Mission Deck 2026-27


Books


BookKindEditionVersionLast update
  Chapter Approved 2026-27: Mission Deck
  Chapter Approved 2026-27: Mission DeckExpansion11

FAQ

Q:The Plunder Secondary Mission references ‘One unit within a terrain area that is not within your territory.’ Is the requirement to be ‘not within your territory’ referring to the unit or the terrain area?
A:
The terrain area.
Q:If the unit I select to be my Beacon unit upon drawing the Beacon Secondary Mission is destroyed prior to achieving the mission, can I select a new Beacon unit?
A:
No, which means you will be unable to achieve that mission. We recommend discarding it on your turn to gain 1CP!
Q:For the purposes of VP scoring limits, is the end of the battle the same timing as the end of the fifth battle round?
A:
No, VP scored at the end of the battle are not subject to the 15VP per battle round scoring limit.
Q:When a mission action places an operation marker and applies a status (e.g. ‘decoyed’), does removing that operation marker also remove that status?
A:
Yes.
Q:Some Primary Mission cards let a player place operation markers on the battlefield. Can I remove these?
A:
Your Primary Mission card will specify how and when you can remove operation markers from the battlefield. If it doesn’t, you cannot remove operation markers.
Q:For the Death Trap Primary Mission, one objective reads ‘One or more enemy units that started the turn within a terrain area were destroyed, if that terrain area is trapped.’ Does that terrain area have to have been trapped at the point that enemy unit was destroyed?
A:
No.
Q:For the Surveil the Foe Primary Mission, one objective reads ‘One or more enemy units were surveilled this turn, unless each of those units is within range of one or more objectives that have one or more operation markers within range of them.’ For an enemy unit within range of an objective with an operation marker, can I achieve this objective if I remove the operation marker after surveilling that unit, as long as it is within the same turn?
A:
Yes.
Q:For the Vital Link Primary Mission, if there is more than one central objective, can I score the cumulative VP for my operation markers regardless of which central objective(s) they are within?
A:
Yes, as long as you control the objective(s) those operation markers are within.

Chapter Approved Battles

Chapter Approved battles give you and an opponent a way to play exciting, thematic and balanced games of Warhammer 40,000. In these battles, you will clash to earn Victory Points (VP) by accomplishing a variety of goals. Whichever player gains the most VP wins the battle.

A Chapter Approved battle is waged by following the sequence below.

1

Muster Armies

Muster armies as described in the Core Rules.

2

Determine Mission

Each player secretly chooses one Force Disposition card available to them (as determined when mustering armies), then together you reveal your chosen Force Disposition cards.

Find your opponent’s Force Disposition symbol on your Force Disposition card.The Primary Mission that is listed below that symbol is your Primary Mission, which describes howto score VP.

Designer’s Note: If you both have the same Force Disposition cord,you will have the same Primary Mission. There are two copies of each of these cards, so thatyou can have one.

Take and Hold
Disruption
Purge the Foe

Priority Assets
Reconnaissance

3

Determine Deployment

Shuffle the Deployment cards face-down and draw one. This describes where to place terrain objectives and where you can deploy your armies.

Optional Step: Twist
If both players want to play with an additional rule that can dramatically alter the battle, choose one Twist card. Both players must agree on which Twist card to use.

4

Create The Battlefield

Missions are played on rectangular battlefields 44" by 60" in size.

We recommend using the suggested battlefield layouts in the Warhammer 40,000 app. These layouts were designed for Chapter Approved battles.

If you wish to create your own layout, use the following instructions.

Roll one D6. On a 1-5, use the single central objective point as shown at the centre of the Deployment card. On a 6, instead use two central objective points: locate these 6" either side of the single central objective point, along the dashed line used to separate the players’ territories.

Roll off, then take turns placing terrain features, starting with the winner.
  • For each objective point, set up one terrain feature so that it covers that point on the battlefield. A terrain feature set up in this way is a terrain objective.
  • Then set up any remaining terrain features.

5

Determine Attacker and Defender

Players look at the Deployment card drawn and agree which edges of your battlefield correspond with the Attacker’s and Defender’s battlefield edges labelled on the card.

Roll off: the winner decides who will be the Attacker and who will be the Defender.
6

Select Secondary Missions

Secondary Mission cards detail additional ways to score VP. There is a deck for the Attacker and a deck for the Defender: the cards in each deck are identical.

Designer’s Note: If you or your opponent are new to Warhammer 40,000, you can play without Secondary Missions for a simpler experience while you’re starting out.

Players now secretly note down whether they will use Tactical or Fixed Secondary Missions. If using Fixed Missions, they also note down which two Fixed Missions they will use (see below). Players then reveal these decisions.

Fixed Secondary Missions
Fixed Missions are those marked with the symbol shown on the left. If you are using Fixed Missions, display your selected Fixed Mission cards face-up. Fixed Missions cannot be discarded and are active for you throughout the battle.

Tactical Secondary Missions
If you are using Tactical Missions, shuffle your Secondary Mission deck face-down.
  • At the start of your Command phase, draw two Secondary Missions face-up from your Secondary Missions deck; these Secondary Missions are active for you.
  • (Once per battle) At the end of your Command phase, you can spend 1CP to discard one of your active Secondary Mission cards and draw one new Secondary Mission card.

Achieving Secondary Missions
At the end of each player’s turn, each player does the following, starting with the player whose turn it is:
  • First, if you met the conditions on one or more Secondary Missions, you can gain the VP specified on that card. If you do, and if you are using Tactical Secondary Missions, discard that Secondary Mission - it is achieved.
  • Then, if it is your turn and you are using Tactical Secondary Missions, you can discard one or more of your active Secondary Missions. If you do, you gain 1CP.

