes fret and receives the first place reward, the
liance with the second most Battle points assigned to that strategic ste comes second will receive the 2nd place reward, and -if your
‘campaign hae three alliances - the alliance with the third most Battle points assigned to that strategic site receives the 3rd place reward, Reps
this fr all four strategic sites of Sangua Terr.
In the case ofa te for Ist place, all the tied alliances receive the 2nd place reward and any non-tied alliance receives the 3rd place reward. In
the case fora tie for 2nd place, the tied alliances receive the 3rd place reward. As the campaign phases progress, the rewards for each increase,
cenvuring that the ultimate victors are not decided right up until the end of the campaign.
Us
lees explicitly stated otherwise, the order in which the alliances receive their Control Level zewarde begins with the alliance who has the
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‘most overall Battle points, followed by the alliance with the second most overall Battle points, then finaly the alliance with the fewest overall
Batle points. When collecting their rewards from Battle points, that alliance resolves all awards the same time, befor
their rewards
net alliance resolves
After all alliances Control Level rewards have been awarded, al alliances that have achieved the Strategic Goal they selected atthe stat of the
‘campaign phase will receive their completed goal: additional rewards
‘Unless explicitly stated otherwise, the order in which the alliances receive their Strategic Goals rewards begins with the alliance who has the
most overall SAP, followed by the alliance with the second most overall SAP, then finally the alliance with the fewest overall SAP. When
collecting their rewards from SAP, that alliance resolves all rewards atthe same time, before the next alliance resolves their rewards
In either case, in the case ofa te or rewards that would resolve atthe same time, the Campaign Master must randomly determine which
alliance resolves their rewards fist. Sometimes alliances will have to make decisions when resolving their rewards - most often when selecting
‘hich strategic sites to increase their Control Level over: For this process, we recommend electing a Wa:master to coordinate each alliance,
especially in larger campaigns.
‘When the next campaign phase begins, each alliances Battle points and Strategic Asset points ate reset to 0, puting alliances on an equal
{footing forthe next phate of the campaign,
Example: At the end of the frst phase of a Nachmund Gauntlet campaign, the Guardians have a total of 12 Battle points and 6 Strategic Asset
‘points; the Despoilers have 8 Battle points and & Strategic Asset points; the Marauclers 6 Batle points and 9 Strategic Asset points, The
{Guardians collet their Battle points rewards frst, as they have the most, increasing their Control Level over each strategie site where they have
they came first by 2, and each strategic ste they came second by 1. The Despoilers then collect ther Battle Point rewards, increasing their Control
Level over strategic sites in the same way. Finally the Marauders, who have the fewest Battle points this phase, collect their rewards from Battle
points. Afterall the Battle Point rewards have been awarded, the Marauders, who have the most SAP, collect their Strategic Goals rewards
“irst(assuming they have met its requirements). The Despolers then do likewise and finally, the Guardians, withthe fewest SAP, do the same,
END OF CAMPAIGN
After all alliances have received their rewards atthe end of campaign phase 3, the campaign is over The alliance with the most CV!
control of Sangua Terra capital city and is crowned the victor. If there is ate for most C\
strategic sites than the other ted alliances, then that alliance wrests conteol of Urbanosprawl Alpha and is the victor, Ifthis isa ate, then.
the alliance with the most SAP at the end of phase 3 isthe victor. Ifeven this isa ti, then the campaign ends in a bloody draw, and the batle
for Sangua Terra rages on,
STRATEGIC GOALS
The Strategic Goals that alliances can choose at the start of each phase can be found here. Each Strategie Goal will explain what
requirements must be met for your alliance to earn the associated rewards, alongside any alliance restrictions. Ifthe requirements of
the selected Strategic Goal are not met, then that reward is not resolved.
P, and one ofthe tied alliances controls mote
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COUNTER-STRATEGIES
Apply pressure wherever the foe shows their hand,
REQUIREMENTS
Your alliance has gained more SAPthan one or more otheralliances.
REWARDS
This reward is claimed afterall other alliances have claimed their rewards from St-ategic Goals this phase. Youralliance gains +4 Control Level
in each strategic site that ane ot more opposing alliances have increased their Control Level over this campaign phase,
BLOODY WINNINGS
Drive the enemy from your chosen territories and festoon the battlefield with gory trophies.
REQUIREMENTS,
Select two strategic sites, Youralliance has assigned more SAP to those strategic sites than one or more ether alliances (this does not need to
be the same alliance for each selected strategic site
REWARDS
Your alliance gains +4 Control Level in one strategic site where you are Establishing Foothold, and +4 Control Level in ane strategic site where
‘one or more opposing alliances ate Establishing Foothold,
UNOPPOSED GAINS
While your enemies batle ane another elsewhere, further your own insidious goals inthe shadows.
REQUIREMENTS
Your alliance has assigned 1 or more SAPto strategie site where one or more one ather alliances have not assigned SAP.
EWAROS
Your alliance gains +4 Control Level in each strategic site where your alliance has assigned SAP and where all other alliances have No
Presence,
\UDERS ONLY
DECISIVE FIRST STRIKE J
A swiftand decisive stike achieves dominance.
REQUIREMENTS
Select one strategic site Your alliance has assigned more SAP to that strategic site than the combined SAP assigned to that strategic site ofall
‘other alliances.
REWARDS
Your alliance gains +1 Control Levelin that strategic site
RECON IN FORCE
Broad inteligence gathering allows for more informed strategic decisions as the war rages on,
REQUIREMENTS
Your alliance has assigned one or more SAP to each strategic ste
REWARDS
[Eppes sine + onroievtin each atest oration ae No Pesece,
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CONSOLIDATE POSITION
Build on your successes by fortifying the ground you have already taken,
REQUIREMENTS
Select two strategic sites where your Control Level Securing Positions or better. Your alliance has assigned more SAP to those strategic sites
than one or more other alliances (this does not need tobe the same alliance for each selected strategic site),
eWARDS
Your alliance gains +4 Contral Level in both of those strategic sites,
WREST CONTROL
That which your foes prize must be tom from their grasp without mercy.
REQUIREMENTS,
Selecta strategic site controlled by one other alliance. This Strategie Goal s achieved if your alliance has assigned more SAP toit than that
alliance has,
REWARDS
Your alliance gains +2 Control Level at that strategic site
DARING RAIDS
Striking and fading, you must hary your enemies to pillage their supplies and weaken thelr morale.
REQUIREMENTS
Your alliance has assigned atleast 1SAP per player in your alliance to three or more strategic sites.
Forexample, if your alliance had three players, your alliance would need to assign atleast three Strategic Asset points to atleast three
different strategic sites to achieve this Strategic Goal.
REWARDS
Your alliance gains +4 Contral Level at each strategic site where one or mare opposing alliances have Establishing Foothold (or bette).
RAID SUPPLY LINES J
Sever the foe's lines of supply, reinforcement and communication to disrupt their plans.
REQUIREMENTS
Select one strategic site. Your alliance has assigned more SAPto that strategic site than each other alliance, but your alliance’s Control Level
has notincreased in that strategic site
REWARDS
Allotheralliances lose -4 Control Level in that strategic site.
SHIFTING PRIORITIES J
Draw the enemy in then pivot swiftly to a new disposition, seizing vital territory inthe process,
REQUIREMENTS
Select twa strategie sites where your alliance has Establishing Foothold (or beter) Your alliance has at least 1SAP per player in your alliance
assigned to those strategic sites,
{EWARDS es
fouralliance loses -4 Control Level in both of those strategic sites, but your alliance gains +3 Control Level in one other strategic site,
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STRATEGIC GAMBIT
Iti grand gamble pays offi wil strengthen your position across the city sprawl
REQUIREMENTS
Select two strategic sites, This Strategic Goal is achieved if our alliance has assigned the most SAP to each ofthose strategic sites,
ESE
Your alliance loses -2 Control Level from one ofthe selected strategic sites, but youralliance gains +4 Control Level in all other strategic sites.
TIP THE SCALES
Aprecisely measured application of force will et you ahead of your foes atthe crucial moment.
REQUIREMENTS
Select one strategic site. Youralliance has assigned more SAP to that strategic site than one or more other alliances.
REWARDS
NTROL LEVEL
Your alliance gains +4 Contral Level atall strategic sites where you have the same Contral Level as one or more other alliances.
REINFORCE DEFENCES
Transform hastily seized and bolstered portions ofthe cityscape into veritable fortresses.
REQUIREMENTS
Select all strategic sites that are Fortified. Your alliance has assigned more SAP to those strategic sites than one or more other alliances (this
does not need to be the same alliance for each selected strategic site)
REWARDS
Your alliance gains +4 Contral Level in each strategie site your alliance has Fortified
RAZE DEFENCES J
Shaterthe enemy swongpoits and cast ther banners info the dt
REQUIREMENTS
Select one strategic site where an apposing alliance has Fortified. This Strategic Goal is achieved if your alliance has assigned the most SAP
tothat strategic site
REWARDS
All opposing alliances lose -4 Control Level in that strategic site,
CUNNING FEINT J
With the enemy convinced of your strategic goal, is time to tke at your te target.
REQUIREMENTS
Select a strategic site where your alliance has Establishing Foothold (or better). This Strategic Goal is achieved if your alliance has not
‘assigned any SAP to that strategic site and all opposing alliances have assigned 1 or more SAP to that strategic site
REWARDS z
Ton
Your alliance loses -1 Control Level at that strategie site, but your alliance gains 42 Control Level at any ether strategie site
EMIGHTY CHAMPIONS
‘As war spill from the Nachmund Gauntlet to engulf the worlds of the Sanctus Ws
{est champions to join the fighting. The presence of even one such potent exemplar can inspire th
the personal intervention of such individuals can change the shape of entire battles
$0 the scale of the conflict draws some of the
followers to great
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In a Nachmund Gauntlet Campaign, players should inform the Campsign Master whenever an EPIC HERO unit is added to their Crusade force.
