Matched play offers the most mechanically balanced Warhammer 40,000 gaming experience. With granular, in-depth army selection and a range of mission packs that present clearly defined and competitive victory conditions, matched play is a gaming experience with minimal pre-game negotiation between players. It also sets the stage for you to prove your tactical might upon the gaming table against any opponent and in any setting.


The matched play rules for Warhammer 40,000 can be thought of as a robust and highly adaptable framework. They provide great variation in the missions that you and your opponent can play and encourage significant player-led refinement of the game's parameters while retaining clean and clear rules of play to prevent any confusion or unnecessary debate. They also ensure the greatest possible balance between the competing players and their armies, providing a level playing field in which considered army selection, cunning play and a solid understanding of variables involved will be required to defeat your opponent.

There are multiple ways to play matched play games, each stemming from a different mission pack such as Maelstrom of War. The best way to get started with matched play, however, is the Eternal War mission pack that you will find on the following pages.

The first exciting feature of these missions comes with choosing the size of game you are going to play, be it Combat Patrol, Incursion, Strike Force or Onslaught. This choice dictates not only how many points you have to spend on your army, but also the range of potential missions you have available to play. These missions have all been designed with the designated army sizes in mind, and so scale perfectly to present tactical challenges and exciting games that suit the forces you can bring to the table.

Another layer of tailoring is available in the form of your secondary objectives. There are a considerable number of these, divided into subcategories such as Purge the Enemy, Battlefield Supremacy or Shadow Operations. Prior to the battle, each player selects the secondary objectives that they want their forces to be trying to complete. In this way, while both players are seeking to complete the primary objectives stipulated by the mission they have chosen, each is able to tweak their overall goals to better suit the strengths of their army, and to capitalise on any weaknesses they see in their enemy.

Not only does this system offer a huge variety of potential primary and secondary combinations to keep your gaming experience fresh and exciting, it also ensures that the process of choosing your objectives requires you to employ strategy and cunning to tilt the odds in your favour!

Eternal War Mission Pack

An Eternal War battle is waged by following the sequence below:

1. SELECT BATTLE SIZE
The players must first select the battle size they wish to play: Combat Patrol, Incursion, Strike Force or Onslaught. The table below gives a rough guide of how long each should take.

BATTLES
BATTLE SIZEBATTLE DURATION
Combat PatrolUp to 1 hour
IncursionUp to 2 hour
Strike ForceUp to 3 hour
OnslaughtUp to 4 hour

2. MUSTER ARMIES
Each player must then select a Battle-forged army. The points limit of each player’s army, and the number of Command points each player starts with when they begin mustering their army, are shown in the table below:

ARMY
BATTLE SIZEPOINTS LIMITCOMMAND POINTS
Combat Patrol5003
Incursion10006
Strike Force200012
Onslaught300018

Details of how to Battle-forge an army can be found here. Details of how to use a points limit can be found here. Details of how to select a WARLORD and what information your army roster must contain can be found here and here. You cannot include any Understrength units in your army. All of the units in each Detachment in your Battle-forged army must have at least one Faction keyword in common, and this keyword cannot be CHAOS, IMPERIUM, AELDARI, YNNARI or TYRANIDS, unless the Detachment in question is a Fortification Network (this has no effect on your Army Faction). If you are playing a Combat Patrol battle, the only Detachment your army can include is one Patrol Detachment, unless your Army Faction is IMPERIAL KNIGHTS or CHAOS KNIGHTS, in which case the only Detachment your army can include is one Super-heavy Detachment.

With the exception of units with the Troops or Dedicated Transport Battlefield Roles, or units that are added to your army during the battle that cost Reinforcement points, each player can only include the same datasheet in their army three times. For the purposes of this restriction, the Daemon Prince, Daemon Prince of Chaos, Daemon Prince of Nurgle and Daemon Prince of Tzeentch datasheets are all considered to be the same datasheet. In addition, if by deleting the word ‘Cult’ or ‘Brood Brothers’ from a datasheet’s title in Codex: Genestealer Cults it would match the title of a datasheet from Codex: Astra Militarum, then for the purposes of this restriction, those datasheets are considered to be the same.

If either player has access to any Stratagems that are used before the battle that upgrade units, these must be used now and the details of the upgrades noted on the player's army roster. Each player must then provide a copy of the army roster for their opponent to read through.

