Welcome to the Tactical Deployment mission pack! This is a matched play mission pack that puts your terrain collection at the heart of the action. In these missions, in addition to mustering an army of Citadel miniatures, you will gather a collection of Tactical Terrain features.


These terrain features will form an integral part of your force, and it is up to you, as the player, to decide how you want to deploy them at the start of the battle. Which pieces of terrain you choose to take, and how you position them wilhin your territory, will play an important role in determining either your army's success, or its failure.

Each terrain feature you take offers your warriors new tactics and abilities to exploit on the battlefield, while providing additional objectives for both you and your opponent to try and achieve.

Within this mission pack, you will find all the rules you require to play a Tactical Deployment game. In order to use this mission pack, you will require at least one Battlezone set and a copy of the Warhammer 40,000 Core Book, wherein you will find rules for using points values, Battle-forging your army and creating an army roster.

This pack can be combined with any of the Battlezone sets that are available separately lo provide a huge variety of terrain offerings, ensuring that every game presents unique and interesting challenges.

Tactical Deployment Games

A Tactical Deployment game 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 hours
Strike ForceUp to 3 hours
OnslaughtUp to 4 hours

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, how to use a points limit, how to select a WARLORD and what information your army roster must contain can be found in the Warhammer 40,000 Core Book.

You cannot include any Understrength units in your army, and your army cannot include any Specialist Detachments. 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 Combal 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.

If either player has access to any Stratagems that are used before the battle to upgrade units, these must be used now and the details of the upgrades noted on the player's army roster (remember that you cannot use Stratagems that upgrade Detachments to become a Specialist Detachment). Each player must then provide a copy of their army roster for their opponent to read through.

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 two times (if you are playing an Incursion battle) or three times (if you are playing a Strike Force battle). 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.

3. GATHER TACTICAL TERRAIN
Each player must then gather a Tactical Terrain collection. To do so, each player will need to select a number of terrain features that correspond to one of the Tactical Terrain datasheets they have available. Only terrain features that have a Tactical Terrain datasheet can be included in your Tactical Terrain collection. You can find out more about Tactical Terrain datasheets below.

The combined terrain points of all the datasheets each player includes in their collection must be between the minimum and maximum limits for the battle size you are playing, as shown in the table below. Each player must include a minimum number of terrain datasheets, and each can only be included in the same Tactical Terrain collection a maximum number of times, depending on the size of your battle, as shown in the table below. All the Tactical Terrain datasheets in your Tactical Terrain collection must have the same Battlezone keyword in common, and/or they must have the ALL BATTLEZONES keyword.

Some Tactical Terrain datasheets have the CRITICAL FEATURE keyword. These represent important structures or areas of the battlefield. These datasheets have their own maximum number of times that they can be taken, based on the battle size. In addition, each player has a minimum and maximum terrain points limit for their collection, shown in the table below:

ARMY
BATTLE SIZEMINIMUM NUMBER OF TERRAIN DATASHEETSMAXIMUM NUMBER OF TIMES EACH TERRAIN DATASHEET CAN BE REPEATEDMAXIMUM NUMBER OF TIMES EACH CRITICAL FEATURE TERRAIN DATASHEET CAN BE REPEATEDMINIMUM TERRAIN POINTSMAXIMUM TERRAIN POINTS
Combat Patrol21150100
Incursion321100150
Strike Force431150200
Onslaught542300400
ARMY
BATTLE SIZEMINIMUM NUMBER OF TERRAIN DATASHEETS
MAXIMUM NUMBER OF TIMES EACH TERRAIN DATASHEET CAN BE REPEATED
MAXIMUM NUMBER OF TIMES EACH CRITICAL FEATURE TERRAIN DATASHEET CAN BE REPEATED
MIN/MAX TERRAIN POINTS
Combat Patrol2
1
1
50/100
Incursion3
2
1
100/150
Strike Force4
3
1
150/200
Onslaught5
4
2
300/400

You must make a note of what Tactical Terrain features you will be using in a battle, and write this down on your Tactical Terrain roster, an example of which can be seen here. After both players have mustered their army and gathered their Tactical Terrain, each player must then provide a copy of their army roster for their opponent to read through.

4. 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
D3MISSION
1Seize Ground
2Steady Advance
3Vantage Point




5. READ MISSION BRIEFING
Each mission has a mission briefing that will detail the primary objectives that award victory points to the players. Each mission also includes a secondary objective that players can choose to select during the Select Secondary Objectives step. The players should read and familiarise themselves with these before proceeding.