"The Campaign Master then assigns one of the following Crusade Abilities to an EPIC HERO model in that unit that best represents its lore and
background, For each EPIC HERO unit ina players Crusade force, that player must increase their Crusade points total by 1, Man EPIC HERO
‘unit contains two or more EPIC HERO models, the Campaign Master should select only one of those EPIC HERO models to have a Crusade
Ability.
HISTORICAL REFIGHT
Ifyou are reereatng the conflict in this very book, then Harken Worldlaimer would be a Front-line Champion, Junith Erusta would be a
Strategic Champion and Saint Celestine would be an Inspirational Champion.
fee a earns | NEMESIS CHAMPIONS J) RESTORATIVE CHAMPIONS
These warriors are found where the fighting is Whether by the subtle arts of assassination Whether through medical expertise,
thickest, using theirhard-won experience to orovert and spectacular duels, warriors such battlefield repairs or some more esoteric
lead theirtroops to victory ‘as this excelin feling the enemy's leaders. talents these individuals bolster their armies’
(CRUSADE ABILITY CRUSADE ABILITY ‘anh.
CRUSADE ABILITY
Atthe declare Bate formations step, select During the battle ifane or more enemy
fone Bate rit. Until the endofthebattie, CHARACTER models are destroyed by an _Ifyour Crusade army includes one or more
this EPICHERO model, and any unitthey _attackmade by an EPIC HERO model (ora__EPIC HERO models with this Crusade Ability,
join, are consideredto have this Battle Tait. modelinaunittis attached to] with this _duringthe Update Crusade Cards step you
Crusade Ability from your Crusade army, then can re-ollfalled Out of Action tests for units
error atthe Update Crusade Cards step, alluntsin in your Crusade army,
{your Crusade army gain an additional 1X. if
Individuals ofthis sort employ their vast and one ofthose destroyed enemy CHARACTER STENT
‘sweeping strategic insights to stack the odds models was the enemy WARLORO, you also
in their armies'favour gain Strategic Asset Point. ‘By cunning sorcery, guileful shadow
‘operations or other devious means, these
(CRUSADE ABILITY
TAU TULL MD ariors subtly nfuence the strategic
If your Crusade army includes one ot more picture.
EPIC HERO models with this Crusade Ability, The mere presence of such conic igures as /ERUSABEABILIY
then atthe Select Crusade Blessings step, roll. these inspires incredible courage -or ese
fone O6:ona dt selectone ofthefallowing: teifed abedience--in their followers. Ir your Crusade army includes one or more
EPIC HERO models with this Crusade Abi
* If youare the Underdog, you can select us
one additonal Crusade Blessing ERUSADEABILTY atthe Determine Atackerand Defender step,
1 If youarenotthe Underdog youcan While an EPICHERO made! ith this Crusade you can re-ll our dice when determining
selectone Crusade Blessing instead, _Abiltyiseadinga unit, you can ignore any who willbe the Atacker and who willbe the
andr all atte Scars that Bodyguard unit Defender.
has. In addition, if your Crusade army
includes one or more EPIC HERO models wit FINS ale mes DUE
this Crusade Ability, atthe end ofthe batte
\you can select one additional unit from your Focusing onthe mechanisms and grand
Crusade armyto be Marked for Greatness. agisties of was these individvals ensure
‘excellent suppor for their armies.
CRUSADE ABILITY
your Crusade army includes one or more
EPIC HERO models wit this Crusade Ability,
during the Determine Vietor step if you were
‘the Vietor ofthat battle, after gaining the
Victor Bonus for that Crusade Mission, you
gain that Vietor Bonus @ second time.
pe RUSADE BADGES
GUARDIANS ALLIANCE
Ifyou participate in a Nachmund Gauntlet campaign as a member of the Guardians alliance, you can earn the Crusade Badges below.
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GUARDIAN ADEPTS. GUARDIAN WARRIORS GUARDIAN CONQUERORS
‘Gained five or more SAP during a Gained ten or more SAP during a ' Gained 15 or more SAP during a
‘Nachmund Gauntlet campaign, ‘Nachmund Gauntlet campaign. Nachmund Gauntlet campaign.
‘= EndaNachmund Gauntlet campaign Enda Nachmund Gauntlet campaign *- Enda Nachmund Gauntlet campaign
‘where your alliance has the Fortified ‘where your alliance has the Fortified where your alliance has the Fortified
Control Level on one or more Control Level on two or more Control Level on three or more
districts of Sangua Terra districts of Sangua Terra districts of Sangua Terra, and your
alliance controls the Emperor's Voice
Grand Battery,
DESPOILERS ALLIANCE
1fyou participate in a Nachmund Gauntlet campaign as a member of the Despoilers alliance, you can earn the Crusade Badges below.
Uv ¥ %
DESPOILER ADEPTS DESPOILER WARRIORS DESPOILER CONQUERORS
1 Gained five or more SAP during a 1 Gained ten or more SAP during a 1 Gained 15 or more SAP during a
Nachmund Gauntlet campaign. ‘Nachmund Gauntlet campaign, Nachmund Gauntlet campaign.
= EndaNachmund Gauntlet campaign | End aNachmund Gauntlet campaign =| End a Nachmund Gauntlet campaign.
‘where your alliance controls one or ‘where your alliance controls two or ‘here your alliance contols three oF
_more districts of Sangua Terra, ‘more districts of Sangua Terra. ore districts of Sangua Terra,
including the Pracfecius Bastion and
the Accrandor Spaceport.
MARAUDERS ALLIANCE
you participate in a Nachmund Gauntlet campaign asa member of the Masaucers alliance, you can earn the Crusade Badges below.
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N
MARAUDER ADEPTS MARAUDER WARRIORS MARAUDER CONQUERORS
= Gained five or more SAP during = Gained ten or more SAP during a = Gained 15 or more SAP during a
‘Nachmund Gauntlet campaign. ‘Nachmund Gauntlet campaign. Nachmund Gauntlet campaign.
= nda Nachmund Gauntlet campaign = Enda Nachmund Gauntlet campaign = Enda Nachmund Gauntlet campaign
‘where your alliance has the ‘where your alliance has the ‘where your alliance has the
Establishing Foothold Control Level Establishing Foothold Control Level Establishing Foothold Control Level
(orbetter) on three districts of, (or better) on four districts of Sangua {orbetter) on four districts of Sangua
Sangua Terra Terra ‘Tera, and your alliance controls the
“Tower of Murmuration,
BATTLE TRAITS
Battle "Thait ae skills or upgrades that units have acquired during thelr years of warfare, and help to give them a vital edge on the battlefield
sins a Battle Trait, select a Batle Traits table for that unit and either roll one D6 to randomly determine which Battle Trait
the unit has gained, or ehoose the Batle ‘Trait that you think tells the best narrative, A unit can have more than one Battle Trait bu it cannot
hhave the same Batlle Trait more than once (ifa duplicate result is rolled, roll again until a different result is rolled)
Each time a uni
Each ume you give a unit a Bale Trait, make a note of i on its Crusade card and inerease its Crusade points total accordingly
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LOSER OPh eae NLS
REINFORCED ARMOUR
Clad in extra armour plating to proofit against storms
‘of small-arms fie, this unit is well-equipped for
leading the strike to claim beachheads frm the foe.
Each time an attack with a Damage characteristic of 1
is allocated ta mode! inthis unit, worsen the Armour
Penetration characteristic of that atack by 1.
MONSTROUS MOMENTUM
Able to mave with surprising speed, this unit swiftly
brings its might o bear, whether leading the onslaught
‘orracing to respond to enemy invasion,
‘Add 2"to the Move characteristic of models in this
BEHEMOTH
The mere presence ofthis hulking unitcan turn the
fortunes ofthe most desperate drop assauttas it
‘00ks upallthe punishment the foe can deal out
‘Add 2t the Wounds characteristic of models inthis
UNRELENTING
Equally at home breaking out ofa hotly contested drop
zone or sweeping into drive back sudden invaders,
litle can slow the progress of his relentless unit.
Yu can ignore anyor all modifies tothis units Move
characteristic. In adltion, each time this unit makes a
Normal move, node's inthis unit ean move though
‘eirai Butif any do so, after this unithas moved, roll
‘one D6: ona 13 this unitis Battle shocked,
TITAN SLAYER
During the desperate conflicts typical of Nachmund,
‘the ability to swiftly lay low colossal and powerful foes
is valuable indeed,
Each time a model inthis unitmakes an attack that
targets a MONSTER or VEHICLE unit, ella Hitroll of
1 fthatatack targets a TITANIC unt, you can eo
the Hitrolinstead,
TALISMANIC
Rumours ofgreatness abound around this unit its
‘reputation growing amongst the trogps with its every
‘prominent and spectacular deed.
Each time this unitis Marke for Greatness tgains an
additonal 2xP
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Nachmund Gauntlet
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LG AOS
GRIM SURVIVORS
Having endured repeated combat drops into swing
cauldrons of batl, these grizzled wariors have
become adept at surviving the most horrifying odds.
(nce perbatle, at the star of any phase, this unit ean
toe ths uti eaten he a
phase, models in this unithave the Feel NoPain S+
ability, If this unit is Below Half strength when this
Battle Traits used then until the end ofthe phase,
‘modelsin this unithave the Fel NoPain 4+ ablity
instead,
DROP ZONE DEFENDERS
Skiledsentres and determined guardians, these
warriors stand fim whether the foe drops fom the
‘skies, erupts from underground or pours inom every
ie
anenemy nt perme ura Deep tke min
& shou suc tomate Des he
tern
STRIKEMASTERS
Esoteric technologies allow these specialist warirs
to ste unerringly atthe heart ofthe enemy position,
Inthedecioe GavteFomavonsstep.youcan spend = AR
Requisition point; if you do then until the end ofthe
battle, this unithas the Deep Strike abilty and each
time this unit performs a Surpical Deep Stike, add to
its Deep Strike tes.