3. DETERMINE MISSION
The players determine which mission will be used for the battle; they can choose from the missions for their chosen battle size. This will determine the deployment map that the players use, as well as the specific mission briefing. You can either simply agree with your opponent which you will use, or you can roll to randomly select a mission using one of the following tables:

COMBAT PATROL MISSIONS
D6MISSION
1-2Incisive Attack
3-4Outriders
5-6Encircle



ONSLAUGHT MISSIONS
D6MISSION
1-2Lines of Battle
3-4All-out War
5-6Pathway to Glory

4. READ MISSION BRIEFING
Each mission has a mission briefing that will detail the primary objectives that award victory points to the players. Some missions may also include one or more secondary objectives that players can choose to select during the Select Secondary Objectives step. Some mission briefings also list one or more mission rules that will apply for the duration of the battle. The players should read and familiarise themselves with these before proceeding.

5. PLACE OBJECTIVE MARKERS
The players now set objective markers up on the battlefield. Each mission’s deployment map will show the players how many to set up, and where each should be placed.

6. CREATE THE BATTLEFIELD
The players now create the battlefield and set up terrain features. Missions are played on rectangular battlefields. The size of your battlefield depends on the battle size you have selected, as shown in the table below (the table shows the minimum size of battlefields):

BATTLEFIELDS
BATTLE SIZEBATTLEFIELD SIZE (Minimum)
Combat Patrol/Incursion44" x 30"
Strike Force44" x 60"
Onslaught44" x 90"

Unless noted otherwise, when setting up terrain features, use the guidelines detailed here. Terrain features cannot be set up on top of objective markers. Players must use the battlefield terrain rules for terrain features.

7. SELECT SECONDARY OBJECTIVES
Each player then secretly selects three secondary objectives for the battle and writes them down. Each can award victory points to the player who chose them. The secondary objectives that players can choose from can be found here, though some missions will include secondary objectives the players can also choose from. Once both players have selected their secondary objectives, they reveal their selections to their opponent.

8. DETERMINE ATTACKER AND DEFENDER
The players roll off and the winner decides who will be the Attacker and who will be the Defender.

9. CHOOSE DEPLOYMENT ZONE
The Defender now selects one of the deployment zones for their army. Their opponent uses the other deployment zone.

10. DECLARE RESERVES AND TRANSPORTS
These missions use the Strategic Reserves rules.

Both players now secretly note down on their army roster which of the units in their army will start the battle in Strategic Reserves, which of their units will start the battle in a location other than the battlefield (if a player has access to any Stratagems that enable them to set up units from their army in a location other than the battlefield, they must use such Stratagems now), and which of their units will start the battle embarked within TRANSPORT models (they must declare what units are embarked on what model). When both players have done so, they declare their selections to their opponent.

No more than half the total number of units in your army can be Strategic Reserve and/or Reinforcement units, and the combined points value of all your Strategic Reserve and Reinforcement units (including those embarked within TRANSPORT models that are Strategic Reserve and/or Reinforcement units) must be less than half of your army’s total points value, even if every unit in your army has an ability that would allow them to be set up elsewhere.

In Eternal War missions, Strategic Reserve and Reinforcement units can never arrive on the battlefield in the first battle round. Any Strategic Reserve or Reinforcement unit that has not arrived on the battlefield by the end of the third battle round counts as having been destroyed, as do any units embarked within them (this does not apply to units that are placed into Strategic Reserves after the first battle round has started).

11. DEPLOY ARMIES
The players alternate setting up their remaining units, one at a time, starting with the Defender. A player’s models must be set up wholly within their deployment zone. If one player finishes deploying all their units, their opponent then deploys the remainder of their units.

If a model from your army is so large that it cannot physically be set up wholly within your deployment zone (i.e. the smallest dimension of that model is greater than the depth of your deployment zone), it must be set up so that it is touching your battlefield edge. In the first battle round, that model's unit cannot do any of the following: make a Normal Move, Advance, Fall Back, attempt to manifest or deny psychic powers, make any attacks with ranged weapons, declare a charge, perform a Heroic Intervention, perform any actions or psychic actions. Models in such units count as having moved a distance in inches equal to their Move (M) characteristic in their first Movement phase. If the unit has a minimum Move characteristic, it counts as having moved its maximum Move characteristic.

If both players have units with abilities that allow them to be set up after both armies have deployed; the players must roll off after all other units have been set up and alternate setting up these units, starting with the winner.

12. DETERMINE FIRST TURN
The players roll off. The winner declares whether they will take the first or second turn.

13. RESOLVE PRE-BATTLE ABILITIES
Players alternate resolving any pre-battle abilities units in their army may have, and resolving any Stratagems that are used before the battle (excluding those that upgrade their units or those that enable them to set up a unit in a location other than the battlefield), starting with the player who will take the first turn.

14. BEGIN THE BATTLE
The first battle round begins. Players continue to resolve battle rounds until the battle ends.

Ending the Battle Early or Conceding
Ideally, a battle should always be played until the end. On occasion, though, one or both players may not be able, or may not wish to, complete the battle.

