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Beyond the Veil

Crusade - Mission Pack - Beyond the Veil | p12
These Agendas can be selected for Beyond the Veil games in addition to those in other publications. Each Agenda listed has a category (e.g. Purge the Enemy, Shadow Operations). When you select Agendas, you cannot choose more than one from each category.
Some Agendas will instruct you to keep a certain tally for your units during the battle. These tallies will then be used after the battle to determine if you achieved certain Agendas, and hc1w many experience points the units in question earned from them. You can use the 'Agenda Tallies' section of each unit's Crusade card to keep track of these tallies - we recommend you make these tallies in pencil so they can be deleted after the game, ready for your next battle.

PURGE THE ENEMY

AMBUSH

Keep an Ambush tally for each Reinforcement and Strategic Reserve unit from your army. Add 1 to a unit's Ambush tally each time it destroys an enemy unit, adding an additional 1 if it destroys an enemy unit during the turn in which it was set up as Reinforcements or Strategic Reserves.
Each unit from your army that has 2 or more marks on its Ambush tally gains 1 experience point. The unit from your army that has the highest Ambush tally gains 1 additional experience point.

NO MERCY, NO RESPITE

EXTERMINATION ORDER


Keep an Extermination Order tally for each unit from your army. At the end of each battle round, add 1 to a unit's Extermination Order tally if it destroyed any enemy units during that battle round. Each unit from your army that has 3 or more marks on its Extermination Order tally gains 2 experience points.

BATTLEFIELD SUPREMACY

MARSHAL FORCES

Keep a Marshal Forces tally for each unit from your army. At the end of each of your Command phases after the first, add 1 to a unit's Marshal Forces tally if it is within 3" of a friendly CHARACTER unit that is within 3 11 of the center of the battlefield. Each unit gains 1 experience point for every 3 marks on its Marshal Forces tally.

SHADOW OPERATIONS

UNCOVER THE ANSWERS

Keep an Uncover the Answers tally for each unit from your army. Add to a unit's Uncover the Answers tally each time it successfully completes the following action:
Uncover the Answers (Action): One or more INFANTRY units from your army can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be in range of a different objective marker that has not been uncovered ( see below). A unit cannot start this action while there are any enemy units (excluding AIRCRAFT) in range of the same objective marker. The action is completed at the end of your turn. If this action is successfully completed, that objective marker is said to have been uncovered.
Each unit from your army gains 1 experience point for each mark on its Uncover the Answers tally.
At the end of the battle, if the total marks on the Uncover the Answers tallies of units in your army is equal to at least half the number of objective markers that were on the battlefield at the start of the battle, gain 1 Investigation point (pg. 17).

MAKE CONTACT

At the start of your first Command phase, select one objective marker on the battlefield that is not within your deployment zone to be a contact terminal. If there are no objective markers on the battlefield, then after both sides have finished deploying, your opponent must set up one objective marker on the battlefield that is not within their own deployment zone. This objective marker represents the contact terminal, but does not count as an objective marker for any rules purpose other than for this Agenda.
Keep a Make Contact tally for each INFANTRY unit from your army. Add 1 to a unit's Make Contact tally each time it successfully completes the following action (see below). If you selected this Agenda, then INFANTRY units in your army can attempt the following action, as described in the Warhammer 40,000 Core Book:
Make Contact (Action): One INFANTRY unit from your army can start to perform this action at the end of your Movement phase if it is within range of your contact terminal objective marker and you control that objective marker. The action is completed at the end of your turn.
Each unit from your army gains a number of experience points equal to their Make Contact tally.
At the end of the battle, if any units from your army have three or more marks on their Make Contact tally, gain 1 Investigation point (pg. 17).

WARP CRAFT

THROUGH THE STILLNESS

Keep a Through the Stillness tally for each PSYKER unit from your army. Each time a unit successfully completes . the Through the Stillness psychic action, add 1 to that unit's Through the Stillness tally. 13 ..
If you selected this Agenda, then PSYKER units in your army can attempt the following psychic action, as described in the Warhammer 40,000 Core Book:
Through the Stillness (Psychic Action - Warp Charge 6): One PSYKER unit from your army can attempt to perform this psychic action during your Psychic phase if it is within 6" of a battlefield edge that has not been pierced by your army. If this psychic action is successfully completed, that battlefield edge is said to have been pierced by your army. Each unit from your army gains a number of experience points equal to the marks on their Through the Stillness tally. At the end of the battle, if 3 or more battlefield edges have been pierced by your army, gain 1 Investigation point (pg. 17).
Each unit from your army gains a number of experience points equal to the marks on their Through the Stillness tally.
At the end of the battle, if 3 or more battlefield edges have been pierced by your army, gain 1 Investigation point (pg. 17).

PSYCHIC BEACON

Keep a Psychic Beacon tally for each PSYKER unit from your army. Each time a unit successfully completes the Psychic Beacon psychic action, add 1 to that unit's Psychic Beacon tally.
If you selected this Agenda, then PSYKER units in your army can attempt the following psychic action, as described in the Warhammer 40,000 Core Book:
Psychic Beacon (Psychic Action - Warp Charge 5): One PSYKER unit from your army can attempt to perform this psychic action during your Psychic phase if it is within 6" of the center of the battlefield. Each time a Psychic test is made for this psychic action, for each other friendly PSYKER unit that is within 6" of the center of the battlefield, add 1 to that Psychic test.
Each unit from your army gain 1 experience point for each mark on its Psychic Beacon tally.
At the end of the battle, if the total marks on the Psychic Beacon tallies of all the units in your army is 3 or more, gain 1 Investigation point (pg. 17).
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