TEMPERED IN BATTLE
Instincts were honed, and tactics were tested in
Dattes along the Sanctus Wall. These combatants
have become adept at outmangewvring and
outtighting their enemies.
Oneeperbtiengourcnmandphosetsanen —
use this Battle Tat fit does, unt the end ofthe turn,
‘this unitiseigbe to shoot, declare a charge and
perform an Action ina turn in which it Fel Back. In
addition, this untis eligible to perform an Action wile
itis Batle-shockes
FLEET OF FOOT
iting the ground running and relying on speed and
skilto evade the enemy, his unit excels in seizing
and moving quickly to defend potential drop zones.
YoucanrevellAdancerlstormisuntanatvisunt — EBD
is elghble to perform an fiction in aturn in which they
‘Advanced. In addition, ithis unitis selected to
‘Advance, until the end ofthe turn, enemy units cannot
Use the Fite Overwatch Stratagem to shoot a this unt,
TERRITORIAL
7st dynamic and swifly changing combat zones,
EBrrccvarorpasportateret soy ser em
rorisng the foes’ annihistion around mission &B
trial leations
Each time a model inthis unit makes an attack that
targets aunitthatis within range ofan objective
marker reroll aWound rll of
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15160091082026, 18:08 "Nachmund Gaurtlet
NS ty
CAVALRY OUTRIDERS
Always fist nto the fay his swift band ofcavalry
‘punches through enemy defensive cordons and quickly
‘encircles the tenuous postions of overextended foes
‘This unit has the Scouts 6 blity.
EVASIVE
Even amidst the most ferocious and chaotic conflicts,
these warirs can use the speed oftheir steeds and
‘masterful sil fojink and weave around incoming fre
Each time aranged attackis allocated to a mode! in this
Unit, provided this unit dd not Remain Stationary in your
ious tur, worsen the Armour Penetration
characteristic ofthat attackby 1
SHOCK CAVALRY
This unitexcels in riding down and wiping out those
‘enemies already wounded and wavering, making them an
‘excellent shock assault asset.
Each time a madel inthis unit makes an attack that
targets an enemy unt that is below its Starting Strength,
add 1 tothe Hitroll. In addition, each ime a madelin this
unit makes an attack that targets an enemy untthatis
Below Half strength, add 1 tothe Wound rol
eeu e NLS ity
SLEEK INTERCEPTORS
Streamlined, wind-swift and single minded. these elite
airborne warirs close inescapably in upon their targets
attop speed.
Each time this unit Advances, do not make an
rollfrit. Instead, until the end ofthe phase, a
Move characteristic of modes inthis unt.
FIERY DESCENT
Whether leading 2 strike into an enemy strongpoint or
‘acing to reinforce beleaguered ales this squad always
arives ina storm of wrathiul destruction.
Once per battle, you can target this unit withthe Rapid
Ingress Stratagem for OP. this uni performs a Surpeal
Beep Ske when doing so, before any Deep Strike tests
‘are made, rll one DS foreach enemy unit within 6" of
{your unit: on a 44, that enemy unit sufers 1 mortal
ound.
TAKE TO THE SKIES
These wariors have mastered the risky tactics oF
aitborne withdrawal mid:bate, allowing them to respond
rapidly o developing battletield threats
(Once per battle, at the end of your opponent’ Fight
phase, you can remove this unit from the batefield and
placeitinto Strategic Reserves,
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16150091082026, 18:08 "Nachmund Gaurtlet
BEAST UNITS ty
HUNTING BEASTS
fen unleashed to track specific prey amidst the general
‘mayhem of orbital assaults and combat air drops, these
creatures close uneringly on thelr victims.
You can re-rollAdvance and Charge rolls made for this
unit.
POUNCING PREDATORS
This pack excels in springing suddenly upon their victims
‘and tearing them apart ina fury of gore.
You can target this unit with the Hero Intervention
Swratagem for OCP, and each time you do 50, unl the end
ofthe turn this unithas the Fights First ability,
ENHANCED ENDURANCE
Through biological or mechanical augmentation these
creatures have been rendered resilient enough to survive
‘the most punishing beachhead strike
[Add 1 tothe Toughness characteristic of models inthis
LL ty
Designer's Note: Only units that are set up using the Deep Strike abilty
illdeneft fom these Batl Tits.
DROP ZONE VETERANS
Time and again, these wariors have led the initia! waves
ofplanetstrike operations, mastering the art of swiftly
and brataly clearing ther drop zone of foes.
Each time this units set upon the battlefield using the
Deep Stike abilty, until the end ofthe turn, each time a
‘model in ths unit makes an attack, re-all Hitroll of
and re-rlls Wound roll of 1. Each ime this unit perform
2 Surgical Deep Strike, you can re-ollthe Deep Strike
test
‘STEALTHY ARRIVAL
This squad has become adept at ghosting silently onto
the batlefeld evading enemy detection untithey are
ready to strike.
Each time this untis set upon te batifield using the
Deep Strike abilty, until the startof yournexttum, this
iiithas the Stealth ability and enemy nits cannot use
the Fire Overwateh Statagem to shoot at this unit.
PRECISION INSERTION
Whether afforded additional drop assets to ensure thelr
success or relying on their tactical expertise, these
warriors arve precisely where and when needed.
Oncepertatemenisuntissetpontebacetoa —
Using the Deep Strike ability i can perform a Precision
Insertion. fit des, this unit can be set up anywhere on
the batlefeld that is more than 6" horizontally away from
all enemy units, but until the end ofthe turn, itis not
igibleto declare a charge. Each time tis unit performs a
gical Dep Stike, add 2 0 the Deep Strike test.
CRUSADE RELICS
‘When fighting inthe Nachmund Gauntlet, units from your Crusade army can gain the following Crusade Relics,
Nai tela TS MoS
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STRATEGIC LAURELS
Incorporating tactca-inload neurocrcuitry and a complex data-web sensory shunt, these decorative honours further augment the bearers already
shrewd grasp of grand strategy.
At the start of your fist Command plas, ifthe bearer is on the battlefield, you gain 1CP
battlefield, you gain 1 Strategic Asset point (SAP)
¢ the end of the battle, ifthe beater ison the
CONVERSION FIELD
Generated by an artificer- crated micro-emitter, tis protective energy fed is invisible until it intercepts incoming enemy fire. Inthe instant of
‘impact, however, the conversion field blazes with light as it disperses the force ofthe projectiles, sometimes searing and blinding the attacker
‘Models in the bearers unit have aS inyulnerable save ageinst ranged attacks and each time a ranged attack ie allocated to a model in the
beaters unit, on an unmodified saving throw of 6 the attacking unit suffers | mortal wound after it has finished making is attacks
GENE-TOXIN AUTOFONT
Reputeily fashioned by the master poisoners ofthe Officio Ascasinorum, when incorporated into a weapons hilt or mechanisms, thie device
begins its sinister work. Ifabricates incredibly lethal genetic toxins, using a suite of inbuilt biosamplers to tailor the resultant brew to the wielders
‘enemies even before combat begins. Once the autofont infuses the weapon, the slightest contact with the victim is enough to trigger their slow,
agonising, but ultimately inevitable demise.
Select one melee weapon equipped by the bearer (excluding a weapon that hs been replaced by an Enhancement or Crusade Relic, or
‘upgraded with any Batle Trait). That weapon is now a Crusade Relic and, in your Fight phase, after the bearer has fought, select one enemy
‘unit hit by one or more of those attacks made with this weapon. Until the end of the batle, that enemy unit is poisoned. At the start ofeach
player's Command phase, rll one D6 for each poisoned enemy unit on the battlefield: on a1, the poison weats off and the unitis no longer
poisoned: on a2-3, that enemy unit suffers 1 mortal wound; on a 4+, that enemy unt sufers D3 mortal wounds.
‘AUTO-MEDICAE
Hailing from the earliest days ofthe Inperium - or perhaps even before - this device bonds with its host like a mechanical symbiote, Once
attached, it repairs physical and mental hurts ata nigh-supernatural rate
“The bearer has the Feel No Pain 5+ ability.
EWU a aia
HAMMER OF THE HEAVENS,
This potent device emits command override data-choristry that can stretch into the void and summon orbital weapens strikes to precise
coordinates, The resulting frestorms are as spectacular as they ave devastating.
‘Once per battle, in your Command phase, ifthe bearer ison the battlefield, you can use this ability Select one point on the battlefield and
place a marker on that point. At the start of your next Command phase, roll six D6 for each unit within 6” of the centre of that mas
‘adding 2 to the roll for each unit within 3” ofthe centre of that marker: for each 44+, that unit suffers ! mortal wound, The marker is then
removed
MAELSTROM CLARION
(Cluttering with overlapping screeds of disruptive data, this sinister talismans inbuilt technologies scramble teleport locks and drop beacons within
a broad radius,
Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12” ofthe bearer,
DISPLACER FIELD
Displacer field technologies trigger micro warp jumps that physically remove the bearer from harms way before dropping them back into reality
nearby,
(Once per battle atthe end of your opponents Shooting phase, ifthe bearers unit is not within Engagement Range of one or more enemy
‘units, and if it was targeted by one or more attacks during that phase, you can remove the bearer’ unit from the battlefield and place it into
rategic Reserves, Fyou do, when you next set up the bearers unit from Strategic Reserves, models in that wnt have the Deep Strike ability
ini the end of that phase
SIGIL OF PSYCHIC AMPLIFICATION
Etched from circuit laced noctlth polarised to amplify empyric energies, this talisman burns with cold fire ast boosts the warpcraft of ts bearer
PSYKER model only. Add 6" to the Range characteristic ofthe bearer’ ranged [PSYCHIC] weapons. Ifthe bearer has a Psychic ability that
instructs you to select one or more units within a specified range, you can inerease the range ofthat ability by 6”. Ifthe bearer has a Peychic
‘Aura ability, increase the range of that ability by an additional 3"
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acaN Natale
GLOAMING MANTLE
‘This sivister device was discovered on the warp touched world of Limina, deep in the Nachmund Gauntlet. While its provenance is mysterious its
ability to hide the Bearer from physical, technological and even psychic senses is almost supernatural
‘he beater has the Lone Operative and Stealth abilities. While the bearer is leading a unit, models in that unit have the Stealth ability and that
unit can only be selecied athe target ofa ranged allack if the alacking model is within 18
LYRETH'S MIRROR
1s sai this shard of crystal is the last remmant ofthe great Harckalian seeing glas, Rescued by the ser Lyreth, it has changed hands many times
but retained its power to show glimpses of impending per
Atthe end of your opponents Movement phase, you can select one enemy unit that was set up on the battlefield within 12" of the bearer’ unit
during this phase; the bearers unit can then either:
' Shoot, but when resolving those attacks the bearers unit can only target that enemy unit (and only fit isan eligible target)
' Declase charge against that unit (note that even if this charge is successful, the bearers unit does not receive any Charge bonus this
tum).