7

Declare Battle Formations

Players secretly note down, in order:
  1. Which of their units will start the battle embarked within which TRANSPORTS.
  2. Which of their units will start the battle in strategic reserves.
Players then reveal these decisions.

8

Deploy Armies

Players take it in turns to set up their units (excluding those in strategic reserves) one at a time, wholly within their deployment zone, starting with the Defender. If you set up a TITANIC unit when it is your turn to set up a unit, skip your next turn to set up a unit. Once you have finished setting up your units, if your opponent has any units that have not been set up, they set up those units.

9

Redeploy Units

Some rules let you redeploy certain units after both armies are deployed. Unless otherwise stated, you resolve those rules in this step. Players alternate resolving any such rules, starting with the Attacker. Units placed in strategic reserves in this step do not count towards the combined points value of your strategic reserves units.

10

Determine First Turn

Roll off: the winner takes the first turn.

11

Resolve Pre-battle Rules

Players alternate resolving any pre-battle rules units from their army may have, starting with the player who will take the first turn.

Deployment Card Key


Dense Terrain (coloured green)
Light Terrain (coloured yellow)
The letters marking each terrain feature correspond with the component markings on the Battlefields: Armageddon terrain set.
Separate Terrain Areas
Single Terrain Area

ATTACKER’S DEPLOYMENT ZONE
The Attacker sets up their units wholly within this area.

DEFENDER’S DEPLOYMENT ZONE
The Defender sets up their units wholly within this area.

NO MAN’S LAND
The region of the battlefield that is not within either player’s deployment zone.

ATTACKER’S TERRITORY
The half of the battlefield that includes the Attacker’s deployment zone.

DEFENDER’S TERRITORY
The half of the battlefield that includes the Defender’s deployment zone.

ATTACKER’S BATTLEFIELD EDGE


DEFENDER’S BATTLEFIELD EDGE


OBJECTIVE POINTS
The type, quantity and locations of objectives are shown with these icons:

Home Objective
Central Objective
Expansion Objective

Mission Generator

The mission generator presented here will generate a game for you using the rules described in the mission sequence above.

To use the mission generator, first choose a Force Disposition for each player (this comes from the detachments on their army roster). By default each player’s Primary Mission is taken from that pair of Force Dispositions. You can instead pick any Primary Mission for each player from the dropdown — the same as in the GW app, even if that mission does not match the chosen Force Dispositions. Then choose how to set up the battlefield: Custom (Deployment card) draws a Deployment card and you place terrain on that map as in the mission sequence, or Recommended layout (GW App) shows one of the three layouts (A, B or C) for your pair of Force Dispositions. Press ‘Start New Game’: this draws a Deployment card if you chose Custom, or picks a layout if Recommended is set to Random. If you checked ‘Show Twist card’ and Twist is set to Random, a Twist card is also drawn; otherwise leave Twist as None, or select a Twist both players agree on. Note that ‘Start New Game’ and changing Force Disposition, Primary Mission, battlefield, Deployment, layout or Twist also reset both players’ Secondary Mission decks.

If the Twist is MIRRORED WORLD, choose one of the five listed Primary Missions or roll a D6 (re-roll a 6) — both players use that Primary Mission. If the Twist is SCRAMBLED COMMUNICATIONS, press Swap to exchange the two Primary Mission cards.

Next, choose whether you want to use Tactical or Fixed Secondary Missions using the slider. If you select Fixed, the cards available to you will appear below, and you can use the ‘Pick’ () and ‘Reject’ () buttons to select two cards. Once you have your selection, click ‘Confirm’ to begin the game. Fixed Missions cannot be discarded.

During the battle, if you use Tactical Missions, at the start of each Command phase use the ‘Draw’ button twice to draw two Secondary Mission cards face-up; these remain active alongside any you still hold from earlier turns. Use the ‘Discard’ () button when a card is achieved. At the end of your turn you may discard one or more active cards to gain 1CP. Once per battle, at the end of your Command phase, press ‘1CP’, then the Discard & Draw button () on a card to discard that Secondary Mission and draw a replacement from your deck. The same button also appears on some cards whose When Drawn rule lets you discard that card and draw a new one without spending CP. In the few cases where a When Drawn rule sends a card back to the deck, a ‘Reshuffle’ button () will appear. If you press this instead of the ‘Discard’ button, the card will still be available to draw later in the game.

Note that:
  • If you accidentally close the browser or refresh the page your progress will be safe. It is saved on your device in the browser’s local storage.
  • If you change Force Disposition, Primary Mission, Twist, Deployment or the recommended layout, the generator will see it as a new game and reset the Secondary Mission decks, losing all progress on your current game.
  • It is not recommended to use this generator on multiple tabs of the same browser on the same device. Doing so is pointless and has a high chance of breaking the Mission Generator.
Start New Game
Player FD:
Opponent FD:
Deployment:
Layout:

Player Primary Mission

HideHide

Opponent Primary Mission

HideHide

Twist

HideHide

Deployment

HideHide
Player’s Hand
Attacker’s Hand
Choose whether to use Fixed or Tactical Missions during the battle and press ‘Confirm’ button.
TACTICAL MISSION 
 FIXED MISSION
CONFIRM

Selected Secondary Missions

Attacker’s Selected Secondary Missions


Secondary Mission Deck

Attacker’s Secondary Mission Deck

Defender’s Hand
Choose whether to use Fixed or Tactical Missions during the battle and press ‘Confirm’ button.
TACTICAL MISSION 
 FIXED MISSION
CONFIRM

Defender’s Selected Secondary Missions


Defender’s Secondary Mission Deck


Card Decks

Force Disposition Cards

Purge the Foe
Force Disposition Cards

Let others concern themselves with the taking and holding of ground,you demand only bloodshed.

