Leviathan Games
Leviathan Games
Leviathan Games duration of the battle. Players should read and familiarise themselves
with these before proceeding.
Players’ selected Fixed Mission cards cannot be discarded for any Reserves units cannot arrive during the first battle round and any
reason. Strategic Reserves or Reserves that have no arrived on the battlefield
by the end of the third battle round count as having been destroyed,
If a player did not select two Fixed Mission cards, then they will use as are any units embarked within them (this does not apply to units
Tactical Missions in the coming battle and they should now reshuffle that are placed into Strategic Reserves after the first battle round has
their Secondary Mission deck. At the start of each of that player’s started).
Command phases, that player must determine which Secondary
Mission cards are active for them by drawing cards from their
Secondary Mission deck, if they have fewer than two active 9 - Deploy Armies
Secondary Mission cards. That player has access to the New Orders Players alternate setting up their remaining units one at a time,
Stratagem (see below), and can spend CP to use it after drawing their starting with the Defender. A player’s models must be set up wholly
within their deployment zone. If one player finishes deploying all their 14 - Determine Victor
units, their opponent then deploys the remainder of their units.
At the end of the battle, the player with the most VP is the winner. If
the players are tied, the battle is a draw.
10 - Determine First Turn
Players roll off and the winner takes the first turn. Each player can score a maximum of 50VP from Primary Missions
and/or Gambits (any excess VP awarded are lost) and a maximum of
40VP from Secondary Missions (any excess VP awarded are lost), for
11 - Resolve Pre-battle Rules a possible total of 90VP. If a player is using Fixed Missions, that
Players alternate resolving any pre-battle rules units from their armies player can score a maximum of 20VP from each of the Fixed Mission
have, starting with the player who will take the first turn. cards they selected before the battle (any excess VP awarded are
lost). If every model in a player’s army is painted to a Battle Ready
standard, that player is awarded a bonus 10VP. This gives each
12 - Begin the Battle player a maximum total score of 100VP.
The first battle round begins. Players continue to resolve battle rounds
until the battle ends. New Orders Stratagem
COST: 1CP
At the end of each player’s turn, if that player is using Tactical WHEN: End of your Command phase.
Missions, they can discard one or more of their active Secondary TARGET: One of your active Secondary Mission cards.
Mission cards. If they do, and if it is not the fifth battle round, that EFFECT: Discard it and draw one new Secondary Mission card.
player gains 1CP. This represents high command diverting strategic RESTRICTIONS: You can only use this Stratagem once per battle.
resources that had been allocated to now-obsolete objectives to
instead engage new targets of opportunity.
Gambit Deck
At the end of the third battle round, players generate Gambits
There are two Gambit decks (one for each player) with identical cards.
These contain challenging goals that players can attempt to achieve
13 - End the Battle by the end of the battle instead of attempting to score any more VP
The battle ends after five battle rounds have been completed. If one from their Primary Mission.
player has no models remaining in their army at the start of their turn,
the other player can continue to play out their turns until the battle At the end of the third battle round, before starting the next battle
ends. round, players can generate Gambits and choose whether to attempt
to achieve one.
Each player takes their Gambit deck and removes the Proceed as
Planned card, placing it to one side, before shuffling the remaining
Gambit cards and randomly discarding one. Each player then adds
their Proceed as Planned card back in, to have a hand containing
three cards.
2 3
Players then secretly choose one of these three cards and place it
face down on the battlefield. Once both players have done so, they
reveal their choice.
If a player reveals their Proceed as Planned card, they are not
attempting a Gambit in this battle and continue to score VP for
achieving the goals as listed on their Primary Mission card.
Otherwise, the player is attempting a Gambit, and until the end of the
battle that player cannot score any more VP as described on their
Primary Mission card (any VP scored so far are kept). Instead, at the
end of the battle, if they successfully completed the goal described on
the Gambit card, they score VP as detailed on that Gambit card.