FATE-FORGED WEAPON
An implement of destiny and a destroyer ofthe great and powerful, this malevolent weapon has laid heroes, monsters and generals low.
Select one melee weapon equipped by the bearer (excluding a weapon that has been replaced by an Enhancement or Crusade Relic, ot
‘upgraded with any Battle Traits), That weapon is now a Crusade Relic and
w= Each time an attack is made with i, you can re-roll the Wound rol
= Once per battle, atthe start ofthe Fight phase, the bearer can unleash the power stored in that weapon, When they do, until the end of
the turn, that weapon has the [DEVASTATING WOUNDS] ability and its Strength and Attacks characteristics are inexeased by a number equal
to the current bate round number,
NACHMUND GAUNTLET CRUSADE BATTLES
‘ANachmund Gauntlet Crusade battle is waged by following the sequence below.
SELECT BATTLE SIZE
Players mast ist select the battle size they wish to play: Incursion, Strike Force or Onslaught.
Bi aes) a4
BATTLE SIZE ROSE ed Een
Incursion Upto2 hours
Stike Force - 2000-2500 Upto3 hours
Onslaught - 3000-3750 Up to 4 hours
MUSTER CRUSADE ARMIES
Each player must then muster « Crusade army and provide a copy oftheir Army Roster for their opponent to read through. The
players must use the Tactical Reserves rules when doing s0, selecting a Formation Stance for their Crusade army and organising their units
into one Primary wave and 3 Reinforcement waves, your Army Roster should make note of which unit isin which wave.
> DETERMINE MISSION
‘Net players determine which mision wil be use fr te bat; they can choose om the missions presente inthe tbls (ee
Elen er hn eis tt tein omc dtd we esp io ng Pn
ther simply agree which they will use with their opponent, or they can roll a dice to randomly select a mission,
use the
‘When rolling to determine an Incursion or Strike Force mission, frst roll one D6 to determine which table to wse: on a
Incursion/Strike Force A table (the missions on this table ae designed to be symmetric, with the Attacker and Defender vying to achieve the
same mission objectives) on a 4-6, use the Incursion/Strike Force B table (the missions on this table are designed to he asymmetric, with the
Attacker and Defender having different rules and/or mission objectives). Then roll one D6 to determine which mission to play. For Onslaught
‘missions, roll one D6 to determine which mission to play on the Onslaught table.
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INCURSION/STRIKE FORCE A
Dé Csr
Strategie Stike
Stranglehold
‘Supply Raid
Purge After Inioad
Frontline Warfare
Heralds of Vengeance
INCURSION/STRIKE FORCE B
06 Css
Final Stand
Saboteurs
Retrieval
Beachhead Ofensive
The Gauntlet
Vita Stronghold
GHT
Dé Csr
BM vane
BRAB ure
DETERMINE ATTACKER AND DEFENDER
Players roll off and the winner decides who will be the Attacker and who will be the Defender.
>? READ MISSION
Each mission hae a mission briefing that wil detail the atm ofthe battle. Each mission will also list one or more additional mission
es that will apply for the duration ofthe battle and a series of mission objectives, which may be different forthe Attacker and the Defender,
layers should read and familiarise themselves with these before proceeding.
> PLACE OBJECTIVE MARKERS.
Players now set objective markers up on the batlfield, Bach mission's deployment map will show the players how many to set up and
where each should be placed.
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MISSION OBJECTIVES
During the battle, players ean gain Victory points (VP) by achieving mission objectives. Mission objectives can cither be Progressive or
‘End Game; Progressive mission objectives are scored during the battle (detailed on the mission objective) and can be achieved several
Limes. End Game mission objectives ate scored a the end of the bate
Some Progressive objectives will avard Victory points each time an enemy model or unit is destroyed. A model or unit can, ifitis
resurrected for any reason (Le. it was destroyed and subsequently returned to the battlefield), potentially contribute several VP due to
these types of mission objectives (assuming it is resurrected and subsequently destroyed several times over)
>? CREATE THE BATTLEFIELD
[Next players create the battlefield and setup terrain features. The sizeof the battlefield depends on the battle size selected, as shown in
the table below (the table shows the minimum size of battlefields).
Vasa
Puen Ras
Incursion/Strike Force 44° x60
Onslaught ae x90"
‘Unless otherwise stated, when setting up terrain features, use the guidelines detailed inthe Core Rules, Players must use the rules presented in
the Core Rules for terrain features,
go PURCHASE REQUISITIONS
Ifyou have access to any Requisitions that are used before abaitle, ou can spend RP to use them now. If any ofthese upgrade one or
‘more of your units forthe coming battle, make a note ofthat upgrade on your Army Roster.
SELECT AGENDAS
Each player then secrely selects two Agendas forthe batle and writes them down. Each can award XP to certain units in that players
‘Crusade army, as described on the Agenda ite The Agendas that players can choose from can be found here, Once both players have
selected their Agendas, they reveal ther selections to their opponent
ACTIONS
‘Some Agendas and some missions feature Actions that certain units can perform, Each Action states which units can perform it,
‘when its started and completed, and what the effets of completing i are
‘Avunit cannot start to perform an Action ifone of more ofthe following apply to that unit:
1 Ttis an AIRCRAFT unit,
+ thes an Objective Conteol characteristic of.
+ Ttiswthin Engagement Range of one or more enemy units (ules itis a TAME G
+ Tt Advanced or Fel Back this arn
+ isnot eligible to shoot this phase (including units tha ave already been selected to shoot this phate)
Ifa unit starts to perform an Action, until the end of the turn, that unit is not eligible to shoot or declave » cuarge, unless itis a TITANIC
(CHARACTER unit, in which case, until the end ofthe turn, that unit cannot start to perform another Action and isnot eligible to declare a
‘charge, If unit performing an Action makes a move (excluding Pile-in and Consolidation moves) or leaves the battlefield that Action
‘cannot be completed.
Bp ‘SELECT CRUSADE BLESSINGS
‘When two Crusade armies battle each other, itis likely that one or the other will be more experienced. To determine this, both players
should compare the combined Crusade points total of all the units that ate on their Army Rosters,
there ie a difference of at least S between the players’ Crusade points totals the player whose Army Roster hae the lower total number of
‘Crusade points is the Underdog and gains a number of Crusace Blessings to use in that batle, depending on the diference, This represents
high command funnelling additional resources to the Underdog to help them combat a more experienced foe.
Qt) DECLARE BATTLE FORMATIONS
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1nMfefllowing onde, both players now secretly note down:
Which of thir Leader units wil stat the bate attached (they must pecfy which Leader units attached to which Bodyguard unt).
Lender nit ca aly beaftached to unite that avi cir own wave
+ Which oftheir unit wil tart the bate embarked within TRANSPORT models (Chey must specify which unite ae embarked within which
‘modes. Unite can only stat the battle embarked within TRANSPORTS that are in their own wave.
‘When both players have done so, they declare their selections to their opponent.
In Nachmund Gauntlet Crusade missions units in players Primary waves cannot stat the battle in Reserves, and all units in each player's
[Reinforcement waves will arrive on the battlefield as described inthe Tactical Reserves rules, Any Reserves tuni that has not arived on the
battlefield by the end of the thied bale zound counts as having been destroyed, as do any units embarked within them (this does not apply to
‘units that are placed into Siralepic Reserves alter the fist battle round has started)
DEPLOY CRUSADE ARMIES
Players take it in turns to set up the units of their Primasy’ wave, one ata time, starting with the Defender. players models must be
set up wholly within their deployment zone. Ifa player sete up a THANIC unit when itis their tur to set up a unit, they skip their next carn to
set up a unit. Ione player finishes deploying all ofthe units in their Primary wave, their opponent then deploys the remainder ofthe units in
their Primary wave, Unit in players Reinlorcement waves ate nol sel up on the batlefild now - they wil arrive later during the battle ax
detailed here.
REDEPLOY ARMIES
Some rules allow players to edeploy certain units after both armies are deployed. Unless otherwise stated, such rules are resolved in
this step, they can only affect units in a player's Primary wave. Players alternate resolving any such rules, starting with the Attacker
d DETERMINE FIRST TURN
‘Unless the mission briefing says otherwise, players roll off and the winner takes the frst turn.
d RESOLVE PRE-BATTLE RULES
Players alternate resolving any pre-batle rules units from their army may have, starting with the
Bic) BEGIN THE BATTLE
‘The first battle round begins, Players continue to resolve battle rounds until the batle ends, Nachmund Gauntlet missions use the
‘Tactical Reserves and Surgical Deep Strike rules), meaning your Reinforcement waves will arrive as your game unfolds and some of your units
‘ean perform Surgical Deep Strikes during battle
layer who will take the frst turn,
‘During the batl, the first player whose score reaches 10 or more VP is said to have gained a strategic advantage in that battle. Note that only
‘VP scored from progressive objectives are counted towards determining this; VP scored from End Game mission objectives and from having a
Bate Ready army (eee below) do not count towards gaining a strategic advantage
BATTLE READY
Playing games of Warhammeris a shared experience that we all want to look and feel great. To reflect this, Nachmund Gauntlet
{games reward you for having a fully painted Battle Ready’ army. Here we explain what that means, and where tofind achievable
online tutorials and painting guides to get your army ready for action!