PLAYER
OPPONENT
MISSION
UNSTOPPABLE FORCE
MISSION
MEATGRINDER
MISSION
PUNISHMENT
MISSION
CONSECRATE
MISSION
DESTROYER'S WRATH
Disruption
Force Disposition Cards

The enemy battle plan has become clear. It must be sabotaged at all costs. Do not allow their strategy to come to fruition.

PLAYER
OPPONENT
MISSION
DEATH TRAP
MISSION
DELAYING ACTION
MISSION
OUTMANOEUVRE
MISSION
SMOKE AND MIRRORS
MISSION
LOCATE AND DENY
Reconnaissance
Force Disposition Cards

Only a fool blunders into the jaws of a trap. You deploy forward recon units to probe for threats and weaknesses.

PLAYER
OPPONENT
MISSION
RECONNAISSANCE SWEEP
MISSION
TRIANGULATION
MISSION
SURVEIL THE FOE
MISSION
GATHER INTEL
MISSION
SEARCH AND SCOUR
Priority Assets
Force Disposition Cards

You orderyour forces to prioritise the recovery, defence or destruction of strategic assets.

PLAYER
OPPONENT
MISSION
SECURE ASSET
MISSION
VITAL LINK
MISSION
EXTRACT RELIC
MISSION
VANGUARD OPERATION
MISSION
SABOTAGE
Take and Hold
Force Disposition Cards

Confident of your strategic superiority, you order your troops to press forward and secure your grip upon this warzone.

PLAYER
OPPONENT
MISSION
IMMOVABLE OBJECT
MISSION
DETERMINED ACQUISITION
MISSION
PURGE AND SECURE
MISSION
INESCAPABLE DOMINION

Primary Mission deck

BATTLEFIELD DOMINANCE
Primary Mission

This battlefield holds great significance for the wider war effort. You must seize control of it. Let nothing stand in your way.

FIRST AND SECOND BATTLE ROUND
WHEN: End of your turn.
You control more objectives than your opponent.2VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
For each objective you control.3VP
+For each of those objectives (excluding your home objective) if you control your home objective.+2VPCUMULATIVE
Opponent
IMMOVABLE OBJECT
Primary Mission

Obstinance is often the key to victory. Weather everything the enemy throws at you. If your opponent is to take any ground, they will have to wade through their own dead to do so.

ANY BATTLE ROUND
WHEN: End of your turn.
You control one or more central objectives.3VP
SECOND TO FOURTH BATTLE ROUND
WHEN: End of your Command phase.
For each objective you control (excluding your home objective).5VP
FIFTH BATTLE ROUND
WHEN: End of your turn.
For each objective you control (excluding your home objective).5VP
Opponent
DETERMINED ACQUISITION
Primary Mission

The resistance arrayed against you is formidable indeed, yet your orders are clear; take and hold the ground ahead, heedless of the cost.

ANY BATTLE ROUND
WHEN: End of your turn.
For each objective you control that you did not control at the start of the turn (excluding your home objective).2VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
For each objective you control.3VP
+For each of those objectives that is within your opponent’s territory.+3VPCUMULATIVE
Opponent
PURGE AND SECURE
Primary Mission

Enemy pickets and reconnaissance have engaged your vanguard. Move forward, seize defensive positions and repel the assault at all costs.

ANY BATTLE ROUND
WHEN: End of your turn.
One or more enemy units were destroyed this turn by a friendly unit that was within range of one or more objectives.3VP
OROne or more enemy units that started the turn within range of one or more objectives were destroyed this turn.3VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
For each objective you control (excluding your home objective).4VP
WHEN: End of your turn.
You control one or more objectives you did not control at the start of the turn (excluding your home objective).3VP
Opponent
INESCAPABLE DOMINION
Primary Mission

Your first priority must be to dominate the battlefield. Seize strongpoints and dig in. Only then may you turn your full attention to slaughtering the foe.

ANY BATTLE ROUND
WHEN: End of your turn.
You control three or more objectives.4VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control two or more objectives.5VP
You control more objectives than your opponent.4VP
END OF THE BATTLE
You control your opponent’s home objective.5VP
Opponent

UNSTOPPABLE FORCE
Primary Mission

The enemy are arrayed before you in number, and well prepared for the coming assault. Smash through their defences. Grind them to dust.

ANY BATTLE ROUND
WHEN: End of your turn.
One or more enemy units were destroyed this turn.3VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
For each objective you control (excluding your home objective).4VP
WHEN: End of your turn.
You control one or more objectives you did not control at the start of the turn (excluding your home objective).3VP
END OF THE BATTLE
You control one or more central objectives.5VP
Opponent
MEATGRINDER
Primary Mission

Vicious and without relent, this battle has descended into base savagery. Only one path to victory remains: kill more of the enemy than they can kill of you.

ANY BATTLE ROUND
WHEN: End of your turn.
One or more enemy units were destroyed this turn.3VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your turn.
More enemy units were destroyed this turn than friendly units were destroyed in the previous turn.5VP
You control your opponent’s home objective.5VP
Opponent
PUNISHMENT
Primary Mission

Those who resist must be punished. Make a bloody example of them, and leave none in doubt as to your mastery.