Deployment Deck
1
4 5
N/A At the end of each Command phase, At the end of each Command phase, the At the end of each Command phase, the The player who has the first turn N/A
the player whose turn it is scores 5VP player whose turn it is scores 5VP for player whose turn it is scores 5VP for each scores VP as described above.
for each objective marker they control each objective marker they control (up to objective marker they control (up to 15VP
11.Take and The player who has the second turn
(up to 15VP per turn) 15VP per turn) per turn)
Hold scores VP as described above, but
does so at the end of their turn
instead of at the end of their
Command phase.
From the second battle round, in each At the end of each Command phase, At the end of each Command phase, the At the end of each Command phase, the The player who has the first turn Each player scores 5VP if
player’s Shooting phase, the player whose the player whose turn it is scores 5VP player whose turn it is scores 5VP for player whose turn it is scores 5VP for each scores VP as described above. one or more objective
turn it is can select one unit from their army for each objective marker they control each objective marker they control (up to objective marker they control (up to 15VP markers in No Man’s Land
12.Scorched The player who has the second turn were burned by a unit from
that is not Battle-shocked and is eligible to (up to 15VP per turn) 15VP per turn) per turn)
Earth scores VP as described above, but their army, and 10VP if the
shoot. Until the end of that turn, that unit is does so at the end of their turn objective marker in their
not eligible to shoot or declare a charge. At instead of at the end of their opponent’s deployment zone
the start of its controlling player’s next Command phase. was burned.
Command phase, if that unit is within 1” of
an objective marker that the player whose
turn it is controls, that objective marker is
burned and removed from the battlefield
At the end of the battle round, each player At the end of each Command phase, At the end of each Command phase, the At the end of each Command phase, the The player who has the first turn N/A
scores 4VP if one of more enemy units the player whose turn it is scores 4VP if player whose turn it is scores 4VP if they player whose turn it is scores 4VP if they scores VP as described above.
were destroyed that battle round, and an they control one or more objective control one or more objective markers, control one or more objective markers, and
13.Purge the The player who has the second turn
extra 4VP if more enemy units than friendly markers, and an extra 4VP if they and an extra 4VP if they control more an extra 4VP if they control more objective
Foe scores VP as described above, but
units were destroyed that battle round. control more objective markers than objective markers than their opponent markers than their opponent controls. does so at the end of their turn
their opponent controls. controls. instead of at the end of their
Note that a unit can, if it is returned to the Command phase.
battlefield for any reason, potentially
contribute to this Primary Mission several
times (assuming it is returned and
subsequently destroyed several times over)
The objective markers in No Man’s Land At the end of each player’s Command At the end of each player’s Command At the end of each player’s Command The player who has the first turn N/A
are sites of power. At the end of each phase, the player whose turn it is phase, the player whose turn it is scores phase, the player whose turn it is scores scores VP as described above.
command phase, the player whose turn it is scores VP as follows (up to 15VP per VP as follows (up to 15VP per turn); VP as follows (up to 15VP per turn);
21.Sites of The player who has the second turn
empowers all sites of power that they turn); ● 3VP for each objective ● 3VP for each objective
Power scores VP as described above, but
control that have one or more Character ● 3VP for each objective marker they control marker they control does so at the end of their turn
models from their army within range; each marker they control ● 3VP for each site of power ● 3VP for each site of power instead of at the end of their
site of power remains empowered by that ● 3VP for each site of power they have empowered they have empowered Command phase.
player while one or more of their Character they have empowered Note that these are cumulative, so a Note that these are cumulative, so a player
models remains within range of it Note that these are cumulative, so a player that controls one objective marker that controls one objective marker they
player that controls one objective they have also empowered will score 6VP have also empowered will score 6VP that
marker they have also empowered will that turn turn
score 6VP that turn
When setting up the battlefield, remove all At the end of each Command phase, At the end of each Command phase, the At the end of each Command phase, the The player who has the first turn N/A
objective markers in No Man’s Land except the player whose turn it is scores 5VP player whose turn it is scores 5VP for player whose turn it is scores 5VP for each scores VP as described above.
the one closest to the centre of the for each objective marker in No Man’s each objective marker in No Man’s Land objective marker in No Man’s Land they
22.The The player who has the second turn
battlefield. Land they control (up to 15VP per turn). they control (up to 15VP per turn). control (up to 15VP per turn).