If you and your opponent both agree to end the battle early, then you can end the battle at a mutually agreed point (we suggest at the end of a battle round). You and your opponent can then calculate your final victory points totals, taking into account any objectives achieved, to determine the victor.

If only one player wants to end the battle early then that player must concede and remove all their models from the battlefield. A player who concedes scores 0 victory points for that battle and their opponent is automatically the victor (even if they scored 0 victory points during the battle). The other player may continue to play out their turns until the battle ends if they wish, perhaps to accrue a few more victory points, or they can choose to end the battle now.


15. ENDING THE BATTLE
The battle ends after five battle rounds have been completed. If one player has no models remaining in their army at the start of their turn, the other player may continue to play out their turns until the battle ends.

16. DETERMINE VICTOR
At the end of the battle, the player with the most victory points is the winner. If players are tied, the battle is a draw.

Each player can score a maximum of 45 victory points from primary objectives and a maximum of 45 victory points from secondary objectives (from a maximum of 15 victory points from each of the 3 secondary objectives you have selected), for a total of 90 possible victory points from mission objectives (any excess victory points awarded are discounted). If every model in a player's army was painted to a Battle Ready standard, that player is awarded a bonus 10 victory points. This gives the player a maximum total score out of 100 victory points.

MISSION OBJECTIVES
During the battle, players can earn victory points by achieving mission objectives. There are two types of mission objectives: primary and secondary. Primary mission objectives are described in the mission's Mission Briefing. Secondary mission objectives are chosen by each player after the mission has been determined and the armies have been revealed. In either case, mission objectives can either be ‘End Game’ or ‘Progressive’. End Game mission objectives are scored at the end of the battle. Progressive mission objectives are scored during the battle (exactly when is detailed on the objective itself), and can be achieved and hence award victory points several times.

Secondary Objectives

When you are instructed to select secondary objectives, you can select from any presented here, in addition to any secondary objective listed on the mission you are playing.

You can score no more than 15 victory points from each secondary objective you select during the mission (any excess victory points awarded are discounted).

Each secondary objective listed below has a category (e.g. Purge the Enemy). When you select secondary objectives, you cannot choose more than one from each category.

Purge the Enemy

ASSASSINATE
End Game Objective
Score 3 victory points at the end of the battle for each enemy CHARACTER model that is destroyed.
BRING IT DOWN
End Game Objective
Score 2 victory points at the end of the battle for each enemy MONSTER or VEHICLE model with a Wounds characteristic of 10 or less that is destroyed, and 3 victory points for each enemy MONSTER or VEHICLE model with a Wounds characteristic of 11 or more that is destroyed.
TITAN SLAYERS
End Game Objective
Score 10 victory points at the end of the battle if one enemy TITANIC model is destroyed, or 15 victory points if two or more enemy TITANIC models are destroyed.
SLAY THE WARLORD
End Game Objective
Score 6 victory points at the end of the battle if the enemy WaRLord is destroyed.

No Mercy, No Respite

THIN THEIR RANKS
End Game Objective
If you select this objective, keep a tally of kill points; each time an enemy model is destroyed, add 1 to this tally (add 10 to this tally instead if the model that was destroyed had a Wounds characteristic of 10 or more). A model can, if it is resurrected for any reason (i.e. it was destroyed and subsequently returned to the battlefield), potentially add several points to this tally (assuming it is resurrected and subsequently destroyed several times over). At the end of the battle, divide your kill points tally by 10 and round down - the result is the number of victory points you score.
ATTRITION
Progressive Objective
Score 4 victory points at the end of the battle round if more enemy units than friendly units were destroyed this battle round.
WHILE WE STAND, WE FIGHT
End Game Objective
If you select this objective, then before the battle you must identify which three models from your army (excluding models with the Fortifications Battlefield Role) have the highest points value, and make a note of them on your army roster (if two or more are models are tied, you can choose between them). If your army has three or fewer models, then you instead identify all the units in your army. A model's points cost includes the points of all weapons and wargear it is equipped with. You score 5 victory points for each of these models that are on the battlefield at the end of the battle.
FIRST STRIKE
End Game Objective
Score 5 victory points at the end of the battle if any enemy units were destroyed in the first battle round, and score an additional 3 victory points if more enemy units than friendly units were destroyed in the first battle round.

Battlefield Supremacy

ENGAGE ON ALL FRONTS
Progressive Objective
Score 2 victory points at the end of your turn if you have one or more units from your army wholly within three different table quarters, and those units are all more than 6" from the centre of the battlefield. Score 3 victory points instead if you have one or more units from your army wholly within each table quarter, and those units are all more than 6" from the centre of the battlefield.
LINEBREAKER
Progressive Objective
Score 4 victory points at the end of your turn if two or more units from your army (excluding AIRCRAFT) are wholly within your opponent's deployment zone.
DOMINATION
Progressive Objective
Score 3 victory points if you control more than half the total number of objective markers on the battlefield at the end of your turn.