6. CREATE THE BATTLEFIELD
The players now create the battlefield. Missions are played on rectangular battlefields using a number of Battlezone boards. The battlefield size depends on lhe battle size you have selected, as shown in the table below:

BATTLEFIELDS
BATTLE SIZEBATTLEFIELD SIZE
Combat Patrol/Incursion2 Battlezone boards (approximately 44" x 30")
Strike Force4 Battlezone boards (approximately 44" x 60")
Onslaught6 Battlezone boards (approximately 44" x 90")

No terrain features should be set up on the battlefield now - players will do so during the Set Up Tactical Terrain step, later.

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

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. SET UP TACTICAL TERRAIN
The players now alternate setting up their Tactical Terrain features on the battlefield, one datasheet at a time, starting with the Attacker. Note that when a player sets up a datasheet, they must set up all terrain features described by that datasheet.

Unless the Tactical Terrain datasheet says otherwise, the following rules apply whenever a player sets up a terrain feature:
  • Players must set up the terrain feature in their collection that has the highest terrain points cost first, the terrain feature that has the second highest terrain points cost second and so on. If two or more terrain features in a players collection have the same terrain points cost, that player can choose the order in which they are set up.
  • Terrain features must be set up wholly within the owning player’s territory. A player’s territory will be shown on the deployment map.
  • If a deployment map for a mission has any terrain markers within a player’s territory, that player must set up their frst terrain feature wholly within 9" of the centre of one of those markers. That player’s second terrain feature must be set up wholly within 9" of the centre of a different terrain marker, and so on, until all terrain markers in that player’s territory have at least one terrain feature each set up wholly within 9" of them.
  • Terrain features cannot be set up within 3" of the edge of the battlefield.
  • Terrain features cannot be set up within 3" of any other terrain feature (unless otherwise specified).
  • Obstacles and Buildings cannot be set up on top of objective markers.
  • If a Hill or an Area Terrain feature is set up on top of an objective marker, move the objective marker so it is on top of that terrain feature, but as close as possible to its original location.
  • If a terrain feature cannot be set up, it cannot be used in this battle.
Players must use the terrain rules written on their terrain datasheets.

Designer's Note: When setting up a Tactical Terrain feature, it is acceptable to temporarily place down other Tactical Terrain features from your army that have not yet been set up, in order to better plan out the placement of that terrain feature.

11. 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 on here, though each mission will include a secondary objective that the players can also choose from, as will many Codexes and Codex Supplements. Once both players have selected their secondary objectives, they reveal their selections to their opponent.

12. 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 battlefeld, 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 Tactical Deployment missions, Strategic Reserve and Reinforcement units can never arrive on the battlefeld 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).

13. 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 models 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.

Units with the Fortifications Battlefield Role cannot be set up within 3" of any terrain features.

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.

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

15. 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 battlefeld), starting with the player who will take the first turn.

16. 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.

17. 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.

18. 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 each 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.


CONTROLLING TERRAIN FEATURES
A number of mission objectives refer to controlling terrain features. For the purposes of such mission objectives, if a terrain feature is an Obstacle, it is controlled in the same manner as an objective marker. If a terrain feature is Area Terrain, it is instead controlled by whichever player has more models from their army with the Objective Secured ability wholly on or within that terrain feature. If there are no models with the Objective Secured ability wholly on or within that terrain feature, it is instead controlled by whichever player has more models from their army wholly on or within that terrain feature.

Tactical Terrain Datasheets

In Tactical Deployment missions, you will need to gather a Tactical Terrain collection. Each terrain feature in your collection must be one described by a Tactical Terrain datasheet. These can be found in this section, or in any of the Battlezone products that are available separately. Each Tactical Terrain datasheet contains the following information:

Title: This is the name of the datasheet.

Description: This will tell you what and how many pieces of terrain the datasheet comprises.

Terrain Points: This is the number of terrain points that including one of the datasheet in a player's Tactical Terrain roster costs.

Category: This lists the category of terrain that the datasheet is a part of. You can find out more about terrain categories here.

Traits: This lists all the terrain traits that apply to the datasheet.

Abilities: This details any additional rules that apply when setting up the Tactical Terrain datasheet, as well as its rules during the battle and the effect(s) it has on your and your opponent's models.