‘When you play a Nachmund Gauntlet game, there are 1 victory point available if every model in your army is painted to Battle Ready
standard, Batle Ready means your models are fully painted witha detailed or textured base.
“his is considered to be the minimum standard of miniature painting for a Nachmund Gauntlet mission, as well asa guaranteed method
of scoring some victory points before the dice even start rolling.
Ce ce cs ke pcr up
Contrast paints were created especially to help you get your armies Battle Ready in no time — just one coat of Contrast paint lays down
etletue ler tad ofchade whe hac pene got you textarea gipieae. Re gaat la fg
estima rend
d END THE BATTLE
‘he battle ends atthe end of any batle round where a player has gained a strategic advantage, otherwise the battle ends ater five battle
rounds have been completed
hitps:watapedia ruhwh40ktGedthe-rulesinachmund-gauniley 22160(091062026, 18:08 Nachmund Gauntit
fone player has no models remaining in their Crusade army atthe start of their turn, the other player may continue to play out their turns
until the battle ends,
At the end of the bate if every mode in a player's Crusade army is painted toa Battle Ready standard, then atthe end ofthe battle, that
player scores a bonus IVE.
d DETERMINE THE VICTOR
The player with the most VP is the victor. If players are tied for VP, and one of the players has a strategic advantage in that battle, then.
that player ie the vitor; otherwise, the bate ie a draw.
“The victor of mission can then claim the Victor bonus listed on that mission Ifthe game isa draw, neither player ean claim the bonus,
you are playing a Nachmund Gauntlet mission, you should inform the Campaign Master of the result ofthe bate so that your alliance can
be awarded the appropriate number of Battle points and Strategie Asset points, remembering th
3 players must also inform the Campaign,
‘Master which ofthe four districts of Sangua Terra thelr Battle points and Strategic Asset points will be assigned to: Pracfectus Bastion
Emperors Voice Grand Battery; Tower of Murmuration; Accrandor Spaceport.
UPDATE CRUSADE CARDS
S ‘he players must now update their Crusade cards for all the units they used in the battle by taking Out of Action tess for any that were
destroyed, and selecting a unit to be Marked for Greatness. If this results in any units gaining a rank, before the next battle they can gain Battle
Honours
UPDATE ORDER OF BATTLE
Increase your Battle tally and Requisition points by 1, and make any notes that you wish to record following your battle, Ifyou wish to
add any units to your Crusade force or spend any Requisition points do so and update your Onder of Batlle accordingly before your next
battle
TACTICAL RESERVES
Inorderto play a Crusade game of Warhammer 40,000, you will need to muster a Crusade army. To do so, follow the sequence below.
1, SELECT BATTLE SIZE
Select one ofthe following bate sizes; this
will determine the total number of points
‘each player will have to spend to build their
wade army and at a result, how long the
battle will ast. You will have to select units
waves. When mustering your Reinforcement
‘waves the combined points values of units in
cach Reinforcement wave cannot exceed the
point limit shown for your chosen formation
stance
‘You can find more information for using
Eu Sate Co
Duration upto 3 hours
rad
Bes COMMU
Points of Primary
femyour Cavs ice when muenng Tt neers frag cmund ailet = :
Each player must choose a formation stance
for their Crusade army before they add wnits
INCURSION (1000 POINTS)
Duration upto hours
CEE e DLS)
to their Crusade army: this wil determine the STORIE
‘maximum number of points they will have in tthe eau CuO eptos hours
theis Primary wave, and how many points
Points of Prima Ey
they will have foreach oftheir Reinforcemens PO % 400 soo coo faa ROUEN ac CU
“ Pains per Points of Pimary
1400 1500 1600
Vien msegyourPuinaywavethe —Renfesmere 300 250 200 7
eanbined points values of uit in your Points per
Efren cee slit Reinforcement 800750700
awn for your choven formation stance. Ifa wave :
nits an ability that means it mast start the
game in Reserves, that unit cannot be patt of
oor Priary ware.
[Alter you have mustered your Primary wave,
you muster your Reinforcement waves. You
will have a minimum of two Reinforcement
‘waves, anda maximum of3 Reinforcement
tpstwahapediauah40k1edthe-losinachmundgaunlel 280(091062026, 18:08
2. START YOUR ARMY ROSTER
“The detals of your Crusade army must be
recorded on an Army Roster; this can be
recorded on the Warhammer 40,000 app, a
blank Army Roster or a piece of paper, Players
must show their finished Army Roster to their
‘opponent before batle commences.
‘You can download blank Army Roster
following ca this link.
3. SELECT ARMY FACTION
Note on your Army Roster one Faction,
‘keyword to be your Army faction.
4, SELECT DETACHMENT RULES
Note on your Army Roster one set of,
Detachment rules for your Crusade army,
Some Detachment rules lis units that you
‘either must or cannot include in your
sade army; you must conform to all such
rules when building your Crusade army.
MISSION RECORD
Nachmund Gauntlet
5, SELECT UNITS
Select all the units from your Crusade force
that you want to include in your Crusade
army, Subtract each units points value from
the total permitted for your battle size.
‘You can only include a unit in your Crusade
army if
"That unit has the Faction keyword you
chose for your Crusade army in step 3.
1 You have enough points remaining.
Your Crusade army does not already
contain three units with the same
datasheet name as that uni - or six unite
withthe same datasheet name as that unit
‘fis a BATTLELINE or DEDICATED
TRANSPORT” uni
‘Your Crusade army must include at least one
(CHARACTER unit. Your Crusade army cannot
include the same EPIC HERO more than once.
* Bvery DEDICATED TRANSPORT sit in your
Crusade army’ will need to star the battle with
atleast one unit embarked inside it, or it will
not be able to be deployed for that batle and
will instead count as having been destroyed
during the first battle round.
6. SELECT WARLORD
Select one CHARACTER model from your
(Crusade army to be your Warlord - this will
be the leader of your Crusade army -and
make a note ofthis on your Army Ros
‘Your Warlord gains the WARLORD keyword.
‘When playing missions in a Nachmund Gauntlet Crusade Campaign you can use this G2j mission record shect at the start ofeach game to
record details that will be useful for that Crusade game.
1, When selecting the mission, make a note of the mission name and the battle size
2, Record who isthe Attacker and Defender and hov many Crusade points each player has.
3, Nachmund Gauntlet Crusade games use Tactical Reserves; make a note of your chosen formation stance and the points limit of each
Record alist of units contained within each wave
Select Agendas, noe the unit(s) that are trying to achieve them, and keep a ally ifrequired,
(Compare both players’ Crusade point totals and record any Crusade Blessings selected
Record your total Victory points fr each battle round and whether you won, drew of lot the mission,
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24160(091062026, 18:08 Nachmund Gauntet
thewrvion.- Eront-line Wasfare
a ()
°
ac 5
USING TACTICAL RESERVES
hitps:watapedia ruhwh40ktGedthe-rulesinachmund-gauniley 25160(091062026, 18:08 ‘Nachmund Gaurtlet
“Tactical Reserves area special ype of Reserves you must ue ia Nachmund Gauntlet campaigns. Only two of your mustered Reinforcement
‘waves will ever participate in each battle, but those thet will take part ina batle will be chosen during the bate. The total forces available for
you to choose from will often be larger than normal for your chosen battle size, giving you great tactical flexibility. However, you will not be
able to deploy all of your available forces during a single battle, so you must choose wisely, having the right warriors enter battle atthe right
‘ume isthe key to success
‘When you deploy your Crusade army, you will only deploy the units in your Primary wave - these units must start the batle on the battlefield
‘or embarked within a TRANSPORT model that stats the battle onthe battlefield. Your Reinforcement waves wil arrive later during the batle ae
follows:
1 Atthe start of the Reinforcements step of your Movement phase in the second battle sound, you must select one of your Reinforcement
‘waves all ofthe units in that Reinforcement wave will arrive on the batlfield as Strategic Reserves,
1 At the start of the Reinforcements step of your Movement phase in the third bate round, you must select one of your remaining
Reinforcement waves: all the units from that wave arrive onthe battlefield as Strategic Reserves.
‘The units in your remaining Reinforcement wave take no part inthis battle. They are no longer considered to be part of your Crusade
army and will not gain any X? this battle. Ifyour WARLORD is part ofthis wave, then forall mission purposes they count as having been
destroyed (your opponent can select one unit from their Crusade army; that unit counts as having destroyed your WARLORD), though your
WARLORD will not have to take an Out of Action test after the bate,
RULES ADAPTATIONS
In Nachmund Gauntlet batls the following adaptations apply:
‘Players cannot use the Rapid Ingress Stratagem.
1 Fach time you set up a unit that is arriving from Reserves, unless that unit is performing a Surgical Deep Strike, you can set that unit up
‘within 1” of your own battlefield edge (cach model from that unit must be set up within 1” of your battlefield edge) even if enemy units are
‘within 9" ofthat uni (but not within Engagement Range of any enemy units): 2 nit set up on the battlefield in this way is automatically
a.
SURGICAL DEEP STRIKE
In Nachmund Gauntlet batles, once a turn, when a unit withthe Deep Strike ability is selected to arrive from Reserves, it ean perform a
‘Surgical Deep Strike. A Surgical Deep Strike isa special type of Deep Strike that uses the following rules in addition to those found in the Core
Rules. Note that ifa unit has a rule that would enable it to be setup closer than 9" horizontally from an enemy unit when iti set up on the
battlefield using its Deep Strike ability it can either use that rule, or it can perform a Surgical Deep Strike - it cannot do both,
‘When a unit performs a Surgical Deep Strike, sett up anywhere on the battlefield that is more than 3° horizontally away from all enemy
‘models. That unit must then take a Deep Strike test. To do so, roll 26, subtracting 1 from the resull for each enemy model tha is within 9 of,
your unit excluding models in Battle-shocked units and models with an Objective Control characteristic of 0), before consulting the table
below.