Shadow Operations

INVESTIGATE SITES
Progressive Objective
Score 3 victory points each time a unit from your army successfully completes the following action:
Investigate Site (Action): One INFANTRY unit (excluding CHARACTERS) from your army can start to perform this action at the end of your Movement phase if it is within 6" of the centre of the battlefield and no enemy units (excluding AIRCRAFT) are within 6" of the centre of the battlefield. The Action is completed at the end of your turn.
REPAIR TELEPORT HOMER
Progressive Objective
Score 5 victory points each time a unit from your army successfully completes the following action:
Repair Teleport Homer (Action): One INFANTRY unit from your army can start to perform this action at the end of your Movement phase if it is wholly within your opponent's deployment zone. The Action is completed at the end of your next Command phase provided the unit attempting it is still wholly within your opponent's deployment zone.
RAISE THE BANNERS HIGH
Progressive and End Game Objective
If you select this objective, then units in your army can perform the following action:
Raise Banners (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 does not have one of your banners raised upon it (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 one of your army’s banners raised on it (the banner is ‘removed’ if your opponent controls the objective marker at the start of any phase). You score 1 victory point at the end of each of your Command phases, and 1 victory point at the end of the battle, for each objective marker on the battlefield that has one of your banners raised upon it.

Warpcraft

MENTAL INTERROGATION
Progressive Objective
Score 3 victory points each time you successfully complete the following psychic action:
Mental Interrogation (Psychic Action - Warp Charge 4): One PSYKER CHARACTER from your army can attempt to perform this psychic action in your Psychic phase if it is within 18" of any enemy CHARACTER models.
PSYCHIC RITUAL
End Game Objective
Score 15 victory points at the end of the battle if any unit from your army successfully completed the following psychic action 3 times during the battle:
Psychic Ritual (Psychic Action - Warp Charge 3): One PSYKER CHARACTER unit from your army can attempt to perform this psychic action in your Psychic phase if it is within 6" of the centre of the battlefield.
ABHOR THE WITCH
End Game Objective
You cannot select this secondary objective if your army includes any PSYKER units. Score 5 victory points at the end of the battle for each enemy PSYKER CHARACTER unit that is destroyed, and 3 victory points for every other enemy PSYKER unit that is destroyed.

Combat Patrol Missions


Eternal War — Combat Patrol

Incisive Attack
 1-2

MISSION BRIEFING
Two forces have dug in and fought to a stalemate. Adopting a new approach to the war, opportunistic bands of warriors now venture forth into no man’s land to seize vital ground and defeat the enemy with surgical assaults across the front.

Mission Rules
Sweep and Clear: In this mission, if you control an objective marker at the end of your Command phase, it remains under your control, even if you have no models within range of it, unless your opponent controls it at the end of any subsequent phase.

PRIMARY OBJECTIVES
Victory points are awarded for controlling objective markers, as follows:

Take and Hold (Progressive): At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
This primary objective cannot be scored in the first battle round.

SECONDARY OBJECTIVES
In this mission, when the players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Surgical Assault, below.

Surgical Assault (Progressive): Score 5 victory points if you control the objective marker in your opponent’s deployment zone at the end of your turn.

Eternal War — Combat Patrol

Outriders
 3-4

MISSION BRIEFING
Advance parties have ranged ahead of the main force in preparation for a large push into enemy territory. They must scout the area, fight off enemy patrols and secure key locations that will prove vital to hold in the larger battle to come.

PRIMARY OBJECTIVES
Victory points are awarded for controlling objective markers, as follows:

Take and Hold (Progressive): At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
This primary objective cannot be scored in the first battle round.

SECONDARY OBJECTIVES
In this mission, when the players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Survey, below.

Survey (Progressive): Score 5 victory points if you control both of the objective markers that are not in either player’s deployment zone at the end of your Command phase. This secondary objective cannot be scored in the first battle round.

Eternal War — Combat Patrol

Encircle
 5-6

MISSION BRIEFING
Both forces have converged on this vital location and a firefight has ensued. Neither side is willing to cede ground, but successfully circumventing the enemy’s position will open up a brutal crossfire leaving the objectives for the taking.

PRIMARY OBJECTIVES
Victory points are awarded for controlling objective markers, as follows:

Take and Hold (Progressive): At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
This primary objective cannot be scored in the first battle round.

SECONDARY OBJECTIVES
In this mission, when the players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Encircle, below.