Keywords: This lists the datasheet's keywords. It is split into two lines: Battlezone keywords (which tell you what Battlezones this datasheet belongs to) and other keywords.

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, and any listed in your army’s Codex.

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

Battlefield Supremacy

ENGAGE ON ALL FRONTS
Progressive Objective

No part of the battlefield can be left unchallenged; engage the foe on every front and disrupt their plans at every turn.

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

Despatch a spearhead to break through the enemy’s defences, wreak havoc behind the foe’s front lines and cut off their routes of escape.

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

The battleground is won one yard at a time. Maintain a stranglehold on your foe by dominating key strategic locations in the area.

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.
OUTRIGHT DOMINATION
End Game Objective

Seizing control of this areas key structures will ensure your forces complete control of the region.

Score 3 victory points at the end of the battle for each CRITICAL FEATURE terrain feature you control.

No Mercy, No Respite

THIN THEIR RANKS
End Game Objective

Exterminate the enemy. Show them no mercy. Scour them from the face of the battlefield with extreme firepower and allow them no quarter as they take their final breath upon your blades.

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.
GRIND THEM DOWN
Progressive Objective

Some battles cannot be won with a single surgical strike, Instead the enemy must be bled in a war of attrition.

Score 3 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

The foe cannot hope to best us while our mightiest heroes lead us to war, and our greatest engines of war stand inviolate over the battlefield.

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.
TARGETED DESTRUCTION
Progressive Objective

The enemy is dug in, having secured their positions well. It is up to you to force them out.

Score 4 victory points at the end of the battle round for each enemy unit that was destroyed that battle round while it was within 3" of a CRITICAL FEATURE terrain feature.

Purge the Enemy

TITAN HUNTER
End Game Objective

The foe has committed its largest weapons of war to this battlefield. The larger the foe, the greater the glory.

Score 10 victory points at the end of the battle if one enemy TITANIC model is destroyed, 12 victory points if two enemy TITANIC models are destroyed, or 15 victory points if three or more enemy TITANIC models are destroyed.
BRING IT DOWN
End Game Objective

The opposing army contains numerous heavily armoured units. These are considered to be high-priority targets and you should take any opportunity to bring them down.

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.
CUT OFF THE HEAD
End Game Objective

The enemy commander is a powerful and effective warlord. Isolate and eliminate him as quickly as possible to leave the enemy army without its leadership.

At the end of the battle, you score a number of victory points if the enemy WARLORD was destroyed during the battle. The number of victory points scored depends on the battle round during which the enemy WARLORD was destroyed, as shown in the table below.

BATTLE ROUNDVICTORY POINTS
113
210
36
43
51

If an enemy WARLORD was destroyed, but was then resurrected or otherwise returned to the battlefield and subsequently destroyed again, then for the purposes of this secondary objective it was destroyed during the battle round in which it was last removed from the battlefield.
ASSASSINATE
End Game Objective

The enemy looks to their champions for courage. Identify and eliminate them with extreme prejudice.

Score 3 victory points at the end of the battle for each enemy CHARACTER model that is destroyed.
STRONGHOLD DENIAL
End Game Objective

If the enemy seeks shelter behind fortress walls, raze them to the ground - reduce their strongholds to rubble and leave them nowhere to hide.

Score 5 victory points at the end of the battle for each enemy BUILDING unit that is destroyed.

Shadow Operations

RAISE THE BANNERS HIGH
Progressive and End Game Objective

Claim the battlefield and display your colours high so that the enemy is in no doubt as to their defeat.

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.
INVESTIGATE SITES
Progressive Objective

A vital objective has been identified somewhere in the vicinity. You must secure, search and locate it without delay.

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.
DEPLOY SCRAMBLERS
End Game Objective

To prevent the enemy from launching a counter-attack in this region, your forces must deploy scramblers to interfere with orbital augurs and scanner arrays.

Score 10 victory points at the end of the battle if you successfully completed the following action three times during the battle — once in your deployment zone, once in your opponent's deployment zone and once more than 6" from either player's deployment zone:

Deploy Scramblers (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 wholly within your deployment zone, wholly within your opponent's deployment zone, or more than 6" from either player’s deployment zone. This action is completed at the end of your turn.
TELEPORT HOMER
Progressive Objective

Vanguard forces deployed a teleport homer behind enemy lines, but it was damaged. If your forces can repair it we will be able to launch a surprise assault on the foe.