Ritual scores VP as described above, but
In each player’s Shooting phase, the player does so at the end of their turn
whose turn it is can select one unit from instead of at the end of their
their army that is not Battle-shocked and is Command phase.
eligible to shoot. Until the end of that turn,
that unit is not eligible to shoot or declare a
charge. At the end of that turn, the player
whose turn it is can set up one objective
marker wholly within No Man’s Land and
within 1” of that unit provided it can be set
up exactly 9” from one other objective
marker and not within 6” of any other
objective marker.
D33 Special Battle Round 2 Battle Round 3 Battle Round 4 Battle Round 5 End of Battle
N/A At the end of each Command phase, At the end of each Command phase, the At the end of each Command phase, the At the end of each Command phase, Each player scores 5VP for
the player whose turn it is scores 5VP player whose turn it is scores 5VP for player whose turn it is scores 5VP for each the player whose turn it is scores each objective marker they
for each objective marker they control each objective marker they control (up to objective marker they control (up to 15VP 5VP for each objective marker they control (up to 15VP per
23.Priority player)
(up to 15VP per turn) 15VP per turn) per turn) control (up to 15VP per turn)
Targets
At the start of the battle, players randomly At the end of each Command phase, At the end of each Command phase, the At the end of each Command phase, the The player who has the first turn N/A
select two different objective markers in No the player whose turn it is scores 5VP player whose turn it is scores 5VP for player whose turn it is scores 8VP for each scores 15VP at the end of their
Man’s Land: the first selected is the Alpha for each objective marker they control in each objective marker they control in No objective marker they control in No Man’s command phase if they control the
31.Supply
objective, the second is the Omega No Man’s Land. Man’s Land. Land. objective marker in No Man’s Land.
Drop
objective. At the start of the fourth battle The player who has the second turn
round, the Alpha objective is removed from scores 15VP at the end of their turn
the battlefield. At the start of the fifth battle if they control the objective maker in
round, all objective markers in No Man’s No Man’s Land
Land apart from the Omega objective are
also removed.
The objective markers that start the battle At the end of each turn, the player At the end of each turn, the player whose At the end of each turn, the player whose At the end of each turn, the player N/A
in No Man’s Land are servo-skulls. At the whose turn it is scores VP as follows: turn it is scores VP as follows: turn it is scores VP as follows: whose turn it is scores VP as
end of each turn, each of these objective ● 2VP for each servo-skull that is ● 2VP for each servo-skull that is ● 2VP for each servo-skull that is follows:
32.Deploy
markers can be moved up to 6” in any wholly within 12” of their wholly within 12” of their wholly within 12” of their opponent’s ● 2VP for each servo-skull that
Servo-Skulls
direction by the player that controls it. opponent’s deployment zone. opponent’s deployment zone. deployment zone. is wholly within 12” of their
When moving objective markers, they ● 5VP for each servo-skull that is ● 5VP for each servo-skull that is ● 5VP for each servo-skull that is opponent’s deployment zone.
cannot end that move on top of any other wholly within 6” of their wholly within 6” of their opponent’s wholly within 6” of their opponent’s ● 5VP for each servo-skull that
objective marker or model, or inside opponent’s deployment zone. deployment zone. deployment zone. is wholly within 6” of their
impassable parts of terrain features (such ● 8VP for each servo-skull that is ● 8VP for each servo-skull that is ● 8VP for each servo-skull that is opponent’s deployment zone.