Encircle (Progressive): Score 3 victory points if you have at least one unit from your army (excluding AIRCRAFT) wholly within 6" of your battlefield edge and at least one unit from your army (excluding AIRCRAFT) wholly within 6" of your opponent's battlefield edge at the end of your turn (score 5 victory points instead if one of these units is also wholly within your opponent’s deployment zone).

Incursion Missions


Eternal War — Incursion

Divide and Conquer
 1

MISSION BRIEFING
The enemy’s advance forces are seeking to expand into our territory, but they risk overextending themselves. If you strike quickly and capture key battlefield locations you can drive a wedge between the foe’s warriors, divorcing them from their support units and making them easy prey to dispatch at your leisure.

PRIMARY OBJECTIVES
Victory points are awarded for controlling objective markers, as follows:

Take and Hold (Progressive): At the end of each player's Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
This primary objective cannot be scored in the first battle round.

SECONDARY OBJECTIVES
In this mission, when the players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Lines of Demarcation, below.

Lines of Demarcation (Progressive): At the end of your turn, you score 4 victory points if you control both objective markers labelled A, or 2 victory points if you control both objective markers labelled B.

Eternal War — Incursion

Crossfire
 2

MISSION BRIEFING
Enemy forces are massing in the area, seeking to secure the battlefield. A direct assault against them may result in unacceptable casualties, but victory can be assured by outflanking the foe and catching them in a deadly crossfire.

Mission Rules
Crossfire: When resolving attacks against target units that are within 9" of the centre of the battlefield, those attacks ignore the benefits of cover provided you can satisfy at least one of the following conditions:
  • You control both objective markers labelled A and the attacking model’s unit is in range of an objective marker labelled A.
  • You control both objective markers labelled B and the attacking model's unit is in range of an objective marker labelled B.

PRIMARY OBJECTIVES
Victory points are awarded for controlling objective markers, as follows:

Take and Hold (Progressive): At the end of each player's Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
This primary objective cannot be scored in the first battle round.

SECONDARY OBJECTIVES
In this mission, when the players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Outflank, below.

Outflank (Progressive): At the end of your Command phase, you score 3 victory points if you control both of the objective markers labelled A. Score 5 victory points instead if, at the end of your Command phase, you control both of the objective markers labelled A and there is at least one enemy unit within 9" of the centre of the battlefield. This secondary objective cannot be scored in the first battle round.

Eternal War — Incursion

Centre Ground
 3

MISSION BRIEFING
You must advance swiftly into contested territory to seize the battlefield while maintaining a strong rearguard to protect your supply lines. The battleground is won and lost one yard at a time, and a commander must simultaneously master offensive and defensive tactics if they are to prevail.

PRIMARY OBJECTIVES
Victory points are awarded for controlling objective markers, as follows:

Take and Hold (Progressive): At the end of each player's Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
This primary objective cannot be scored in the first battle round.

SECONDARY OBJECTIVES
In this mission, when the players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Centre Ground, below.

Centre Ground (Progressive): Each time a unit from your army successfully completes the following action, you score 3 victory points if you currently control one of the objective markers labelled A, or 5 victory points if you currently control both objective markers labelled A:

Centre Ground (Action): One unit from your army can start to perform this action at the end of your Movement phase if it is within range of an objective marker labelled A and no enemy units (excluding AIRCRAFT) are within range of that objective marker. The action is completed at the end of your next Command phase so long as the unit performing it is still within range of the same objective marker.

Eternal War — Incursion

Forward Push
 4

MISSION BRIEFING
This area is of extreme importance and you have been ordered to push forward and lead an immediate all-out assault to capture it. Storm every site of tactical import and leave the foe with no place to hide.

Mission Rules
Quick March: Any Advance rolls of less than 3 made in the first battle round instead count as 3.

PRIMARY OBJECTIVES
Victory points are awarded for controlling objective markers, as follows:

Take and Hold (Progressive): At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
This primary objective cannot be scored in the first battle round.

SECONDARY OBJECTIVES
In this mission, when the players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Forward Push, below.

Forward Push (Progressive): If you select this objective, then units in your army can perform the following action:

Forward Push (Action): One unit from your army can start to perform this action at the start of your Movement phase if it is within range of an objective marker that you control. The action is completed at the end of your turn and you score a number of victory points depending on which objective marker this action was performed on:

OBJECTIVE MARKERPLAYER A VICTORY POINTSPLAYER B VICTORY POINTS
A18
B24
C42
D81

Eternal War — Incursion

Ransack
 5

MISSION BRIEFING
With reinforcements on the way, both forces hastily attempt to establish a fortified position. Whoever secures the line will be able to dig in and outlast their enemy. However, if the enemy’s position can be overrun, a brutal grinding war could be avoided.