Deep Strike Test Example: The blue unt is performing a Surgical Deep Strike. After setting up the models in its unit, a Deep strike fest must be
taken for the unit, 2D6 are rolled, resulting ina 7. There are 5 enemy models within 9" of this unit (not including models that are Batle-shocked
‘or that have an Objective Control characteristic of 0), and so § would then be subtracted fromthe result. The result ofthe Deep Strike testis
therefore 7-5 =2, the ‘Off Balance’ result, meaning the deep striking unit is now Battle shocked
-nups:fwahapedta rulwh40k ed/he-rulesinachmund-gauntlet 26150(091062026, 18:08
‘SURGICAL DEEP STRIKE
‘AND RULES THAT PREVENT UNITS SETTING UP
Several units in Wa
be set up within
Surgical Deep Strike
Nachmund Gauntlet
hammer 40,000 have abilities that state that ‘Enemy units that are set up on the battlefield as Reinforcements cannot
of this unit, Such rules apply whether the unit is arriving using the normal rules for I
ce or is performing a
Puss By
PRECISION STRIKE
Antiving precisely on target andin good order, your ae
warirs engage atonce.
Your unitean act normally ths turn,
HURLED INTO BATTLE
Appearing in the midst of furious battle, your warors 3
‘must quickly orient themselves. +
Your unit musttake a Batte-shock test.
OFF BALANCE
Itwil take your badly disordered troops time to gather 2
theirwits and join te ight. +
Your unitis Battle shocked
DEEP STRIKE MISHAP
‘Something has gone wrong with this high-sk
manoeuvre Lorless
Your unit suffers a Deep Stike Mishap. Roll one DG and
consultthe Deep Stike Mishap table, below.
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27160(091062026, 18:08 Nachmund Gauntit
DEEP STRIKE MISHAP
DANGEROUS INGRESS
Whatever else has happened, this errr may cost lives.
shocked
RECALLED UNDER FIRE
Teo late realised, the strike zone is to dangerous,
Younus 03 or nds ane mate a
placed into Strategic eserves That unit cannot be set
Upon the batlfield this tur,
OFF TARGET
Yeuneatosd3mmateonds wantesteces RB
sna mun paren sae suealbap Soha
Mon dagen one cfiemedacanty ots
win 2 vbw heywer setup
ANTICIPATED
The enemy are waiting to stike with deadly force.
Yeurunitufers03 moral wounds nd isBate a
shacked, ne enemy unit that is within 9 of your unit
an make a Normal move of upto DS".
MIS-DROP
‘Survivors ofthis terible mishap are let shaken and
broken. @
DISASTER
rience OB
CRUSADE BLESSINGS
‘An Underdog in a Nachmund Gauntlet battle can select one or more Crusade Blessings from those presented here. The number they can
pends on the difference in Crusade points between the armies, as shown in the table below. The same Crusade Blessing cannot
than once,
Uy es)
Means
oud
DUE a es
HIGH STRATEGY
Bee plans and an ironclad grasp of the most pressing strategic goals go Tong way to overcoming an enemy’ superiority in numbers and
repower
You start the battle with 2CP,
ASTROPATHIC COMMUNIQUE
Huyled through the maelstrom ofthe Warp by a determined and powerful mind, thi vital psychic warning races ahead of the incoming foe and
provides crucal tactical insight.
Select one additional Agenda this battle
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SCARS OF EXPERIENCE
Nachmund Gauntlet
To fight and endure despite casualties and hardship teaches bloody lessons al ofits own
‘At the end ofthe bate, every unit from your Crusade army that is not destroyed gains IXP
TACTICAL GAINS
‘There is more than one path to victory. By driving multiple plans forward even amidst the mayhem of batl, additonal tactical gains can be
made before the foe even realises the danger.
‘Al the end of the bate, rll one D6, adding 3 tothe result il you were the victor: on a 41, you gain I Strategic Asset point (pg 72)
STALWARTS:
Knowing the calibre of foes bearing upon your forces, sector command has dispatched same oftheir most reliable and determined warriors to
bolster your ranks
BATTLELINE unite from your Crusade army
at perform an Action ar still eligible to shoot in that turn, and BATTLELINE units from your
Crusade army can perform Actions while within Engagement Range of one or mote enemy units.
TELEPORTARIUM
A powerful and arcane teleportation asset has been made available fo you. Employ this device fits ll potential to outmanceuvre and defeat the
for.
During the Declare Batle-formations step, you can select two BATTLELINE units from your Reinforcement waves, or one other unit. The
selected nit have the Deep Strike ability.
DEFENDER ONLY
O ®@
FACTION CRUSADE BLESSINGS
‘You can select one of the following Crusade Blessings ifevery model from your Crusade armay meets the keyword restr
ATTACKER ONLY
IMPERIUM ONLY
Whether by jamming teleportation signals,
intercepting drop craft or unleashing
overlapping automated defences, you hold back
crucial enemy reinforcements
[Atthe start ofthe batl, select one of your
‘opponents Reinforcement waves. That wave
cannot be selected to arrive during the second
battle round,
CHAOS ONLY
There are many dark and forbidden means by
‘which sufficiently determined - oF insane -
‘warriors can attack through the Warp
Erupting through the veil of reality, the shock
‘and horror oftheir emergence sets unsuspecting
foes reeling
Each time a unit from your Crusade army
performs a Surgical Deep Strike, before any
Deep Strike tests are made, select one enemy
‘unit within 6" of your unit that unit must
take a Battle-shock test.
TTACKER AND DEFENDER CRUSADE BLESSINGS
[EXCLUDING IMPERIUM & CHADS
Ifthe foe does not traly understand your
enigmatic plans, they have lite chance of
preventing their fulfilment,
At the start ofthe battle, select one objective
rmatker on the batlefield, While a model from,
‘your Crusade army is within range of
objective marker, unless that model’ unit is
Batile-shocked, add 1 to that models
Gbjective Control characteristic.
wu can select one ofthe following Crusade Blessing
LL )
Blasted out of ferrocreteor dug into bedrock, these lemporary entrenchmtents protec defenders
In the first battle round, each time a ranged attack targets unit from your Crusade army, if that unit i wholly within your deployment zone,
asthe Benefit of Cover against that attack
{you are either the Attacker or the Defender in the forthcoming battle
hitps:watapedia ruhwh40ktGedthe-rulesinachmund-gauniley 22160(091062026, 18:08 Nachmund Gauntit
POM ass ()
“These carefully wrought sigil disrupt incoming enemy forces, drawing ill fortune upon them and rendering their arrival more perilous.
Each time a unit ffom your opponent’ Crusade army makes a Deep Sirike test, subtract I fromthe test
PUNE ()
Called into immediate action, this Band of warriors surges ahead of ther comrades to strike as and where they are needed most
In the Reinforcements step of your Movement phase inthe second battle round, after you have selected which Reinforcement wave will arrive
this turn, you can select one unit in one of your other Reinforcement waves, That unit arives this turn ae well bt you must selec that units
original Reinforcement wave to arrive during the third battle round,
© 9
A preparatory bombardment can open vital cracks inthe enemy defences before the strike is launched,
Atthe start ofthe fi
mortal wounds,
EME 4
Infiltration teams have triangulated your forces’ best routs tothe battlefield
sone, roll one D6: on a 4+, that unit sullers D3
atte round, foreach enemy unit within your opponent's deployme
Bach time a unit from your Crusade army makes a Deep Strike test, ada 1 to the result ofthat test,
©)
Catching the foe unprepared inthe earliest hours ofthe dawn, your warriors make the most ofthe clement of surprise,
In the frst baile round, models from your Crusade army have the Stealth ability,
AGENDAS
Agendas offer unique ways for your units to gain additional experience points (XP) in a Crusade battle. There area whole range of different
‘Agendas you can choose from to best suit your Crusade force's narrative. When playing a Nachmund Gauntlet Crusade mission you can select
from the following Agendas
Some Agendas will award XP or tally matks ‘each time’ an enemy model or unt is destroyed. A model or uni can ifit is resurrected for any
reason (Le. it was destroyed and subsequently returned tothe batlefield), potentially contribute several Experience points or tally marks to
these types of Agendas (assuming it is resurrected and subsequently destroyed several times over).
CUT OFF THE HEAD
‘Gut down the enemy’ champions, their warlords and spiritual leaders. Make trophies of ther butchered remains, and in doing so, inapire your
warriors even as you shatter the foe's morale.
Each time a model from your Crusade army destroye an enemy CHARACTER model, your models unit gains 2XP, Each time a model from your
‘Crusade army destroys an enemy WARLORD or EPIC HERO model, your models unit gains an additional 2XP.
Avthe end of the battle, ifthe enemy WARLORD model is destroyed, you gain SAP.
DRIVE DEEP
Cut through the enemy defence lines, drive your forces into their back lines, and wreak bloody havoc. With their communications disrupted and
Lines of retreat perilous, they willbe forced to give ground before your triumphant warriors
Atthe end of the battle, you can select up to three units from your Crusade army (excluding AIRCRAFT) that are wholly within your opponent's
deployment zone, Each of those units gains 3XP.
the end ofthe battle, if three or more units from your Crusade army (excluding AIRCRAFT) are wholly within your opponent’ deployment
zone, you gain ISAP.
hitps:watapedia ruhwh40ktGedthe-rulesinachmund-gauniley 0160(0910672026, 18:08 Nachmund Gauntit
SEARCH DROP SITE
‘Scattered across this battlefield are valuable prizes, be they caches of intel, hidden resources or some other aset that must be found and seized,
Atthe start ofthe bate, all objective markers on the battlefield are unsearched and will remain so until searched.