START OF YOUR TURN: Select one to three enemy units that are on the battlefield and within range of objectives and/or that destroyed one or more friendly units in the previous turn. If you cannot, select one enemy unit that is on the battlefield. Until the start of your next turn, those units are condemned.
ANY BATTLE ROUND
WHEN: End of a turn.
One or more condemned enemy units left the battlefield this turn.5VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
You control more objectives than your opponent.5VP
END OF THE BATTLE
You control your opponent’s home objective.8VP
Opponent
CONSECRATE
Primary Mission

Whether in the name of grand ideals or simply to satisfy the thirst of their terrible gods, your warriors must consecrate this battlefield with the blood of their foes.

Each time a friendly unit destroys a unit, that friendly unit becomes a consecration unit. At the end of your turn, for each of your consecration units, you can select one objective it is within range of (excluding your home objective) that has not been consecrated. If you do, place one of your operation markers within range of that objective – that objective is consecrated and that unit is no longer a consecration unit.
ANY BATTLE ROUND
WHEN: End of your turn.
One or two objectives are consecrated.3VP
ORThree or more objectives are consecrated.6VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
You control more objectives than your opponent.4VP
END OF THE BATTLE
Your opponent’s home objective is consecrated.5VP
Opponent
DESTROYER'S WRATH
Primary Mission

Victory here shall not be measured in ground taken or plunder seized, but in the mangled corpses of your foes and the grisly trophies hewn from their bodies.

ANY BATTLE ROUND
WHEN: End of your turn.
One or more enemy units were destroyed this turn.3VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
You control more objectives than your opponent.6VP
WHEN: End of your turn.
More enemy units were destroyed this turn than friendly units were destroyed in the previous turn.4VP
Opponent

DEATH TRAP
Primary Mission

Even the most potent enemy force can be undone with sufficient preparation. Lay minefields, dig trenches and draw the enemy into pre-prepared killing zones.

ANY BATTLE ROUND
WHEN: End of your turn.
For each terrain area trapped this turn (see below).2VP
+For each of those terrain areas that is an objective.+3VPCUMULATIVE
ANY BATTLE ROUND
WHEN: End of your turn.
One or more enemy units that started the turn within a terrain area were destroyed, if that terrain area is trapped.3VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
BOOBY TRAP
OBJECTIVE ACTION
STARTS: Your Shooting phase.
UNITS: One friendly unit within range of one objective (excluding your home objective) or within one terrain area that is not within your deployment zone, that you have not yet trapped (see below).
USE LIMIT: Unlimited. Each unit that starts this action this phase must be within a different terrain area.
COMPLETES: Immediately.
EFFECT: That terrain area is trapped: place one of your operation markers within that terrain area.
Opponent
DELAYING ACTION
Primary Mission

Your enemies are on the march. Commit your warriors to battle and make the foe pay a bloody price for every foot of ground.

ANY BATTLE ROUND
WHEN: End of your turn.
For each enemy unit destroyed this turn.2VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
WHEN: End of your turn.
You control one or more central objectives and one or more expansion objectives.3VP
Opponent
OUTMANOEUVRE
Primary Mission

Speed and positioning are key in any battle. Outflank the enemy, seize high ground and routes of resupply. Choke them to death.

ANY BATTLE ROUND
WHEN: End of your turn.
You control your opponent’s home objective.10VP
FIRST BATTLE ROUND
WHEN: End of your turn.
For each objective you control (excluding your home objective).4VP
SECOND AND THIRD BATTLE ROUND
WHEN: End of your Command phase.
For each objective you control (excluding your home objective).5VP
FOURTH BATTLE ROUND ONWARDS
WHEN: End of your turn.
For each objective you control (excluding your home objective).6VP
Opponent
SMOKE AND MIRRORS
Primary Mission

Cunning is as potent a weapon as overwhelming force. Outnumbered or outgunned, you must make use of subterfuge and misdirection to pick the enemy apart.

ANY BATTLE ROUND
WHEN: End of your turn.
For each objective that is decoyed (see below).2VP
+For each of those objectives that is within your opponent’s territory.+2VPCUMULATIVE
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
END OF THE BATTLE
Four or more objectives are decoyed.10VP
DECOY
OBJECTIVE ACTION
STARTS: Your Shooting phase.
UNITS: One friendly unit within range of one objective (excluding your home objective) that is not decoyed (see below).
USE LIMIT: Unlimited. Each unit that starts this action this phase must be within range of a different objective.
COMPLETES: End of your turn, if your unit controls that objective.
EFFECT: That objective is decoyed: place one of your operation markers within range of that objective.
Opponent
LOCATE AND DENY
Primary Mission

The enemy is searching for an asset of value. By cunning or by force of arms, prevent its retrieval.

START OF THE BATTLE: Select five terrain areas not within your deployment zone; for each one, place one of your operation markers within it. If you cannot, do so for each terrain area that is not within your deployment zone.
ANY BATTLE ROUND
WHEN: End of your turn.
One or more enemy units that started the turn within range of one or more objectives are destroyed.4VP
Only one of your operation markers is on the battlefield (see below), if one or more of your units are within the same terrain area as that marker, and no enemy units are within that terrain area.4VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
END OF THE BATTLE
Only one of your operation markers is on the battlefield, if one or more of your units are within the same terrain area as that marker, and no enemy units are within that terrain area.5VP
SENSOR SWEEP
OBJECTIVE ACTION
STARTS: Your Shooting phase.
UNITS: One friendly unit within range of one central objective.
USE LIMIT: Once per turn.
COMPLETES: End of your turn, if your unit controls that objective.
EFFECT: Your unit performs a sensor sweep: remove one operation marker from the battlefield.
RESTRICTIONS: A unit cannot start this action if there is only one operation marker on the battlefield.
Opponent

RECONNAISSANCE SWEEP
Primary Mission

Enemy movements have aroused suspicion. Disperse your forces, probe their lines and decipher their intentions.