Score 4 victory points each time a unit from your army successfully completes the following action:

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. This 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.
PLANT DEMOLITION CHARGES
End Game Objective

Your forces have been equipped with high explosive charges - plant these on terrain that the enemy are usingfor shelter and withdraw before remotely detonating and razing them, forcing the foe to abandon their positions and retreat.

If you select this objective, then units in your army can perform the following action:

Plant Demolitions (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 territory and within l" of an Obstacle or Area Terrain feature that does not already have explosives planted on it (see below). This action is completed at the end of your next Command phase, provided the unit attempting it is still within l" of the same terrain feature. If this action is successfully completed, that terrain feature is said to have had explosives planted on it. You score 4 victory points at the end of the battle for each terrain feature in your opponent's territory that has explosives planted on it.

Warpcraft

ABHOR THE WITCH
End Game Objective

The presence of enemy psykers in this theatre of war can no longer be tolerated - use whatever methods you see fit to hunt them down and exterminate them.

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.
MENTAL INTERROGATION
Progressive Objective

The enemy’s agenda in this war must be discovered if we are to devise a strategy to defeat them. Your psykers are ordered to use their mental powers to delve into the minds of the enemy leaders and discover their battle plans.

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

The war does not fare well, and desperate times call for desperate measures. Completion of a complex ritual will allow your psykers to fully harness the power of the warp, and perhaps snatch victory from the jaws of defeat.

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.
PIERCE THE VEIL
End Game Objective

All attempts to infiltrate behind enemy lines and discover the enemy's disposition have thus far resulted in failure. Your psykers must attempt to use their warp-gifted sight to scry that which cannot be seen by conventional methods.

Score 8 victory points at the end of the battle if one or more units from your army successfully completed the following psychic action 2 or more times during the battle, or 15 victory points at the end of the battle if one or more units from your army successfully completed the following psychic action 4 times during the battle (note that you can only score this objective once):

Pierce the Veil (Psychic Action - Warp Charge 4): One PSYKER CHARACTER unit from your army can attempt to perform this psychic action during your Psychic phase if it is within 6" of your opponent’s battlefield edge and more than 6" from any enemy models.
PSYCHIC IMPRINT
Progressive Objective

We have lost contact with an agent operating in this area, and all conventional means of tracing them have failed. Employ your psykers otherworldly talents to detect any residue of their psychic imprint so we can establish their last known whereabouts.

Score 2 victory points at the end of the battle round if one or more units from your army successfully completed the following psychic action:

Psychic Imprint (Psychic Action - Warp Charge 4}: One PSYKER CHARACTER from your army can attempt to perform this psychic action during your Psychic phase if it is within 3" of a terrain feature in your opponent's territory that has not already been psychically scanned. If successfal, that terrain feature is said to have been psychically scanned.

Mission Scoring Sheet

The winner of a Tactical Deployment mission is the player who has scored the most victory points, which can be scored in a number of different ways. In order to keep track of how many victory points you have scored (as well as how and when they were scored) it is useful to fill in a scoring sheet during your game.


  1. At the top of the scoring sheet is space to write the battle size and the mission you are playing.
  2. There are two sections on the scoring sheet - one to keep track of the Attacker's victory points and one to keep track of the Defender's. After you have determined who the Attacker and Defender will be, write your names at the top of the appropriate section.
  3. You can make a note in both the Attacker's and Defender's section of all the objectives that are being used in your battle. In the case of your primary objective (which will be the same for both players), simply delete whichever does not apply. In the case of secondary objectives, after both players have made their selections you should write them down in the appropriate box.
  4. As the battle progresses, keep track of the victory points each player scores in the relevant section. For progressive objectives, write down (or keep a tally) of how many points were scored during each battle round, and in the case of End Game objective, do the same at the end of the battle.
  5. At the bottom of each player's section there is space for you to add up the total victory points you have scored for primary missions (a score out of 45), and the victory points you have scored for each secondary mission (each will be a score out of 15).
  6. If a player's army is Battle-forged, that player will score an additional 10 victory points. Make a note on the scoring sheet if a player's army was Battle-forged or not.
  7. Add up each player's victory points total from objectives to their Battle Ready score for a grand victory points score out of 100.
  8. You can make a note regarding whether the Attacker or the Defender won, or if the game was a draw, here.

