In this phase, players resolve all actions declared in the previous Strategic Phase, generally by playing missions. Players should make sure to play all missions they have before the next Strategic Phase begins. If there are any outstanding matches at the start of the Strategic Phase these matches are rolled off on the [@Outstanding Match Table].
After a mission is completed, at least one player should write and post a Battle Report, containing at minimum the following information:
The players involved, and the location where the action took place.
Who won the battle
Any Battle Honours won
The results of Out of Action tests
Changes to Assets (Force and Hex)
Game Errata
Epic Deeds
Stratagems which have a mid-game requirement to be used and modify a unit’s datasheet in some way (e.g. Chaos Boon) permanently affect the datasheet of that unit. Each time such a stratagem is used, increase that unit’s Crusade Points by 1.
If such a stratagem destroys the unit, it must be removed from your Order of Battle. If it replaces the unit with another unit, the new unit may be added to your Order of Battle with the same number of experience points and the same Battle Honours and Battle Scars as the unit it replaced. If a Battle Honour cannot be applied (e.g. a Weapon Enhancement for a weapon the new unit cannot be equipped with), select a new Battle Honour to replace it
Kill Credit
A unit which is destroyed as the result of self-inflicted casualties, such as plasma overcharging, Perils of the Warp, or similar, count as having been killed by the last enemy unit that attacked them. If they have not been attacked this game, no unit gains the kill (it does count as being killed by your opponent, as normal, for the purposes of objectives).
The same rules apply to units which have fled due to morale, who have died due to being left in Reserves, or any other non-combat kill.
Squadrons
Squadron units require separate Crusade Cards, as written. On your Order of Battle, they are individual units, and may be assigned to Divisions on an individual basis. When you must an army, you may group such units into a squadron as normal. If that unit has any requisition upgrades that apply to the entire unit (such as a Kustom Job), all models in the squadron must possess that upgrade.
Surrender
At the end of each Morale phase is an extra step, 3. Check for Surrender. Either player may choose to order a Full Retreat or Fighting Retreat:
Full Retreat
The conceding player rolls a die and adds the current battle round. On a 7+, all of their units on the board a removed from play, and do not count as having been destroyed. Otherwise, they are destroyed by the nearest enemy unit. Then the game immediately ends, and the other player wins.
Fighting Retreat
This option cannot be chosen in Battle Round 5+. The conceding player continues to play the game, but may no longer score VP or add tallies to their Agenda(s). Once all of the conceding players’ units have escaped or been destroyed, the other play plays out the remaining rounds as normal. The conceding player gains a new Agenda, Retreat!: When a unit ends any movement in contact or across a board edge, or in Reserves, it may leave the game without counting as having been destroyed. Units which do so gain 1 experience point.
Tactical Restraint
The Tactical Restraint rule prevents a player from gaining more than 1 CP per battle round (excluding the free CP gained during the Command phase). The following exception apply to this rule:
Effects which refund the cost of a stratagem (such as the ‘Agents of Vect’ stratagem, or the “Player of Twilight” Warlord trait) grant more than 1 CP when they refund a stratagem that cost 2+ CP. However, you may only benefit from one such ability per battle round, and cannot gain CP from other sources in that round, as normal.