ANY BATTLE ROUND
WHEN: End of your turn.
Three or more friendly units are wholly within three different table quarters and not within 6" of the centre of the battlefield.3VP
ORFour or more friendly units are wholly within four different table quarters and not within 6" of the centre of the battlefield.6VP
ANY BATTLE ROUND
WHEN: End of your turn.
For each enemy unit destroyed this turn.1VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).3VP
Opponent
TRIANGULATION
Primary Mission

By acquiring and transmitting precise coordinates, your forces will be able to summon reinforcements, saturate the battlefield with artillery fire or call in other means of support.

SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your turn.
One objective is triangulated (see below).3VP
ORTwo objectives are triangulated.6VP
ORThree or more objectives are triangulated.10VP
END OF THE BATTLE
You control four or more objectives.10VP
TRIANGULATE
OBJECTIVE ACTION
STARTS: Your Shooting phase, from the second battle round onwards.
UNITS: One friendly unit within range of one objective (excluding your home objective).
USE LIMIT: Once per turn.
COMPLETES: End of your turn, if your unit controls that objective.
EFFECT: That objective is triangulated: place one of your operation markers within range of that objective.
Opponent
SURVEIL THE FOE
Primary Mission

Information is power. Evaluate the strengths and weaknesses of the enemy and feed this crucial information back to your superiors.

Each time a friendly unit ends a move within range of one objective that has any of your opponent’s operation markers within range of it, remove those operation markers from the battlefield.
ANY BATTLE ROUND
WHEN: End of your turn.
One or more enemy units were surveilled this turn (see below), unless each of those units is within range of one or more objectives that have one or more operation markers within range of them.4VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
You control more objectives than your opponent.4VP
WHEN: End of your turn.
None of your opponent’s operation markers are on the battlefield.5VP
SURVEIL THE FOE
OBJECTIVE ACTION
STARTS: Your Shooting phase.
UNITS: One friendly unit.
USE LIMIT: Unlimited.
COMPLETES: Immediately.
EFFECT: Select one enemy unit within 18" of and visible to your unit that has not been surveilled this turn: until the end of the turn, that enemy unit is surveilled.
Opponent
GATHER INTEL
Primary Mission

The nature and motivation of the foe remains unclear. Test their mettle and seize pertinent intelligence from the field of battle.

FIRST BATTLE ROUND
WHEN: End of your turn.
You control one or more central objectives.6VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your turn.
For each friendly unit that completed the Extract Intelligence action this turn (see below).7VP
END OF THE BATTLE
Three or more of your operation markers are on the battlefield.5VP
One of your operation markers is within range of your opponent’s home objective.5VP
EXTRACT INTELLIGENCE
OBJECTIVE ACTION
STARTS: Your Shooting phase, from the second battle round onwards.
UNITS: One unit within range of one objective (excluding your home objective) that does not have any of your operation markers within range of it.
USE LIMIT: Unlimited. Each unit that starts this action this phase must be within range of a different objective.
COMPLETES: End of your turn, if your unit controls that objective.
EFFECT: Place one of your operation markers within range of that objective.
Opponent
SEARCH AND SCOUR
Primary Mission

Forward elements report enemy movement in this sector. Move out, locate the foes and halt their operation before it gathers momentum.

ANY BATTLE ROUND
WHEN: End of your turn.
You control one or more central objectives.3VP
One or more enemy units that started the turn within a terrain area are destroyed.2VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
For each objective you control (excluding your home objective).4VP
END OF THE BATTLE
No enemy units are wholly within your territory.5VP
Opponent

SECURE ASSET
Primary Mission

A vital asset has been lost amidst the chaos of battle. You must secure the item at all costs.

ANY BATTLE ROUND
WHEN: End of your turn.
A friendly unit secured the asset this turn (see below).4VP
One or more enemy units that started the turn within range of one or more central objectives are destroyed.2VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
You control three or more objectives.4VP
SECURE ASSET
OBJECTIVE ACTION
STARTS: Your Shooting phase.
UNITS: One friendly unit within range of one objective (excluding your home objective).
USE LIMIT: Once per turn.
COMPLETES: End of your turn, if your unit controls that objective.
EFFECT: Your unit secures the asset.
Opponent
VITAL LINK
Primary Mission

A key communications node is located in the midst of this battlefield. Control of this node is crucial to the continued success of your armies. Ensure it does not fall into enemy hands.

ANY BATTLE ROUND
WHEN: End of your turn.
You control one or more central objectives.2VP
+For each of your operation markers within range of one of those objectives (see below).+1VPCUMULATIVE
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
+One or more of those objectives is a central objective.+4VPCUMULATIVE
END OF THE BATTLE
You control your opponent’s home objective.10VP
MAINTAIN CONTROL
OBJECTIVE ACTION
STARTS: Your Shooting phase.
UNITS: One friendly unit within range of one central objective.
USE LIMIT: Once per turn.
COMPLETES: End of your turn, if your unit controls that objective.
EFFECT: Place one of your operation markers within range of that objective.
Opponent
EXTRACT RELIC
Primary Mission

A priceless relic saturated with eldritch power lies somewhere on the field of battle. Secure the sensor array at the heart of the battlefield and direct its energies to locating the prize.