Battle Ready

Playing games of Warhammer is a shared experience that we all want to look and feel great. To reflect this, Tactical Deployment games reward you for having a fully painted ‘Battle Ready’ army. Here we explain what that means, and where to find achievable online tutorials and painting guides to get your army ready for action!

When you play a Tactical Deployment game, there are 10 victory points available if every model in your army is painted to a Battle Ready standard. Battle Ready means your models are fully painted with a detailed or textured base.

This is considered to be the minimum standard of miniature painting for a Tactical Deployment mission, as well as a guaranteed method of scoring some victory points before the dice even start rolling.

The Citadel Colour range includes all the paints and hobby supplies you'll need to paint your miniatures quickly and efficiently, In fact, Contrast paints were created especially to help you get your armies Battle Ready in no time — just one coat of Contrast paint lays down both a base colour and a bit of shade — while Technical paints give you a textured base with one application. It's never been easier to get your army ready for a tournament.

Combat Patrol Missions


Combat Patrol Mission

Seize Ground
 1

MISSION BRIEFING
Away from the main front, crack teams of hardened veterans look to open up any chink in their foe's armour, attempting to break the deadlock and force a new avenue of attack for the rest of their forces to exploit.

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

TAKE AND HOLD
Progressive Objective

Several strategic locations have been identified in your vicinity. You are ordered to assault these positions and hold them at any cost.

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 players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Seize Ground (see below).

SEIZE GROUND
Progressive Objective

The enemy has moved many of its defenders elsewhere. This is your opportunity to push through and expand your territory.

At the end of the battle round, score a number of victory points equal to that shown in the table below for one of the objective markers that you control.

OBJECTIVE MARKERPLAYER A VICTORY POINTSPLAYER B VICTORY POINTS
A14
B22
C41


Combat Patrol Mission

Steady Advance
 2

MISSION BRIEFING
Unbeknownst to them, two small, opposing scouting parties are recceing the same area. With no time to prepare and little time to plan, the two sides must battle to hold on to what they have already secured whilst also attempting to push the enemy back.

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 Objective

Several strategic locations have been identified in your vicinity. You are ordered to assault these positions and hold them at any cost.

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 players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Measured Advance (see below).

MEASURED ADVANCE
Progressive Objective

Taking the enemy's territory is one thing, but doing so while retaining control of your own is an altogether more difficult challenge.

At the end of the battle round you can score any or all of the following:
  • Score 2 victory points if you control both the objective markers labelled A.
  • Score 3 victory points if you control the objective marker wholly within your opponent's territory.


Combat Patrol Mission

Vantage Point
 3

MISSION BRIEFING
Recon briefs have revealed an area of high ground that would act as a perfect forward base of operations for the next stage of your force's assault - if it can be captured that is.

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

TAKE AND HOLD
Progressive Objective

Several strategic locations have been identified in your vicinity. You are ordered to assault these positions and hold them at any cost.

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 players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Vantage Point (see below).

VANTAGE POINT
Progressive Objective

By capturing the highest vantage points on the battlefield you will be able to dominate this area, but it is likely that your adversary knows this too.

At the end of the battle round you can score any or all of the following:
  • Score 1 victory point if you control the tallest terrain feature in your territory (see Controlling Terrain Features).
  • Score 3 victory points if you control the tallest terrain feature in your opponent’s territory.
The height of a terrain feature is measured from the highest point on that terrain feature (if two or more terrain features in a territory are tied for highest, then you achieve this objective’s requirements by controlling any of them).


Incursion Missions


Incursion Mission

Meeting Engagement
 1

MISSION BRIEFING
Both forces have reconnoitred the surrounding area and determined that holding this battlefield is the key to securing future supply lines. Advanced scouts have already located the optimal routes to afford your troops the maximum use of cover as they move into positions. You must secure the area quickly and hope your pathfinders' skills are greater than that of your foes.

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

TAKE AND HOLD
Progressive Objective

Several strategic locations have been identified in your vicinity. You are ordered to assault these positions and hold them at any cost.

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 players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Vital Ground (see below).

VITAL GROUND
Progressive Objective

The most vital ground is currently in the hands of the enemy. Draw your battle plans and despatch your forces accordingly.

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.


Incursion Mission

Forward Outpost
 2

MISSION BRIEFING
Two opposing forces are attempting to secure a foothold in this area by establishing a forward outpost. Both have already identified the perfect defensive position from which to operate, but the battlefield is currently contested. Move forward to secure no man's land then drive your foe from the area before they can dig in.