PRIMARY OBJECTIVES
Victory points are awarded for controlling objective markers, as follows:

Domination (Progressive): At the end of each player's Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control two or more objective markers.
  • They control three or more objective markers.
  • They control more objective markers than their opponent controls.
This primary objective cannot be scored in the first battle round.

SECONDARY OBJECTIVES
In this mission, when the players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Ransack, below.

Ransack (Progressive): Score a number of victory points at the end of your Command phase if you control one or more of the objective markers that are within your opponent's territory, as shown in the table below:

NUMBER OF OBJECTIVE MARKERS INOPPONENT’S TERRITORY YOU CONTROLVICTORY POINTS SCORED
12
23
35

Eternal War — Incursion

Shifting Front
 6

MISSION BRIEFING
Both forces strike out from their positions, probing the front for vulnerable weak points ahead of an all-out offensive. The slightest gap in the opponent’ defensive line could give our forces the breakthrough needed to cut off the enemy’s supply lines.

Mission Rules
Supply Lines: In this mission, a player only receives the Battle-forged CP bonus at the start of their Command phase if they control the objective marker in their deployment zone.

PRIMARY OBJECTIVES
Victory points are awarded for controlling objective markers, as follows:

Take and Hold (Progressive): At the end of each player's Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
This primary objective cannot be scored in the first battle round.

SECONDARY OBJECTIVES
In this mission, when the players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Test Their Line, below.

Test Their Line (Progressive): Score 3 victory points at the end of your turn if two or more units from your army (excluding AIRCRAFT) are wholly within your opponent's deployment zone and at least two different battlefield edges have at least one of those units wholly within 6" of them (if one of those battlefield edges is your opponent's battlefield edge, score 5 victory points instead). For the purposes of this objective, a unit can only count as being wholly within 6" of one battlefield edge at a time - if a unit is within 6" of two battlefield edges because it is in the corner of the battlefield, you can select which battlefield edge it counts as being wholly within 6" of at the end of your turn.

Strike Force Missions


Eternal War — Strike Force

Retrieval Mission
 1

MISSION BRIEFING
The battlefield is strewn with discarded equipment, supplies and other detritus of war that, for various reasons, you wish to recover. You must recover as many of these vital objectives as you can without sustaining unacceptable casualties in the process.

PRIMARY OBJECTIVES
Victory points are awarded for controlling objective markers, as follows:

Take and Hold (Progressive): At the end of each player's Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
This primary objective cannot be scored in the first battle round.

SECONDARY OBJECTIVES
In this mission, when the players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Minimise Losses, below.

Minimise Losses (End Game): At the start of the battle, add up the number of units in your army — this is your army’s Strength. If a unit splits to form two or more individual units during the battle, then immediately increase your army’s Strength accordingly (e.g. if one unit in your army splits to form three individual units, your army’s Strength is increased by 2). If a unit merges with another to form a combined unit during the battle, then decrease your army’s strength accordingly (e.g. if two units from your army merge to form one unit, you immediately decrease your army’s strength by 1).

At the end of the battle, add up how many units from your army are left on the battlefield, including all units embarked within TRANSPorts, but excluding all units that have been added to your army during the battle. If the total is 75% or more of your army’s Strength, score 15 victory points; if the total is less than 75%, but is 50% or more of your army's Strength, score 10 victory points; if the total is less than 50%, but is 25% or more of your army's Strength, score 5 victory points.

Eternal War — Strike Force

Front-line Warfare
 2

MISSION BRIEFING
Your forces have encountered the enemy along a contested border between your territory and theirs. It is imperative that you seize the disputed ground quickly, while preventing your foe from crossing the border into your own lands.

PRIMARY OBJECTIVES
Victory points are awarded for controlling objective markers, as follows:

Take and Hold (Progressive): At the end of each player's Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
This primary objective cannot be scored in the first battle round.

SECONDARY OBJECTIVES
In this mission, when the players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Vital Ground, below.

Vital Ground (Progressive): At the end of each of your Command phases, you score 3 victory points if you control the objective marker in your opponent's deployment zone, and score 2 victory points for each objective marker that you control that is not in either player’s deployment zone (for a maximum of 7 victory points). This secondary objective cannot be scored in the first battle round.

Eternal War — Strike Force

The Four Pillars
 3

MISSION BRIEFING
Ancient alien pillars that crackle with distorting energies dominate this battlefield. If their power can be siphoned off, you will gain a significant resource to use against your foes.

Mission Rules
The Pillars: In this mission, Reinforcement units cannot be set up within range of any objective markers.

PRIMARY OBJECTIVES
Victory points are awarded for controlling objective markers, as follows:

Take and Hold (Progressive): At the end of each player's Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
This primary objective cannot be scored in the first battle round.

SECONDARY OBJECTIVES
In this mission, when the players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Siphon Power, below.