ANY BATTLE ROUND
WHEN: End of your turn.
A friendly unit performed a sensor sweep this turn (see below).4VP
One or more enemy units that started the turn within range of one or more objectives are destroyed.3VP
Only one of your opponent’s operation markers is on the battlefield, if one or more of your units are within the same terrain area as that operation marker, and no enemy units are within that terrain area.4VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
END OF THE BATTLE
Only one of your opponent’s operation markers is on the battlefield, if one or more of your units are within the same terrain area as that operation marker, and no enemy units are within that terrain area.5VP
SENSOR SWEEP
OBJECTIVE ACTION
STARTS: Your Shooting phase.
UNITS: One friendly unit within range of one central objective.
USE LIMIT: Once per turn.
COMPLETES: End of your turn, if your unit controls that objective.
EFFECT: Your unit performs a sensor sweep: remove one operation marker from the battlefield.
RESTRICTIONS: A unit cannot start this action if there is only one operation marker on the battlefield.
Opponent
VANGUARD OPERATION
Primary Mission

Striking deep beyond the front lines, your forces must employ speed and cunning to secure their objectives before the enemy responds.

ANY BATTLE ROUND
WHEN: End of your turn.
A friendly unit performed a vanguard operation this turn (see below).4VP
One or more enemy units were destroyed this turn.2VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
END OF THE BATTLE
You control your opponent’s home objective.10VP
VANGUARD OPERATION
OBJECTIVE ACTION
STARTS: Your Shooting phase.
UNITS: One friendly unit within one terrain area that is within your opponent’s territory.
USE LIMIT: Once per turn.
COMPLETES: End of your turn, if no enemy units are within that terrain area.
EFFECT: Your unit performs a vanguard operation.
Opponent
SABOTAGE
Primary Mission

Strike deep behind enemy lines, sabotage supply routes, fortifications and heavy weapons. By doing so you may lay the groundwork for future offensives.

ANY BATTLE ROUND
WHEN: End of your turn.
For each friendly unit that committed sabotage this turn (see below).3VP
+For each of those units that is within range of one or more objectives in your opponent’s territory.+2VPCUMULATIVE
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
SABOTAGE
OBJECTIVE ACTION
STARTS: Your Shooting phase.
UNITS: One unit within range of one objective (excluding your home objective).
USE LIMIT: Unlimited. Each unit that starts this action this phase must be within range of a different objective.
COMPLETES: End of your turn, if that unit controls that objective.
EFFECT: Your unit commits sabotage.
Opponent

Deployment deck

TIPPING POINT
DEPLOYMENT CARD
SWEEPING ENGAGEMENT
DEPLOYMENT CARD
SEARCH AND DESTROY
DEPLOYMENT CARD
HAMMER AND ANVIL
DEPLOYMENT CARD
DAWN OF WAR
DEPLOYMENT CARD
CRUCIBLE OF BATTLE
DEPLOYMENT CARD

Secondary Mission deck

NO PRISONERS
Secondary MissionSecondary Missions: AttackerSecondary Missions: Defender

Show no mercy. Exterminate your enemies.

ANY BATTLE ROUND
WHEN: End of a turn.
For each enemy unit destroyed this turn.2VP(UP TO 5VP)
OVERWHELMING FORCE
Secondary MissionSecondary Missions: AttackerSecondary Missions: Defender

The enemy holds your assigned objectives. Commit your forces in full and sweep them from these locations post-haste.

ANY BATTLE ROUND
WHEN: End of a turn.
For each enemy unit that started the turn within range of one or more objectives and is destroyed.3VP(UP TO 5VP)
PLUNDER
Secondary MissionSecondary Missions: AttackerSecondary Missions: Defender

Unguarded prizes lie strewn across the field of battle. Secure them and deny them to the enemy.

WHEN DRAWN: If the Cleanse Secondary Mission is active for you, you can draw one new Secondary Mission card and shuffle this card back into your Secondary Mission deck.
PLUNDER
OBJECTIVE ACTION
STARTS: Your Shooting phase.
UNITS: One unit within a terrain area that is not within your territory.
USE LIMIT: Once per turn.
COMPLETES: Immediately.
EFFECT: That terrain area is plundered.
ANY BATTLE ROUND
WHEN: End of your turn.
A terrain area was plundered this turn.5VP
DISPLAY OF MIGHT
Secondary MissionSecondary Missions: AttackerSecondary Missions: Defender

Intimidation is a potent weapon. Demonstrate your battlefield supremacy with a brutal show of force and erode what remains of the enemy's morale.

ANY BATTLE ROUND
WHEN: End of your turn.
There are more friendly units than enemy units (excluding AIRCRAFT and battle-shocked units) wholly within No Man’s Land.2VP
ANY BATTLE ROUND
WHEN: End of your opponent’s turn.
There are more friendly units than enemy units (excluding AIRCRAFT and battle-shocked units) wholly within No Man’s Land.5VP
OUTFLANK
Secondary MissionSecondary Missions: AttackerSecondary Missions: Defender

Exploit the flanks; use your speed and momentum to surround the foe and catch them in the jaws of a trap.