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

TAKE AND HOLD
Progressive Objective

Several strategic locations have been identified in your vicinity. You are ordered to assault these positions and hold them at any cost.

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 players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Forward Push (see below).

FORWARD PUSH
Progressive Objective

The signal has been received, the time for an immediate assault is at hand. You must advance swiftly into no man's land to prevent your opponent from seizing the battlefield.

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


Incursion Mission

Base of Operations
 3

MISSION BRIEFING
This battlefield holds immense strategic value, and both sides hold a fortified, entrenched position. You must capture the enemy’s forward base by any means necessary, but whatever happens, make sure your own base of operations does not fall.

Mission Rules
If a player's Tactical Terrain collection includes any terrain datasheets with the CRITICAL FEATURE keyword, then they must place one of those datasheets up wholly within 9" of the terrain marker in their territory. Otherwise, the player must place the terrain datasheet from their Tactical Terrain collection that has the highest terrain cost up wholly within 9" of the terrain marker in their territory (if two or more datasheets in their collection are tied for highest, that player chooses one to place) - this terrain feature gains the CRITICAL FEATURE keyword for this battle, and, if it does not already have it, the Heavy Cover trait.

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

TAKE AND HOLD
Progressive Objective

Several strategic locations have been identified in your vicinity. You are ordered to assault these positions and hold them at any cost.

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 players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Secure Strongholds (see below).

SECURE STRONGHOLDS
Progressive Objective

You must use any means at your disposal to capture the foe's base of operations without allowing your own to fall into enemy hands.

At the end of each of your Command phases, you score 1 victory point if you control the objective marker in your own deployment zone, or 5 victory points if you control both the objective marker in your own deployment zone and the objective marker in your opponent's deployment zone. This secondary objective cannot be scored in the first battle round.


Incursion Mission

Firesweep
 4

MISSION BRIEFING
With orders to purge every possible sanctuary the enemy can take advantage of, both forces are driven to clear this region of hidden threats, enabling a major offensive to push through in their wake. Reconnaissance patrols have identified likely sites of lurking foes, and areas your troops can employ as forward strike emplacements, but the offensive's ultimate success is in your hands.

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

TAKE AND HOLD
Progressive Objective

Several strategic locations have been identified in your vicinity. You are ordered to assault these positions and hold them at any cost.

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 players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Spoils of Audacity (see below).

SPOILS OF AUDACITY
Progressive Objective

The greatest boons go to those who dare risk the most. Strike deeply into the enemy's lair and drive them from it.

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


Incursion Mission

Denied Front
 5

MISSION BRIEFING
To break an impasse, it is sometimes necessary to adopt a less conventional strategy. Facing an entrenched enemy position with unknown hostiles, both commanders begin to probe their opponent's capabilities.

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

TAKE AND HOLD
Progressive Objective

Several strategic locations have been identified in your vicinity. You are ordered to assault these positions and hold them at any cost.

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 players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Bounding Advance (see below).

BOUNDING ADVANCE
Progressive Objective

Blitz the flank objective and roll the enemy up as your forces push through.

At the end of the battle round you can score any or all of the following:
  • Score 1 victory point if you control the objective marker wholly within your territory.
  • Score 3 victory points if you control the objective marker wholly within your opponent's territory.
This secondary objective cannot be scored in the first battle round.


Incursion Mission

Encircling Manoeuvre
 6

MISSION BRIEFING
A small settlement of buildings has been identified in a strategically important location. Securing them will deny the enemy a staging point for further incursions into your land while also providing a valuable link in your own supply chain.

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

TAKE AND HOLD
Progressive Objective

Several strategic locations have been identified in your vicinity. You are ordered to assault these positions and hold them at any cost.

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 players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Encirclement (see below).

ENCIRCLEMENT
Progressive Objective

Surrounding the enemy and cutting off those forces holed up in the settlement is the key to driving them out of the area for good.

Score 5 victory points at the end of the battle round if you control both objective markers labelled A.


Strike Force Missions


Strike Force Mission

Protect the Nerve Centre
 1

MISSION BRIEFING
The enemy seek to topple our base of operations, and in so doing cripple our command capabilities. We cannot allow this to come to pass.