as the walls of a ruin). wholly within their opponent’s wholly within their opponent’s wholly within their opponent’s ● 8VP for each servo-skull that
deployment zone. deployment zone. deployment zone. is wholly within their
Note that these are cumulative, so if a Note that these are cumulative, so if a Note that these are cumulative, so if a opponent’s deployment zone.
servo-skull is wholly within your servo-skull is wholly within your servo-skull is wholly within your opponent’s Note that these are cumulative, so if
opponent’s deployment zone, you opponent’s deployment zone, you would deployment zone, you would score 15VP a servo-skull is wholly within your
would score 15VP from that servo-skull score 15VP from that servo-skull at the from that servo-skull at the end of your opponent’s deployment zone, you
at the end of your turn. end of your turn. turn. would score 15VP from that servo-
skull at the end of your turn.
If you draw this and the Hidden Supplies At the end of each Command phase, At the end of each Command phase, the At the end of each Command phase, the The player who has the first turn N/A
Mission Rule Card, discard this card and the player whose turn it is scores VP as player whose turn it is scores VP as player whose turn it is scores VP as scores VP as described above.
draw a new Primary Mission card. follows: follows: follows:
33.Vital The player who has the second turn
● If they control the ● If they control the objective ● If they control the objective
Ground scores VP as described above, but
After setting up the battlefield, remove the objective marker in their marker in their own marker in their own does so at the end of their turn
objective marker in No Man’s Land that is own deployment zone, deployment zone, they deployment zone, they score instead of at the end of their
closest to the centre of the battlefield. they score 2VP. score 2VP. 2VP. Command phase.
● For each objective marker ● For each objective marker ● For each objective marker in
in No Man’s Land they in No Man’s Land they No Man’s Land they control,
control, they score 5VP. control, they score 5VP. they score 5VP.
● If they control the ● If they control the objective ● If they control the objective
objective marker in their marker in their opponent’s marker in their opponent’s
opponent’s deployment deployment zone, they deployment zone, they score
zone, they score 6VP. score 6VP. 6VP.
Mission Rule Deck
12.Sweep and Clear In this mission, if a player controls an objective marker at the end of their Command phase, that objective marker remains under their control, even if they have no models within range of it, unless their opponent
controls it at the end of any subsequent Command phase.
13.Hidden Supplies In this mission, players must set up one additional objective marker in No Man’s Land.
Unless the Chosen Battlefield mission rule is also in effect, before setting up this new objective marker, players must first move the objective marker in the centre of the battlefield 6” directly towards one of the
corners of the battlefield (if No Man’s Land touches any corners of the battlefield, you must move the objective marker towards one of those corners). Players then set up the new objective marker 6” from the
centre of the battlefield towards the diagonally opposite corner of the battlefield to the previously moved objective marker.
14.Minefields In this mission, each time an Advance roll of 6 is made for a unit, that unit suffers 1 mortal wound.
15.Targets of Opportunity In this mission, if a player is using Tactical Missions, then each time that player determines which Secondary Mission cards are active for them, if they have fewer than 3 active Secondary Mission cards, that
player draws from their Secondary Mission deck until they have 3 Secondary Mission cards.
In this mission, if a player is using Fixed Missions, then in addition to the 2 Fixed Mission cards, that player will also draw cards from their Secondary Mission deck during the battle. At the end of the Select
Secondary Missions step, that player should retrieve their Secondary Mission deck, remove all the Fixed Mission cards they did not select at the start of that step, then shuffle the remaining cards. Then, at the
start of each of that player’s Command phases, if that player has fewer than 3 active Secondary Mission cards (including their Fixed Mission cards), they draw from their Secondary Mission deck until they have
3 Secondary Mission cards. That player has access to the New Orders Strategem, and can spend CP to use it after drawing their Secondary Mission cards if they wish (remember that Fixed Mission cards
cannot be discarded for any reason).
