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Raid Objectives

Quick Reference
  • PillageAttacker tries to Rummage Search Tokens; Defender guards them. 1 XP per token removed/remaining.
  • Assault — Five-round game. Attacker deploys at edge; Defender deploys in center. Defender with more losses becomes Nomadic.
  • OccupyDefender designates Major Terrain pieces as Facilities. Both sides contest control for XP and Story Phase benefits.
  • RescueAttacker tries to free their Captives held by the Defender. 1 XP per Captive saved.

Pillage

Take what you need from the weak. Balance the scales of the Wasteland in your favor. [Rulebook pg. 46]

Deployment Pool

Add 4 Search Tokens to the Deployment Pool. [Rulebook pg. 46]

Starting Positions

During 9. Starting Positions, when placing models, the Defender may place one model in Base contact with each Search Token not within the Attacker's Setup Area. [Rulebook pg. 46]

Special Rules

The Defender's models cannot make the Rummage Action. The Attacker's models may only make the Rummage Action if a Search Token is Uncontested. An Objective Token is Uncontested for a player if only Friendly models are within Proximity of it. [Rulebook pg. 46]

Story Outcome

At the end of the game, for each Search Token that was removed from the Battlefield, the Attacker gains 1 XP. [Rulebook pg. 46]

Unless the Defender Retreated, they gain 1 XP for each Search Token remaining on the Battlefield. They may also choose a model to make the Rummage Action, as if they were touching a Search Token. [Rulebook pg. 46]


Assault

If someone lives somewhere nicer than you, it's time they moved along. [Rulebook pg. 46]

Rounds

Add one additional Round Tracker Token to the Deployment Pool. This game will last for five Rounds. [Rulebook pg. 46]

Starting Positions

During the 9. Starting Positions, when placing models, instead of selecting a Setup Area, the Defender must deploy within 6" of the center of the Battlefield. The Attacker must deploy within 6" of any Battlefield edge. [Rulebook pg. 46]

Special Rules

Whenever a model is Incapacitated, if its crew would be reduced to half, or less than its starting number every model in that crew must make a Confusion Test (2I) (pg. 22). This happens each time a model is Incapacitated when a crew is already below half their starting number. [Rulebook pg. 46]

Errata

This Confusion Test is made instead of the regular Confusion Test that occurs when a model is Incapacitated. [Errata Q2 2026]

Story Outcome

At the end of the game, if the Defender has more Incapacitated or Confused models that flee than the Attacker, they become Nomadic (pg. 54). During the Story Phase, if the Defender became a Nomad, the Attacker may make the Settle Story Action (pg. 60) to make the Defender's previous Home Turf theirs. [Rulebook pg. 46]

If the Attacker has more Incapacitated or Confused models that flee than the Defender, the Defender gains 1 XP for every two Incapacitated Attacker models. [Rulebook pg. 46]


Occupy

When you want to borrow a cup of sugar, it's best not to ask. Saves embarrassment. [Rulebook pg. 46]

Set Up the Battlefield

While placing Major Terrain, there must be at least one piece of Major Terrain for each Facility on the Defender's Home Turf. Before placing terrain, the Defender must designate which piece of Major Terrain corresponds to each of their Facilities (i.e., one building is their Infirmary, and another as their Monument). [Rulebook pg. 46]

When placing Terrain, the Defender places these pieces first, prior to the standard Terrain placement rules. [Rulebook pg. 46]

Story Outcome

At the end of the game, for each piece of Major Terrain representing a Facility, note the number of Attacker's models, and Defender's models on, or within Proximity of the Terrain. [Rulebook pg. 46]

For each of these Major Terrain pieces with more Attacker models than Defender models, the Attacker gains 1 XP. [Rulebook pg. 46]

For each of these Major Terrain pieces with more Defender models than Attacker models, the Defender gains 1 XP. If the Defender gains more XP than the Attacker in this way, they also gain 1 Reach. [Rulebook pg. 46]

Before moving to the Story Phase, note each piece of Major Terrain representing a Facility, and which crew has more models on it; then check the following to see how the Story Phase is affected: [Rulebook pg. 46]

  • For each Terrain Piece with more Attacker models: During the next Story Phase, the Defender may not use, or gain the benefits of, any Story Actions attributed to the Facility this piece of terrain was representing. However, the Attacker may gain those benefits, and use the attributed Story Actions, until the end of the next Story Phase.

  • For each Terrain Piece with more Defender models: No change.

  • For each Terrain Piece with an equal number of models: During the next Story Phase, no player may use, or gain the benefits of, any Story Actions attributed to the Facility this piece of terrain was representing.


Rescue

The time for negotiation has passed. The time for a daring rescue mission is here. [Rulebook pg. 47]

Special Rules

This Objective cannot be chosen unless the Defender has Captives (pg. 55) from the Attacker's crew. [Rulebook pg. 47]

Starting Positions

After both players have finished placing their models in 9. Starting Positions, the Defender places a model for each Captive (recorded on their Crew Roster) from the Attacker's crew in Base contact with one of their own models. [Rulebook pg. 47]

Special Rules

Captives are Attacker's models, but while within Proximity of a Defender's model, they cannot be selected as the Active model, and is not a Friendly model to the Attacker. In addition, while within Proximity of a Defender's model, Captives cannot be targeted by Attack Actions by Defender models. When a Defender's model moves while in Proximity of a Captive, at the end of the move they may place the Captive into Base contact with the moving model. [Rulebook pg. 47]

If a Captive is not within Proximity of a Defender's model, it may be selected by the Attacker as the Active model at the start of their Turn, and is a Friendly model to them. However, if selected as the Active model, it may only make the Get Moving and Patch Up Actions. [Rulebook pg. 47]

Story Outcome

At the end of the game, before removing any models from the Battlefield, check the following to determine what happens to the Captives: [Rulebook pg. 47]

  • If the Captive is not in Proximity of a Defender model, but is in Proximity of an Attacker model: The Captive is saved! Clear that model's Absent box on the Attacker's Crew Roster, and remove it from the Captives section on the Defender's Crew Roster. The Attacker gains 1 XP.

  • If the Captive is in Proximity of a Defender model: The Captive remains captured by the Defender, who may make their Faction's Captive Story Action (pg. 62), rolling 3 Dice instead of 1, and choosing the result they prefer from the rolled dice.

  • If the Captive is not in Proximity of either a Defender model, or Attacker model: Measure the distance between the Captive, and the closest Defender and Attacker models. If the Defender model is closest, treat this as Result 2, if the Attacker model is closer, treat this as Result 1.

  • If the Captive was Incapacitated: The Captive is saved, but needs help. Clear that model's Absent box on the Attacker's Crew Roster, and remove it from the Captives section on the Defender's Crew Roster. However, during the Treat The Wounded Step of the Story Phase, when rolling on the Aftermath Table, any result of 1–2 is altered to 'Dead. The crew member did not survive the wounds of their captivity, remove them from your Crew Roster'.