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

TAKE AND HOLD
Progressive Objective

Several strategic locations have been identified in your vicinity. You are ordered to assault these positions and hold them at any cost.

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 players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Operational Headquarters (see below).

OPERATIONAL HEADQUARTERS
Progressive and End Game Objective

The enemy seek to topple our base of operations, and in so doing cripple our command capabilities. We cannot allow this to come to pass.

If you select this objective, then before the battle you must identify one Area Terrain feature from your army that has the highest terrain points cost and declare this to your opponent. Score 2 victory points at the end of the battle round if you control that terrain feature. In addition, score 5 victory points at the end of the battle if you control that terrain feature. This objective cannot be scored in the first battle round.


Strike Force Mission

Drawn Battle Lines
 2

MISSION BRIEFING
The two sides have built up entrenched, defensive lines across from one another. Both are desperate to end the stand off, anct the time for each to make their move is growing closer.

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

DOMINATION
Progressive Objective

You are charged with the total domination of the battlefield; storm every site of tactical import lest they fall into enemy hands, and victory will be assured.

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 players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Offensive Push (see below).

OFFENSIVE PUSH
Progressive Objective

The tide has turned; your encamped forces have blunted the enemy offensive. Now it is time for you to push out and capitalise on it.

Score 3 victory points at the end of the battle round if you control more objective markers in your opponent's territory than you control in your own territory.


Strike Force Mission

Take the High Ground
 3

MISSION BRIEFING
Deep within the front line, each vantage point is critical to dominating the field of battle. Securing these areas and holding on to them could turn the tide of the conflict in your forces favour

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

TAKE AND HOLD
Progressive Objective

Several strategic locations have been identified in your vicinity. You are ordered to assault these positions and hold them at any cost.

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 players are selecting their secondary objectives, they can, if they wish, choose for one of them to be The High Ground (see below).

THE HIGH GROUND
Progressive Objective

By capturing the highest vantage points on the battlefield, you will be able to dominate this area, but it is likely that your adversary knows this too.

Score 4 victory points at the end of the battle round if you control the tallest terrain feature in your territory and the tallest terrain feature in your opponent's territory. The height of a terrain feature is measured from the highest point on that terrain feature (if two or more terrain features in a territory are tied for highest, then you achieve this objective's requirements by controlling any of them).


Strike Force Mission

Aggressive Strike
 4

MISSION BRIEFING
Both sides are determined to control the centre objective in this region, driving hard into the enemy's territory in an effort to set up a safe perimeter that will leave the prized objective safely within their own territory.

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

TAKE AND HOLD
Progressive Objective

Several strategic locations have been identified in your vicinity. You are ordered to assault these positions and hold them at any cost.

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 players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Hard Push (see below).

HARD PUSH
Progressive Objective

The signal has been received, the time for an immediate assault is at hand. You must advance swiftly into no man's land to prevent your opponent seizing the battlefield.

If you select this objective, then units in your army can perform the following action:

Hard 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
B25
C33
D52
E81


Strike Force Mission

Protected Assets
 5

MISSION BRIEFING
Both armies have built up a number of defended positions around several vital assets, determined to protect them at all costs. But in doing so they have revealed these crucial locations to the enemy, who are now coming to claim their prize.

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

TAKE AND HOLD
Progressive Objective

Several strategic locations have been identified in your vicinity. You are ordered to assault these positions and hold them at any cost.

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 players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Vital Assets (see below).

VITAL ASSETS
Progressive Objective

This area is replete with command posts, ammo stores and other vital objectives. Secure these sites against the enemy's attempts to wrest control of them from you.

Score 3 victory points at the end of the battle round if you control all of the objective markers in your territory that are either on or within Area Terrain features, or are wholly within 6" of any Obstacle features.


Strike Force Mission

Deny the Foe
 6

MISSION BRIEFING
The enemy has drawn close, and their patrols are putting pressure on your force's earlier gains. Holding these while pushing the foe back are paramount to the wider war effort.

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

TAKE AND HOLD
Progressive Objective

Several strategic locations have been identified in your vicinity. You are ordered to assault these positions and hold them at any cost.

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 players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Deny the Foe (see below).

DENY THE FOE
Progressive Objective

Push the enemy back by any means possible.

At the end of the battle round, you can score any or all of the following:
  • Score 2 victory points if you control both the objective markers in your territory.
  • Score 3 victory points if you control one or more of the objective markers in your opponent's territory.
This secondary objective cannot be scored in the first battle round.