21.Delayed Reserves In this mission, until the start of the third battle round, each time a Reserves or Strategic Reserves unit wishes to arrive on the battlefield, the controlling player must make a Reserves roll for it. To do so, that
player rolls one D6: on a 3+, that unit arrives on the battlefield; otherwise, the Reserves roll fails and that unit does not arrive this turn.
22.Chosen Battlefield In this mission, objective markers are not placed as shown on the Deployment card drawn. Instead, players roll off at the start of the Place Objective Markers step, then alternate setting up objective markers,
one at a time, starting with the winner of the roll off.
One objective marker must be placed wholly within each deployment zone, and the remaining objective markers must be played wholly within No Man’s Land, as shown on the Deployment card drawn. Objective
markers must be placed more than 6” away from any battlefield edge and more than 9” away from all other objective markers.
If for whatever reason it is not possible to set up an objective marker as described above, it is not placed on the battlefield.
If any rules require players to set up additional objective markers (e.g. Hidden Supplies) during the Place Objective Markers step, players set them up as described on this Mission Rule card.
If any rules instruct players to remove one or more objective markers, do so after setting them all up.
23.Maelstrom of Battle In this mission, shuffle the remaining Mission Rule cards together before drawing 2 new Mission Rule cards.
If either of these new Mission Rule cards is Chilling rain, discard that Mission Rule card and draw 2 additional new Mission Rule cards (for a total of 3 new Mission Rule cards).
Apply all the drawn Mission Rule cards to the battle.
24.Supply Lines In this mission, if a player controls the objective marker in their own deployment zone at the start of their Command phase, they roll one D6: on a 4+, that player gains 1CP.
25.Secret Intel In this mission, in each player’s Command phase, the first time that player draws Secondary Mission cards that phase, that player can draw one additional Secondary Mission card, and then discard one of their
active Secondary Mission cards.
26.Vox Static In this mission, the Command Re-roll Stratagem and New Orders Stratagem both cost 2CP to use.
Secondary Mission Deck
D16 Name Special Rule
At the end of your turn, if two or more units from your army (excluding Aircraft) are wholly within your opponent’s deployment zone, this Secondary Mission is
achieved and you score 4VP
Fixed 1.Behind Enemy If, at the end of your turn, only one unit from your army (excluding Aircraft) is wholly within your opponent’s deployment zone, this Secondary Mission is still
Lines achieved, but in this instance you score 2VP instead of 4VP.
If you are using Tactical Missions, then when this Secondary Mission is achieved you score an extra 1VP (for a maximum of 5VP).
If you are using Fixed Missions, then while this Secondary Mission is active, each time an enemy Character model is destroyed, you score 4VP.
If you are using Tactical Missions, then at the end of the turn, if either of the conditions below are satisfied, this Secondary Mission is achieved and you score
2.Assassination 5VP:
• One or more enemy Character units were destroyed this turn.
• All Character units from your opponent’s Army Roster have been destroyed during the battle.
Note that if you are using Tactical Missions, this Secondary Mission is achieved even if such a unit was destroyed and then subsequently resurrected for any
reason.
While this Secondary Mission is active, each time an enemy Monster or Vehicle model is destroyed, you score 2VP and an extra 1VP for each of the conditions
below that are satisfied (all are cumulative):
3.Bring it Down
• The destroyed model had a Wounds characteristic of 10+
• The destroyed model had a Wounds characteristic of 15+
• The destroyed model had a Wounds characteristic of 20+
Note that VP are scored even if such a model is destroyed and then subsequently resurrected for any reason. If you score any VP from this Secondary Mission
during a turn, then at the end of that turn this Secondary Mission is achieved.
If you are using Tactical Missions, then when this Secondary Mission is achieved you score an extra 1VP. However, if you are using Tactical Missions, you
cannot score more than 8VP in total from this Secondary Mission.