Siphon Power (Progressive): If you select this objective, units in your army can perform the following action:

Siphon Power (Action): One or more units from your army can start to perform this action at the end of your Movement phase. Each unit that starts to perform this action must be within range of a different objective marker. A unit cannot start this action while any enemy units (excluding AIRCRAFT) are in range of the same objective marker. The action is completed at the end of your next Command phase, and you score a number of victory points depending on how many units completed this action this phase, as shown in the table below:

SIPHON POWER ACTIONSVICTORY POINTS
11
23
36
410

Eternal War — Strike Force

No Man’s Land
 4

MISSION BRIEFING
Following a bloody skirmish over a vital objective in no man’s land, two forces have withdrawn to the relative safety of their own lines to rearm and reinforce before venturing forth once more to attempt to claim the prize, or at least deny it to the enemy.

Mission Rules
No Man’s Land: If a unit has a pre-battle rule that allows it to be set up anywhere on the battlefield, that unit must still be set up wholly within your deployment zone. If a unit has a pre-battle rule that allows it to make a move, it must end that move wholly within your deployment zone.

PRIMARY OBJECTIVES
Victory points are awarded for controlling objective markers, as follows:

Take and Hold (Progressive): At the end of each player's Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
This primary objective cannot be scored in the first battle round.

SECONDARY OBJECTIVES
In this mission, when the players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Secure No Man’s Land, below.

Secure No Man’s Land (Progressive): At the end of each of your turns, if you control the central objective marker you score a number of victory points equal to the current battle round number (so 1 victory point in the first battle round, 2 victory points in the second battle round etc.).

Eternal War — Strike Force

Scorched Earth
 5

MISSION BRIEFING
The time for a decisive strike against the foe is nigh. Key targets have been identified and their continued existence can no longer be tolerated. Spread ruination throughout the enemy’s territory and leave nothing but heaped corpses and blazing wreckage in your wake!

Mission Rules
Raze Objective (Action): One unit from your army can start to perform this action at the start of your Movement phase if it is within range of an objective marker that can be razed and no enemy units (excluding AIRCRAFT) are within range of that objective marker. Player A can only attempt to raze the objective markers labelled B, and player B can only attempt to raze the objective markers labelled A. The action is completed at the end of your turn. If this action is successfully completed, that objective marker is razed and removed from the battlefield.

PRIMARY OBJECTIVES
Victory points are awarded for controlling objective markers, as follows:

Take and Hold (Progressive): At the end of each player's Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
This primary objective cannot be scored in the first battle round.

SECONDARY OBJECTIVES
In this mission, when the players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Raze, below.

Raze (End Game): At the end of the battle, a player scores 5 victory points if one objective marker was removed from the battlefield due to a successful Raze Objective action performed by a unit from their army during the battle, and 15 victory points if two objective markers were so removed.

Eternal War — Strike Force

Vital Intelligence
 6

MISSION BRIEFING
Important tactical information must be captured. Key data-terminals have been detected, but the machine spirits of several must be slaved to your data-tethers at the same time if you are to intercept the intelligence you need.

Mission Rules
Data Terminals: The objective markers in this mission represent data terminals. In this mission, if you control an objective marker at the end of your Command phase, it remains under your control unless your opponent controls it at the end of any subsequent phase, even if you have no models within range of it.

PRIMARY OBJECTIVES
Domination (Progressive): At the end of each player's Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control two or more objective markers.
  • They control three or more objective markers.
  • They control more objective markers than their opponent controls.
This primary objective cannot be scored in the first battle round.

SECONDARY OBJECTIVES
In this mission, when the players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Data Intercept, below.

Data Intercept (Progressive): Each time a unit from your army successfully completes the following action, you score a number of victory points equal to the number of objective markers you currently control:

Data Intercept (Action): One unit from your army can start to perform this action at the end of your Movement phase if it is within range of an objective marker and no enemy units (excluding AIRCRAFT) are within range of that objective marker. The action is completed at the end of your next Command phase so long as the unit performing it is still within range of the same objective marker.

Designer’s note: This battlefield uses diagonal measurements. The shorts distance between the two deployment zones is 24". The deployment map includes some measurements in blue that help make finding the corners of the deployment zones easier on a *battlefie that is approximately 44"x60".

Onslaught Missions


Eternal War — Onslaught

Lines of Battle
 1-2

MISSION BRIEFING
The only way to drive the enemy back is to push forwards across a wide front. If we focus our force on one flank, the foe with break through on the other. We must anchor our forces around a central point and push them back as one.

PRIMARY OBJECTIVES
Victory points are awarded for controlling objective markers, as follows:

Unified Advance (Progressive): At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control at least one objective marker labelled A, and at least one objective marker labelled C.
  • They control at least one objective marker labelled A, at least one objective marker labelled B and at least one objective marker labelled C.
This primary objective cannot be scored in the first battle round.