ANY BATTLE ROUND
WHEN: End of your turn.
One or more friendly units (excluding AIRCRAFT and battle-shocked units) are within 6" of one or more battlefield edges and not within your territory.3VP
ORTwo or more friendly units (excluding AIRCRAFT and battle-shocked units) are within 6" of opposite battlefield edges and one or more of those units is not within your territory.5VP
Designer’s Note: Opposite battlefield edges are those parallel to each other.
BEACON
Secondary MissionSecondary Missions: AttackerSecondary Missions: Defender

Bold and defiant, your chosen champions taunt the foe, drawing them on. Should they hold fast in the face of the inevitable response, the enemy’s momentum will surely falter.

WHEN DRAWN: Select one friendly unit on the battlefield or embarked within a TRANSPORT on the battlefield to be your beacon unit.
ANY BATTLE ROUND
WHEN: End of your opponent’s turn or the end of the fifth battle round (whichever comes first).
Your beacon unit is on the battlefield and not within your deployment zone.3VP
ORYour beacon unit is on the battlefield and not within your territory.5VP
CLEANSE
Secondary MissionSecondary Missions: AttackerSecondary Missions: Defender

Your forces have identified a series of tainted objectives in this area. Purify these locations.

WHEN DRAWN: If the Plunder Secondary Mission is active for you, you can draw one new Secondary Mission card and shuffle this card back into your Secondary Mission deck.
CLEANSE
OBJECTIVE ACTION
STARTS: Your Shooting phase.
UNITS: One friendly unit within range of one objective (excluding your home objective).
USE LIMIT: Unlimited. Each unit that starts this action this phase must be within range of a different objective.
COMPLETES: End of your turn, if that unit is controlling that objective.
EFFECT: That objective is cleansed by your army.
ANY BATTLE ROUND
WHEN: End of your turn.
One objective was cleansed by your army this turn.2VP
ORTwo or more objectives were cleansed by your army this turn.5VP
A GRIEVOUS BLOW
Secondary MissionSecondary Missions: AttackerSecondary Missions: Defender

Target and eliminate the most numerous and potent of enemy infantry to shatter their battle line.

WHEN DRAWN: If there are no enemy units with a starting strength of 13+ on the battlefield, you can discard this card and draw one new Secondary Mission card.
ANY BATTLE ROUND
WHEN: End of a turn.
For each enemy unit with a starting strength of 13+ destroyed this turn.4VPFIXED5VPTACTICAL(UP TO 5VP)
DEFEND STRONGHOLD
Secondary MissionSecondary Missions: AttackerSecondary Missions: Defender

You are charged with the defence of a critical objective. It must not be permitted to fall into enemy hands.

WHEN DRAWN: If it is the first battle round, draw one new Secondary Mission card and shuffle this card back into your Secondary Mission deck.
SECOND BATTLE ROUND ONWARDS
WHEN: End of your opponent’s turn or the end of the fifth battle round (whichever comes first).
You control your home objective.3VP
+No enemy units are within your deployment zone.+2VPCUMULATIVE
ENGAGE ON ALL FRONTS
Secondary MissionSecondary Missions: AttackerSecondary Missions: Defender

Probe their lines and engage any resistance. Stretch the foe to breaking point.

If one or more friendly units (excluding AIRCRAFT and battle-shocked units) are wholly within a table quarter, and those units are not within 6" of the centre of the battlefield, you have a presence in that table quarter.
ANY BATTLE ROUND
WHEN: End of your turn.
You have a presence in three table quarters.2VPFIXED3VPTACTICAL
ORYou have a presence in four table quarters.4VPFIXED5VPTACTICAL
SECURE NO MAN'S LAND
Secondary MissionSecondary Missions: AttackerSecondary Missions: Defender

You must advance swiftly into no man’s land and seize it before the enemy can, lest they take control of the battlefield.

ANY BATTLE ROUND
WHEN: End of your turn.
You control two or more objectives within No Man’s Land (excluding your home objective).5VP
FORWARD POSITION
Secondary MissionSecondary Missions: AttackerSecondary Missions: Defender

You must break the enemy line and establish a forward position to launch fresh assaults.

WHEN DRAWN: If it is the first battle round, you can draw one new Secondary Mission card and shuffle this card back into your Secondary Mission deck.
ANY BATTLE ROUND
WHEN: End of your turn.
You control your opponent’s home objective and/or each expansion objective.5VP
CENTRE GROUND
Secondary MissionSecondary Missions: AttackerSecondary Missions: Defender

The heart of the battlefield is key to victory. Dominate the centre ground, and you shall be one step closer to achieving your goals.

ANY BATTLE ROUND
WHEN: End of your turn.
One or more friendly units (excluding AIRCRAFT and battle-shocked units) are within 3" of the centre of the battlefield, and no enemy units are within 3" of the centre of the battlefield.3VP
OROne or more friendly units (excluding AIRCRAFT and battle-shocked units) are within 3" of the centre of the battlefield, and no enemy units are within 6" of the centre of the battlefield.5VP
ASSASSINATION
Secondary MissionSecondary Missions: AttackerSecondary Missions: Defender

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

ANY BATTLE ROUND
WHEN: End of a turn.
For each enemy CHARACTER model destroyed this turn.3VPFIXED
+For each of those models with a W of 4 or more.+1VPFIXEDCUMULATIVE
One or more enemy CHARACTER models were destroyed this turn, or all enemy CHARACTER models have been destroyed during the battle.5VPTACTICAL
A TEMPTING TARGET
Secondary MissionSecondary Missions: AttackerSecondary Missions: Defender

An opportunity to seize a valuable asset has been identified, but the enemy are likely to use it as bait in a trap. Move to secure the site, but be wary of enemy ambushes.