At the end of your turn, if you have one or more qualifying units (see below) from your army wholly within three or more different table quarters, and those units
are all more than 3” away from any other table quarter, this Secondary Mission is achieved and you score 4VP if you have qualifying units in four different table
4.Engage on All quarters, or 2VP if you have qualifying units in three different table quarters.
Fronts While a unit is Battle-shocked, it is not a qualifying unit.
If, when you draw this Secondary Mission card, you only have one or two qualifying units remaining in your army, you can discard this Secondary Mission card
and draw a new Secondary Mission card.
If you are using tactical Missions, then when this Secondary Mission is achieved you score an extra 1VP (for a maximum of 5VP).
At the end of your turn, if either of the below conditions are satisfied, this Secondary Mission is achieved and you score 4VP if you are using Fixed Missions, or
5VP if you are using Tactical Missions:
5.Storm Hostile
• You control one or more objective markers that were controlled by your opponent at the start of your turn.
Objective
• Your opponent did not control any objective markers at the start of your turn and you control one or more objective markers that you did not control at
the start of your turn.
This Secondary Mission cannot be achieved during the first battle round; if you randomly drew this Secondary Mission card during the first battle round, draw a
new Secondary Mission card and shuffle this Secondary Mission card back into your Secondary Mission deck.
In your Shooting phase, you can select one or more units from your army that are not Battle-shocked and are eligible to shoot. Until the end of your turn, the units
you selected are not eligible to shoot or declare a charge.
6.Cleanse At the end of your turn, each objective marker that is not within your deployment zone that you control that has one or more of these selected units within range
is cleansed by your army.
If one or more objective markers are cleansed by your army this turn, this Secondary Mission is achieved and you score a number of VP depending on the
number of objective markers cleansed by your army this turn, as follows:
• 1 objective marker cleansed = 2VP if you are using Fixed Missions, or 3VP if you are using Tactical Missions.
• 2 or more objective markers cleansed = 4VP if you are using Fixed Missions, or 5VP if you are using Tactical Missions.
In your shooting phase, you can select one unit from your army that is not Battle-shocked and is eligible to shoot. Until the end of your turn, that unit is not eligible
to shoot or declare a charge.
7.Deploy At the end of your turn, if that unit is within your opponents deployment zone, or within 6” of the centre of the battlefield, it deploys a teleport homer at that
Teleport Homers locations, this Secondary Mission is achieved and you score a number of VP depending on where the teleport homer was deployed, as follows:
• Centre of battlefield = 2VP if you are using Fixed Missions, or 3VP if you are using Tactical Missions
• Opponent’s deployment zone = 4VP if you are using Fixed Missions, or 5VP if you are using Tactical Missions
In your Shooting phase, you can select one or more units from your army that are not Battle-shocked and are eligible to shoot. Until the end of your turn, the units
you selected are not eligible to shoot or declare a charge.
Tactical 8.Investigate At the end of your turn, each corner of the battlefield that has one or more of these selected units wholly within 9” of it is scanned by your army.
Signals If one or more corners are scanned by your army, this Secondary Mission is achieved and you score 2VP for each corner scanned by your army this turn.
While this Secondary Mission is active, each time an enemy unit is destroyed, you score 2VP (to a maximum of 5VP).
Note that VP are scored even if such a unit is destroyed and then subsequently resurrected for any reason. If you score any VP from this Secondary Mission
9.No Prisoners during a turn, then at the end of that turn this Secondary Mission is achieved.
At the end of your turn, if you control one or more objective markers in your own deployment zone and you also control one or more objective markers in No
Man’s Land, this Secondary Mission is achieved and you score 5VP.
10.Extend Battle If you only have one unit remaining in your army, then this Secondary Mission is instead achieved at the end of your turn if that unit controls one objective marker
Lines in No Man’s Land, but in this instance you score 2VP instead of 5VP.
At the end of your opponent’s turn, or at the end of the battle (whichever comes first), if you control one or more objective markers in your own deployment zone,
this Secondary Mission is achieved and you score 3VP.
