Battle Scenarios

Shared Scenario Modules

Threat Points And Command Points Threat Points are setup/scenario deployment points as defined in ../setup/setup_rules.md. Command Points are the turn resource used to issue commands, as defined in ../core/commands/command_points.md. Spending Threat Points does not…

Last updated 9 August 2026

Threat Points And Command Points

Threat Points are setup/scenario deployment points as defined in ../setup/setup_rules.md.

Command Points are the turn resource used to issue commands, as defined in ../core/commands/command_points.md.

Spending Threat Points does not spend Command Points, and spending Command Points does not spend Threat Points, unless a scenario explicitly says otherwise.

Battle Formations

Battle Formations is a deployment module.

When a scenario uses standard Battle Formations:

  1. The player who deploys first deploys their units within 12" of their table edge.
  2. Models must remain within 2" of at least one other model in their unit unless that model is alone.
  3. Units must be at least 2" apart from other units during deployment.
  4. The opposing player then deploys their units using the same restrictions.

If a scenario changes who deploys first, where units deploy, or how far units must be from objectives or table edges, use that scenario's wording instead.

Scout And Secure

Scout and Secure is a reinforcement deployment module.

At the beginning of each turn, if the scenario allows Scout and Secure, players may spend Threat Points to deploy additional units.

To deploy a unit with Scout and Secure:

  1. Spend Threat Points equal to the unit's cost.
  2. Place one model from that unit onto the controlling player's table edge.
  3. Until that model completes its first movement or placement step, enemy units cannot choose that model as the direct target of attacks or effects.
  4. This targeting protection does not prevent templates, area effects, or splash effects from affecting the model unless that effect requires choosing that model as a target.
  5. After the deployed model completes its first movement or placement step, place all other models from the unit within 2" of that deployed model.
  6. The unit then continues as normal.

Scout and Secure does not change Line of Sight, Cover, Target Lock, damage, or damage allocation rules after its temporary targeting protection ends.

Objective Control

Unless a scenario says otherwise, objective control is checked at the timing step named by that scenario.

For objective-control distances, measure from the centre of the objective marker to the closest point of the relevant model. "Within" is inclusive: a model exactly 3" from an objective is within 3", and an enemy model exactly 2" from an objective is within 2".

A player controls an objective if both of the following are true:

  • At least one friendly model is within 3" of that objective.
  • No enemy model is within 2" of that objective.

Enemy contest range is 2" unless the scenario says otherwise.

If neither player controls an objective at the scenario's scoring or restriction timing, that objective is not scored and does not count as controlled for that timing step.

If a scenario uses different scoring ranges, contest ranges, shared control, or multiplayer control, use that scenario's wording instead.

Reinforced Defenses

Reinforced Defenses is a shared scenario module.

When a scenario uses Reinforced Defenses:

  1. A unit within 3" of an objective has Cover +3.
  2. Cover +3 removes successful Target Lock rolls of 1, 2, and 3.
  3. A unit protected by Reinforced Defenses may only be declared as the target of a Charge if the charging command or rule uses the charging unit's Move value for charge movement.
  4. The protected unit cannot be declared as the target of a Charge made with Run, Overrun, or another command or rule that uses a value other than the charging unit's Move value for charge movement.

Reinforced Defenses does not prevent Snap Fire. Snap Fire follows its own Cover interaction in ../core/cover.md.

Annihilation

Annihilation is a scenario victory condition.

If a player's opponent has no units remaining that can be issued commands, that player wins immediately.

A scenario may replace or remove Annihilation if it uses a different defeat condition.

All-Out War

All-Out War is a Threat Point refund module.

At the end of each turn, each player gains a Threat Point refund for each of their units destroyed during that turn.

For each destroyed unit, refund Threat Points equal to that unit's cost minus 1, to a minimum of 0.

All-Out War refunds only destroyed units unless a scenario explicitly says otherwise.

Notes

  • Scenario-specific objective placement and victory point thresholds remain in the individual scenario files.
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