Pete ccn
STARTS: Your Shooting phase.
UNITS: One unit fram your Crusade army within range of an unsearched objective marker
(COMPLETES: End of your tur, if you contol that objective marker
IF COMPLETED: That objective marker is searched and the unit that completed this Action gains 3XP.
Atthe end of the battle if three or m
SAB.
objective markers on the battlefield have been searched by units from your Crusade army, you gain,
STRIKE AND PURGE
‘Swift strike the enemy, maximise the element of surprise, and seize ultimate victory
Each time a unit from your Crusade army with the Deep Strike ability destroys an enemy unit that unit gains 1XP. Each time a unit from
your Crusade army with the Deep Strike ability destroys an enemy unit in the same turn it was set up using the Deep Strike ability, that unit
gains 2XP instead, A unit cannot gain more than 3XP per battle from this Agenda
Atthe end of the battle, if four or more enemy units were destroyed by units from your Crusade army with the Deep Strike ability during the
battle, you gain ISAP.
STRATEGIC DOMINANCE
You will further your faction’ goals in this region by laying claim to the vital ground atthe battlefield heart and denying i othe foe.
Atthe end of your turn, select one unit from your Crusade army that is within 3° ofthe centre of the battlefield. That unit gains IXP.
Atthe end of the battle, if units from your Crusade army gained 4 or more XP as result ofthis Agenda, you gain 1SAP,
ATTACKER AND DEFENDER AGENDAS
You can select one ofthe following Agendas you ar either the Attacker or the Defender inthe forthcoming battle
[ACTIVATE DEFENCE PERIMETER O
Many defence systems have been emplaced to help defend the Sandus Wall and await only the waking oftheir machine spirits to spring to life and
do their duty
ACTIVATE SHIELD NODE (ACTION)
STARTS: Your Shooting phase
UNITS: One INFANTRY or MOUNTED unt fom your Crusade army thats wholly within your deployment zone
COMPLETES: End of your opponent's next tum or the end ofthe bate (whichever comes fst)
|F COMPLETED: Piace one Shield Node marker within 1" of your unit provided tis wholly within your deployment zone and not within 16°
of any other Shield Node marker {you can use spare objective markers to denote these, but they donot count as objective markers for any
pss iepeseeeteran as ges yo de, oor
Atthe end of the battle if there are 4 or more Shield Node markers on the batlefield, you gain 1SAP
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REPEL THE FOE O
You must hold off each fresh enemy attack wave, driving them back one afer another with resolute defiance.
Each time a unit from your Crusade army destroys an enemy unit that s from one of your opponents Reinforcement waves, that unit gains
XP. A unit cannot gain more than 3XP per bate from this Agenda.
Atthe end of the battle if all the units in at least one of your opponents Reinforcem«
DEFIANT TO THE END O
Stand fast and endure until relieved, wo matter what the enemy throws into the fight
Atthe start ofthe batl, you can select up to three units from your Crusade arm
end ofthe bate:
‘waves have been destroyed, you gain ISAP.
ate onthe battlefield. For each of those units, at the
that unit is not destroyed, it gains 2XP.
f= fthat unit is not Below Half strength, i gains IXP,
tthe end of the battle, sfone or more of there units is at its Stating Strength, you gain ISAP.
[SyMBoLic OBJECTIVES ©
Thisttacks out nt ust conquest but aio propaganda Sie thes vit sites and you wl shatter the spits ofthe fo, pos beyond
‘tthe start ofthe bate your opponent must select tw diferent objective markers i ther is only one objective marker, nly that objective
marker is selected), At the end of the bat, iyo conral one or both of thove objective markers, you can select upto thre unis fom your
Crusade army that are wilin range ofone or more af thave objective markers Each of thove unt gains 2XP
Atthe end of the battle if you control ll ofthe selected objective markers, you gain 1SAP
[PRIME MACRO-ORDNANCE 3
Potent super weapons have been left in this area, deployed but quiescent. Awakening them ready for use will benefit your faction tothe terrible
detrinent ofthe foe.
eee
STARTS: Your Shooting phase.
UNITS: One INFANTRY or MOUNTED unit from your Crusade army that is wholly within your opponent's deployment zone.
COMPLETES: End of your opponent's next turn or the end of the battle (whichever comes firs)
IF COMPLETED: Your unit gains 2XP (a unit cannot gain more than 3XP per batle from this Agenda).
Atthe end of the battle if this Action was completed by units from your Crusade army two or more times during the battle, you gain 1SAP.
RAZE AND RUIN ©
‘This is « campaign of annihilation and extermination. Leave no stone atop another, no foe still breathing, no feature ofthis battlefield untouched
by scourging fire and complete devastation,
ach time a unit from your Crusade army destroys an enemy unit that was within range of an objective marker, that unit gains XP.
time a unit from your Crusade army destroys an enemy unit that was within range of an objective marker that isin your opponent's
a zone, that unit gains 2XP instead. A unit cannot gain more than 3XP per battle from this Agenda,
the end ofthe bate, if you control all objective markers in your opponent’ deployment zone, you gain ISAP.
NACHMUND GAUNTLET CRUSADE MISSION
STRATEGIC STRIKE
aA
short. Hos
zike must come now wich time
fest the drop zone and warriors
hitps:watapedia ruhwh40ktGedthe-rulesinachmund-gauniley 32160091082026, 18:08 "Nachmund Gaurtlet
MISSION RULES
Drop Site Secure: Each time a unit performs a Surgical Decp Strike, ifthat unit is set up wholly within ts own Deployment Zone, add 2 to
that units Deep Strike tt,
VICTOR BONUS
“The victor can select one unit from their Crusade army that is wholly within their opponent’ deployment zone atthe end of the battle that
sunt gains SXP.
MISSION OBJECTIVES
Progressive Objective
Strike swiftly seize he drop zone and stave off enemy counterattacks to secure victory.
From the second battle round onwards, at the end the Command phase, the player whose turn itis scores IVP for each objective marker they
contro (to a maximum of 3VP)
In the fifth battle round, the player who has the second turn scores VP as described above, but does so atthe end of the turn instead of atthe
cn of their Command phase
Eien co
Progressive Objective
Drive deep into enemy territory and plant your flags.
Atthe end of the turn, the player whose turn itis scores IVP if one or more units from their Crusade army (excluding Batle shocked units)
are wholly within their opponent’ deployment zone, [fone or more of these units are BATTLELINE units, the player whose turn itis scores an
additional IVE
NACHMUND GAUNTLET CRUSADE MISSION
STRANGLEHOLD 2
In the wake of a chaotic drop assault, invaders and defenders alike are scattered. The first
commander to secure a decisive and cormanding position on this battlefield will ps able to
drive their foes before then and consolidate their stren:
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MISSION RULES
Staging Post: Payers only gain LCP dusing their turn ifthey control the objective marker within their deployment zone.
VICTOR BONUS
MISSION OBJECTIVES
Progressive Objective
‘There is mo time for complacency in tis fight. Do not give the foe an inch!
tthe end of the turn, the player whose turn it is scores 1VP if they control one or more obj that were controlled by their
opponent atthe rat ofthe turn (fone or more of those objective markers were within their opponent deployment zone, the score
adonal IVP)
Progressive Objective
Establish swift strategic dominance to deny your foes the chance to consolidate their position
From the second batt round onwards, atthe end of the Command phase, the player whose turn itis scores VP as follows
1 If they control one or more o! they score IVP
1 Ifthey control more objective markers than their opponent, they score 2VP
In the fifth battle round, the player who has the second turn scores VP as described above, but does so atthe end of the turn instead of atthe
end oftheir Command phase
NACHMUND GAUNTLET CRUSADE MISSION
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SUPPLY RAID
A vich st.
defences.
rich prize.
pile of vital equipment has been left exposed
© stage is set for a punishing bloodh:
MISSION RULES
Drop Zone Depleted: At the start ofthe first battle round, the players randomly select three different objective markers in No Man's Land. The
first objective marker selected isthe Alpha objective, the second is the Beta objective, and the third is the Gamma objective. Throughout the
bate:
‘= Atthe stat of the third batle round, the Alpha objective is removed from the battlefield
1 At the start ofthe fourth battle round, the Beta objective is removed from the battlefield.
‘At the start ofthe fifth battle round, the Gamma objective is removed from the battlefield
VICTOR BONUS
MISSION OBJECTIVES
Progressive Objective
‘The more supplies that can be extracted safly from this site, the greater a success you will be credited with
From the second battle round onwards, at the end of the Command phase, the player whose turn itis scores VP as follows:
' During the second and third bate rounds, the player whose turn it is scores IVP for each ebjective marker they control.
During the fourth battle round, the player whose turn i is scores 2VP for each objective marker they control,
* During the fith battle zound, the player whose turn its scores 4VP for each objective marker they contral
In the fifth battle round, the player who has the second turn scores VP as described above, but does so atthe end of the turn instead of atthe
end oftheir Command phase
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NACHMUND GAUNTLET CRUSADE MISSION
PURGE AFTER INLOAD @4
Cogitator info-shrines at this site contain vital intelligence that must be accessed and
exadicated co deay it to the foe. Forces must drop in swiftly, Laload all essential
intelligence, and then purge the shrines by any means necessary.
MISSION RULES
Mier)
STARTS: Your Shooting phase, ftom the second batte round onwards.
UNITS: One unit rom your Crusade army thats within range of an objective marker thats not within your own Deployment one,
‘COMPLETES: End of your opponent's next tur orthe end ofthe batte {whichever comes first), if you control that objective marker.
IF COMPLETED: That objective markeris purged and removed fromthe battlefield.