11.Defend This Secondary Mission cannot be achieved during the first battle round; if you draw this Secondary Mission card during the first battle round, draw a new
Stronghold Secondary Mission card and shuffle this Secondary Mission card back into your Secondary Mission deck.
While this Secondary Mission is active, each time an enemy unit that started the turn within range of an objective marker is destroyed, you score 3VP (to a
maximum of 5VP).
12.Overwhelming Note that VP are scored even if such a unit is destroyed and then subsequently resurrected for any reason. If you score any VP from this Secondary Mission
Force during a turn, then at the end of that turn this Secondary Mission is achieved.
At the end of your turn, if you control two or more objective markers in No Man’s Land, this Secondary Mission is achieved and you score 5VP.
If, at the end of your turn, you only control one objective marker in No Man’s Land, this Secondary Mission is still achieved, but in this instance you score 2VP
13.Secure No instead of 5VP.
Man’s Land
At the end of your turn, if one or more units from your army (excluding Battle-shocked units) are wholly within 6” of the centre of the battlefield, and there are no
enemy units wholly within 6” of the centre of the battlefield, this Secondary Mission is achieved and you score 5VP.
14.Area Denial If, at the end of your turn, there are one or more enemy units wholly within 6” of the centre of the battlefield, but there are no enemy units within 3” of the centre of
the battlefield, then this Secondary Mission is still achieved, but in this instance you score 3VP instead of 5VP.
When this Secondary Mission card is drawn, your opponent must select one objective marker in No Man’s Land.
At the end of your turn, if you control that selected objective marker, this Secondary Mission is achieved and you score 5VP.
15.A Tempting
Target
At the end of your turn, if you control one or more objective markers in your opponent’s deployment zone, this Secondary Mission is achieved and you score
8VP.
16.Capture
Enemy Outpost
Gambit Deck
If you select this Gambit card, you have chosen not to attempt a gambit.
Until the end of the battle, you continue to score VP from your Primary Mission.
1.Proceed as
Planned
Determine Distraction Target: Your Distraction target will be equal to half the number of enemy units that are
within Engagement Range of one or more units from your army (rounding up) at the end of your fifth turn. If your
2.Delaying Distraction target is less than 4, it is increased to 4.
Distract Enemy Units: At the end of your fifth turn, roll one D6 for each enemy unit that is within Engagement
Tactics Range of one or more units from your army. Add 1 to the result if that enemy unit is Battle-shocked and subtract
1 if one or more of the units from your army that are within Engagement Range of it are Battle-shocked. On a
4+, that enemy unit has been successfully delayed.
Determine Gambit Success: If the number of enemy units that have been successfully delayed is greater than
or equal to your Distraction target, this Gambit is successfully completed and you score 30VP.
At the end of your fifth turn, if one or more units from your army that are not Battle-shocked are wholly within 9”
of a corner of the battlefield, and those units are not within your own deployment zone, roll 2D6.
3.Orbital Strike Add 1 to the result for every other corner of the battlefield that has one or more units from your army wholly
within 9” of it (excluding units that are Battle-shocked or within Engagement Range of any enemy units).
Coordinates If the final result is 12 or more, this Gambit is successfully completed and you score 30VP.
Determine Evacuation Target: Your Evacuation target will be equal to half the number of units from your army
that are on the battlefield at the end of the battle (rounding up), including units embarked with Transport models
4.Emergency that are on the battlefield. If your Evacuation target is less than 4, it is increased to 4.
Evacuate Units: At the end of your fifth turn, roll one D6 for each unit from your army that is wholly within 6” of
Evacuation the centre of the battlefield, subtracting 1 from the result if that unit is Battle-shocked. On a 4+, that unit (and
any units embarked within it) are marked for evacuation.
Determine Gambit Success: If the number of your units that are marked for evacuation is greater than or equal
to your Evacuation target, this Gambit is successfully completed and you score 30VP.