Onslaught Missions


Onslaught Mission

Entrenched Defences
 1

MISSION BRIEFING
The battle for this central stronghold is bitter and closely fought. With both sides focused on this critical objective, each trying to wrest it from the other, only one can come out of the other side successful.

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

DOMINATION
Progressive Objective

You are charged with the total domination of the battlefield; storm every site of tactical import lest they fall into enemy hands, and victory will be assured.

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 players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Secure Strongholds (see below).

SECURE STRONGHOLDS
Progressive Objective

You must use any means at your disposal to capture the foe's base of operations without allowing your own to fall into enemy hands.

At the end of each of your Command phases, you score 1 victory point if you control the objective marker in your own deployment zone, or 5 victory points if you control both the objective marker in your own deployment zone and the objective marker in your opponent's deployment zone. This secondary objective cannot be scored in the first battle round.


Onslaught Mission

Stand Your Ground
 2

MISSION BRIEFING
The remnants of former stalled offensives on the flanks have been turned into fortified outposts, and now the commanders are throwing everything forward in one last attempt to break the deadlock.

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

DOMINATION
Progressive Objective

You are charged with the total domination of the battlefield; storm every site of tactical import lest they fall into enemy hands, and victory will be assured.

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 players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Stand Your Ground (see below).

STAND YOUR GROUND
Progressive Objective

Hold the foe back and give no ground.

At the end of the battle round, you score 2 victory points if you control one of the objective markers labelled A, or 5 victory points if you control both of the objective markers labelled A. This secondary objective cannot be scored in the first battle round.


Onslaught Mission

Smashed Bastions
 3

MISSION BRIEFING
Off-site artillery assets have blasted apart a section of each side's defensive lines, leaving a hole for the enemy to take advantage of. Secure your own frontage whilst pushing into theirs.

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

DOMINATION
Progressive Objective

You are charged with the total domination of the battlefield; storm every site of tactical import lest they fall into enemy hands, and victory will be assured.

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 players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Aggressive Capitulation (see below).

AGGRESSIVE CAPITULATION
Progressive Objective

The only way to break the enemy's spirit is to secure their most well-defended holdouts.

At the end of each of your Command phases, you score 5 victory points if you control both of the objective markers wholly within your opponent's deployment zone. This secondary objective cannot be scored in the first battle round.


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.
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.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Understrength Units
Sometimes you may find that you do not have enough models to field a minimum-sized unit; if this is the case, you can still include one unit of that type in your army with as many models as you have available. This is known as an Understrength unit. The Power Rating of an Understrength unit is the same as if you had a minimum-sized unit, even though it contains fewer models.

  • Understrength unit: A unit that starts the battle with fewer models than a minimum-sized unit.
  • Has same Power Rating as a minimum-sized unit.
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.
Embark
If a unit makes a Normal Move, an Advance or it Falls Back, and every model in that unit ends that move within 3" of a friendly TRANSPORT model they can embark within it. A unit cannot embark within a TRANSPORT model that is within Engagement Range of enemy models, and it cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within the model.

Units cannot normally do anything or be affected in any way while they are embarked. Unless specifically stated, abilities have no effect on units while they are embarked, and Stratagems cannot be used to affect units while they are embarked. For all rules purposes, units that are embarked within a TRANSPORT model that has made a Normal Move, Advanced, Fallen Back or Remained Stationary also count as having made the same kind of move that turn.

  • Units can embark in a friendly TRANSPORT if every model ends a Normal Move, an Advance or a Fall Back within 3" of it.
  • A unit cannot embark within a TRANSPORT that is within Engagement Range of any enemy models.
  • A unit cannot embark and disembark in the same phase.
  • Units cannot do anything, or be affected in any way, while they are embarked within a TRANSPORT.
Reinforcement Units
If a unit is ever added to a Battle-forged army during the battle, it is never considered to be part of a Detachment. This means that it never costs CPs to include them in your army but they will never benefit from any Detachment abilities.

  • Units added to your army during the battle are never part of a Detachment.
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.
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
Heavy Cover
When an attack made with a melee weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack unless the model that the attack is allocated to made a charge move this turn (invulnerable saving throws are not affected).

  • +1 to saving throws against melee weapons unless model has made a charge move this turn.
  • Invulnerable saving throws unaffected.
© Vyacheslav Maltsev 2013-2020