VICTOR BONUS
“The victor can select one unit from their Crusade army that purged one or more objective markers during the batle to gain a Battle ait, This
a ‘bea unit that can gain a Battle Trait. In addition, if the victor purged the objective marker within their opponents deployment zone, they
in 1SAP
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MISSION OBJECTIVES
TLC)
Progressive Objective
‘As long as the inf-shrines can be held, more intelligence can be gathered.
From the second battle round onwards, at the end of each player's Command phase, the player whose turn itis scores IVP for eac
‘marker they control (to a maximum of 2VP),
In te fifth battle round, the player who has the second turn scores VP as described above, but docs so atthe end of the turn instead of atthe
end oftheir Command phase
Progressive Objective
Keep the foe ignorant, even at the expense of your enlightenment
ach time a player whose tur itis purges an objective marker, that player scores 2VP if thal objective marker is within their own territory, or
BVP ifthat objective marker is within their opponents tereitory.
Defender’s Territory
NACHMUND GAUNTLET CRUSADE MISSION
FRONT-LINE WARFARE @5
As hosts of warriors battle te defend or to overthrow the worlds of the Sanctus Wall,
sprawling war fronts stretch across continents, Striving co break the deadlock, generals hurl
ft strikes into the tecth ef these meatgrinders.
MISSION RULES
‘Chosen Batlefeld Starting with the Defender, players lternae sting up sx objective makers on the balled. One objective marker mst
beset up wholy within each deployment zone andthe ret setup wholy within No Mans Land: Objective markers cannot be set up within 6”
cf ne or tore the objective tnarkers andor one or more batteld edges fits ot poate to setup an objective marker at described
Soe isnot set op,
VICTOR BONUS
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Each unit from the victor® Crusade army that ended the bate within range of an objective matker the victor controls gains IXP.
MISSION OBJECTIVES
End Game Objective
‘Opening and holding a path inte the enennys back lines allows the push to gather pace.
Atthe end of the battle, ifa player controls the objective marker in their deployment zone and the objective marker in their opponent’
deployment zone, that player scores 3VP,
EN)
Progressive Objective
To maximize hopes of breaking the enemy lin, you must ensure your own holds firm.
From the second battle round onwards, tthe end of the Command phase, the player whose turn itis scores VP as follows
1 For each object they control in No Maris Land, they score 1VP.
= they control ive marker in their opponents deployment zone, they score 2VP.
In the fifth battle round, the player who has the second turn scores VP as described above, but docs so atthe end of the turn instead of atthe
end oftheir Command phase
IACHMUND GAUNTLET CRUSADE MISSION
ERALDS OF VENGEANCE @6
Ominous threats stand ready to be unleashed, be they mass teleport strikes, fleet bombardment
or malevolent ritua’ super weapons. These war-changing assets must ne guided by hand,
requiring bold warriors to serve as their heralds.
MISSION RULES
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GUIDE STRIKE BEACON (ACTION) 4
STARTS: Your Shooting phase.
UNITS: One or more units from your Crusade army, each within range of different objective marker that you contol
‘COMPLETES: End of your turn,
IF COMPLETED: For each unit that completes this Action, you can move the objective marker that units within range of up to 6” When doing
50, that objective marker cannot end that move on top of any other objective marker or model.
VICTOR BONUS
“The victors Crusade force guine IRP and 1SAP.
MISSION OBJECTIVES
Progressive Objective
‘The more strike beacons guided firmly upon enemy-held territory, the more decisively the vengeful blow will land upon your foes
From the second battle round onwards, at the end of the turn, the player whose turn it is scores VP as follows (these aze not curative):
"= 3VP for each objective marker that is wholly within their opponent’ deployment zone,
= 2VP for each objective marker that is wholly within 6” oftheir opponents deployment zone.
‘= IVP for each objective marker that is wholly within 12" of their opponent’ deployment zone,
mS)
NACHMUND GAUNTLET CRUSADE MISSION
FINAL STAND @1
ck by repeated strikes, one army mist now dig in and try to endure as the last of
theiz scattered reserves race to their aid. Their foes have a chance to crusa them for good if
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they can only break this determined final stand.
MISSION RULES
Strategic Offensive: The Attacker decides which player has the first turn,
Delayed Reserves: The Defender's Reinforcement waves will ative in the Reinforcement step oftheir Movement phace inthe third and fourth
battle round, instead of inthe Reinforcement step of their Movement phase inthe second and third batle round,
VICTOR BONUS
Each unit from the vicor’s Crusade army that ended the battle wholly within the Defender’ deployment zone gai
victor conteos the ol In the Defender’s deployment zone atthe end of the battle, they gain ISAP
MISSION OBJECTIVES
Progressive Objective
IXB In addition, ifthe
‘he longer the defenders can hold their ground, the more hope they have of enduring this onslaught,
‘= Atthe end of each player's tur, the player who controls the objective marker inthe Defender’s deployment zone scores 1VP.
f= Atthe end ofthe Attackers turn, ifthe Attacker controls the objective in No Man's Land, the Attacker scores IVP.
Pe
Progressive Objective
Both commanders are determined to see the others forces annihilated inthis merciless clash
1 At the end ofthe bsitle round, the Defender scores 1VP if one or more ofthe Attacker’ units were destroyed during this battle round,
f= Atte end ofthe battle round, the Attacker scores 1VP if more ofthe Defender’ units than the Attacker’ unite were destroyed during
this battle round.
NACHMUND GAUNTLET CRUSADE MISSION
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SABOTEURS S2
Strategic augury has revealed the location of a hidden base being used by one faction to
launch strikes against enemy territory. Their foes now send raiders to sabotage this
stronghold and leave it unable te support any more offensives
MISSION RULES
Strategic Offensive: The Attacker decides which player has the fist turn
Supply Sabotage: The Attacker can perform the fallowing Action:
‘SUPPLY SABOTAGE (ACTION) 7
STARTS: Your Shooting phase.
UNITS: One or more units from your Crusade atmy, each of which within range ofa different objective marker
‘COMPLETES: Ené of your opponent's nexttumn orthe end ofthe battle (whichever comes first) i you control that objective marker
IF COMPLETED: That objective marker is sabotaged and removed from the battlefield
VICTOR BONUS
“The victors Crusade force gains IRP and 1SAP.
MISSION OBJECTIVES
Progressive Objective
“he vital equipment stored inthis base must be protected its usefulnes isto be maintained,
rom the second battle round onwards, at the end of the Defenders turn, they score VP as follows:
= they control one objective marker, they score IVP.
' Ifthey contral two or three objective markers, they score 2VP.
= they control four o five objective markers they score 3VP
Ass)
Progressive Objective
With each strategic cache and aszet destroyed, the attackers’ mission comes closer to fruition
Each time the Attacker sabotages an objective marker, they score 3VP If the Attacker sabotages 2 or more objective markers in the same
turn, they score an additional 1VP
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NACHMUND GAUNTLET CRUSADE MISSION
RETRIEVAL 3
With betrayal rife through the Sanctus Wall,
dizect couriers to prevent its corruption ¢
in this region and must be recovered or al
1 intelligence mu
reeption. Such a messeng
n be entre
nas gone to ground
MISSION RULES
Pscarcnsre(cron
STARTS: Your
UNITS: One unit from your Crusade army that is within range of an objective marker
COMPLETES: End of yourtur, if you control that objective marker.
IF COMPLETED: Roll one 06, adding 1 to the resultif you are the Defender, and adding an additional 1 tothe result for every other Search Site
action that has been completed during this battle (by either player]. On a G+, you have discovered the location of the courier; remove all
other objective markers from the battlefield. Otherwise, remove that objective marker from the battlefield
VICTOR BONUS
“The victor can select one unit from their Crusade army that completed the Search Site action in the bate; thal uni gains 3XP (ifthat unit
discovered the location ofthe courier it instead gains SXP). In addition, the victor gains 1 Strategic Asset Point.
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Progressive Objective
Nachmund Gauntlet
With each set of coordinates searched, the remaining grid shrinks and success comes closer.
1 Each timea player completes the Search Site action, that player scores IVP.
Ifa player discovers the location ofthe courier, that player scores 1VP.
Cassa)
Progressive Objective
‘Once the hidden messenger has been located they must be defended until extraction can be arranged.
1 the location of the courier has been discovered, atthe end of the
ave,
= Inthe fifth if the location of the courier has been discovered, the player who has the second turn scores 3VP as described
shove, but does so atthe end ofthe turn instead of at the end oftheir Command phate.
the player who controls the objective marker scores
NACHMUND GAUNTLET CRUSADE MISSION
BEACHHEAD OFFENSIVE 4
.g the toe-hold from which a more comprehensive i
a: commander masses all their warriors and unleashes a desperate assau.
jeeks to hurl then ei te
sion can be launched,
Rei opponent
ory in the process.
MISSION RULES
Beachhead: In the step, instead ofthe players alternating setting up their units, firs the Attacker deploys all the units
in their ‘wholly within their deployment zone, and then the Defender sets up all of the units in their Primary Wave wholly
within their deployment zone,
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‘Strategic Offensive: The Attacker decides which player has the fist turn
VICTOR BONUS
MISSION OBJECTIVES
Pre
With every yard advanced into enemy territory, the invaders come closer to securing their beachhead.
From the second ‘onwards, at the end of the the player whose turn it is scores VP as follows:
1 For each objective marker thatthe player controls, they score LVP
= lfitis the Attackers turn, and the Attacker controls the objective marker in their own deployment zone, then for each other objective
‘marker they contral, the Attacker scores an additional 1VP.
In the fifth battle round, the player who has the second turn scores VP as described above, but does so atthe end of the turn instead of atthe
cnd of their Command phase
NACHMUND GAUNTLET CRUSADE MISSION
HE GAUNTLET
an attack against a Loy
driving hom
MISSION RULES
‘Strategic Offensive: The Attacker decides which player has the fist turn
Punch Through Their Defences: At the end of the Attacker’ tur
removed from the battlefield,
alter scoring VP, any objective markers controlled by the Attacker are
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