SECONDARY OBJECTIVES
In this mission, when the players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Hold the Centre, below.

Hold the Centre (Progressive): Score 5 victory points at the end of your Command phase if you control more objective markers labelled B than your opponent does and you have more models wholly within 12" of the centre of the battlefield than your opponent does. This secondary objective cannot be scored in the first battle round.

Eternal War — Onslaught

All-out War
 3-4

MISSION BRIEFING
This swathe of ground must be captured and denied to the enemy. Your commanders do not care whether you drive back the foe's centre or surround and exterminate them - complete domination of this area is their only concern.

PRIMARY OBJECTIVES
Victory points are awarded for controlling objective markers, as follows:

Domination (Progressive): At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control two or more objective markers.
  • They control three or more objective markers.
  • They control more objective markers than their opponent controls.
This primary objective cannot be scored in the first battle round.

SECONDARY OBJECTIVES
In this mission, when the players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Surround Them, below.

Surround Them (Progressive and End Game): Score 4 victory points at the end of your Command phase and at the end of the battle if you control both the objective markers in your deployment zone and one or more objective markers in your opponent's deployment zone. Score 8 victory points instead if you control all four objective markers that are in deployment zones.

Eternal War — Onslaught

Pathway to Glory
 5-6

MISSION BRIEFING
High command has ordered you to discover the hidden entranceway to a long-lost webway portal, part of a network of an ancient pathway through the stars. If your forces can find and secure this portal before the enemy can, the strategic advantages are vast.

Mission Rules
Secure the Search Area: The area of the battlefield within 12" of the centre of the battlefield is the search area. In this mission, if you control an objective marker labelled A at the end of your Command phase, it remains under your control, even if you have no models within range of it, unless your opponent controls it at the end of any subsequent phase.

PRIMARY OBJECTIVES
Victory points are awarded for controlling objective markers, as follows:

Domination (Progressive): At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control two or more objective markers.
  • They control three or more objective markers.
  • They control more objective markers than their opponent controls.
This primary objective cannot be scored in the first battle round.

SECONDARY OBJECTIVES
In this mission, when the players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Search for the Portal, below.

Search for the Portal (Progressive): Each time a unit from your army successfully completes the Search for the Portal action (see below) you score 1 victory point, plus 1 additional victory point for each objective marker labelled A that is currently under your control (for a maximum of 5 victory points).

Search for the Portal (Action): One INFANTRY unit from your army (excluding CHARACTERS) can start to perform this action at the end of your Movement phase if it is wholly within the Search Area shown on the deployment map. The action is completed at the end of your next Command phase so long as the unit performing it is still wholly within the Search Area.

Points Limit
An army’s size and relative power can also be described with a points limit instead of a Power Level — the bigger this limit, the larger and more powerful an army is. To use a points limit, you will first need to agree with your opponent what the points limit for your battle will be. Both players can use the same limit, but this does not need to be the case. You will then need to add up the points values for every unit in your army, and make sure the total does not exceed the agreed points limit for the game.

  • Points limit: Sum of all points values in army cannot exceed this.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Army Faction
In a Battle-forged army, all of the units in your army - with the exception of those that are Unaligned — must have at least one Faction keyword in common (e.g. Imperium or Chaos) even if they are in different Detachments. If a unit does not have the correct Faction keyword, it cannot be included in your army.

  • Army Faction: All units in army must share at least one Faction keyword.
  • Unaligned units are exempt.
Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

  • Roll-off: Both players roll a D6 – highest wins.
  • Roll again if a tie.
Points Values
Every model and weapon has a points value, which is found in a number of Warhammer 40,000 publications. Points values are similar to Power Ratings, in that they give you a guide as to how powerful certain warriors and weapons are, but they offer a greater degree of granularity. A unit’s points value is calculated by adding together the points value of every individual model in that unit and the points value of every individual weapon equipped by a model in that unit. Certain items of wargear also have a points value, and must be included in a unit's points value if equipped by a model in that unit. While it takes a little longer to work out each unit's points value, doing so enables you to differentiate between two similar squads equipped with different weapon options, as the points values listed in our publications reflect the fact that some weapons are more powerful than others.

  • Points values: Detailed measure of a unit's efficacy.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is Titanic.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are Titanic.
Manifesting Psychic Powers
The same Psyker unit cannot attempt to manifest Smite more than once during the same battle round. When you select a Psyker unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different Psyker units.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their Psyker units that is within 24" of the Psyker unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the Psyker unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each Psyker unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Deny the Witch
When a Psyker unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a Psyker unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing Psyker’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
© Vyacheslav Maltsev 2013-2020