WHEN DRAWN: Your opponent selects one objective (excluding home objectives) within No Man’s Land to be your tempting target.
ANY BATTLE ROUND
WHEN: End of your turn.
You control your tempting target.5VP
BEHIND ENEMY LINES
Secondary MissionSecondary Missions: AttackerSecondary Missions: Defender

Your orders are clear: break through the enemy and cut off their escape routes.

WHEN DRAWN: If it is the first battle round, you can draw one new Secondary Mission card and shuffle this card back into your Secondary Mission deck.
ANY BATTLE ROUND
WHEN: End of your turn.
For each friendly unit (excluding AIRCRAFT and battle-shocked units) wholly within your opponent’s deployment zone.3VP(UP TO 5VP)
BRING IT DOWN
Secondary MissionSecondary Missions: AttackerSecondary Missions: Defender

Prioritise the destruction of heavily armoured assets. Bring them down at all costs.

WHEN DRAWN: If there are no enemy models with a W of 10 or more on the battlefield, you can discard this card and draw one new Secondary Mission card.
ANY BATTLE ROUND
WHEN: End of a turn.
For each enemy model with a W of 10 or more destroyed this turn.4VPFIXED5VPTACTICAL(UP TO 5VP)
BURDEN OF TRUST
Secondary MissionSecondary Missions: AttackerSecondary Missions: Defender

The strategic prizes in this region must be guarded at all costs – a duty that falls upon a chosen few.

WHEN DRAWN/START OF YOUR TURN: For each objective, you can select one friendly unit on the battlefield to guard that objective. Until the start of your next turn, while that unit is within range of that objective and while you control that objective, that objective is guarded by your army.
ANY BATTLE ROUND
WHEN: End of your opponent’s turn or the end of the fifth battle round (whichever comes first).
For each objective guarded by your army.2VP(UP TO 5VP)

Twist deck

NOWHERE TO HIDE
Twist

This battlefield only affords the illusion of cover – nowhere is safe.

Terrain features do not have the Solid rule.
Designer’s Note: This twist lets models draw line of sight through any gap in a terrain feature, allowing more ‘true line of sight’ and more lethal shooting.
MIRRORED WORLD
Twist

As destinies converge, rival warlords find themselves on parallel paths, competing with one another to achieve near-identical outcomes and objectives.

The players both replace their Primary Mission card with the same one of the following Primary Mission cards. If both players agree on one of them, use that Primary Mission card; otherwise, roll a D6 and consult the table below.
PRIMARY MISSION
Battlefield Dominance
Meatgrinder
Outmanoeuvre
Gather Intel
Sabotage
(Roll again)
Designer’s Note: This is a great twist for players who want to play a simpler battle of Warhammer 40,000, as both players will be trying to achieve the same Primary Mission.
SCRAMBLED COMMUNICATIONS
Twist

Scrambled communications and intertwined vox-channels have disrupted the chain of command, leaving your orders and objectives unclear.

The players exchange their Primary Mission cards.
Designer’s Note: This is a great twist to shake things up in a regular match-up, or for players who love to embrace chaos!
MARTIAL PRIDE
Twist

The rank and file of your armies are determined to demonstrate their value, advancing relentlessly toward their assigned objectives whilst maintaining a punishing rate of fire.

A BATTLELINE unit can start an action in a turn in which it made an advance move. A BATTLELINE unit can shoot in a turn in which it started an action.
Designer’s Note: This is a great twist for Incursion battles.
RUINSCAPE
Twist

Decades of war have reduced the structures on this battlefield to hollow ruins. Your warriors stalk and scramble through the skeletal remnants of half-destroyed buildings as they close in upon their enemies.

When a unit makes a normal or advance move, models in that unit have the MOBILE keyword until that move ends.
Designer’s Note: For players who want to play with a lot of terrain and/or with many large models, this twist can help keep the battle flowing.
NIGHT FIGHTING
Twist

A shroud of darkness has fallen across the battlefield, obscuring the vision of your warriors and providing them with cover beneath which to advance.

Each unit is not visible to enemy models unless they are within 18" of that unit, and each unit cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 18" of that unit.
Designer’s Note: This is a great twist for players who do not yet have a battlefield’s worth of terrain.
13.01 Placing Terrain
Before the battle, place a selection of terrain features on the battlefield using one or more of the following methods:
  • Place a well-defined boundary (such as a base or mat) in each location you want to furnish with terrain, then place one or more terrain features wholly within that boundary.
  • Place one terrain feature directly on the battlefield.
  • Place two or more terrain features directly on the battlefield in such a way that together they define the boundary of an area.

In each case, the area of the battlefield occupied by that boundary or terrain feature is known as a terrain area. A mission’s deployment map may define the location and dimensions of each terrain area. Otherwise, players must agree on this before the battle.

FAQ

Q:Are models that are within the boundary of a terrain area, but not on the ground floor of a terrain area (e.g. overhanging parts of FRAME VEHICLES or models on terrain features that are within that terrain area) within that terrain area?
A:
Yes

PLUNDER

Secondary Mission

Unguarded prizes lie strewn across the field of battle. Secure them and deny them to the enemy.

WHEN DRAWN: If the Cleanse Secondary Mission is active for you, you can draw one new Secondary Mission card and shuffle this card back into your Secondary Mission deck.
PLUNDER
OBJECTIVE ACTION
STARTS: Your Shooting phase.
UNITS: One unit within a terrain area that is not within your territory.
USE LIMIT: Once per turn.
COMPLETES: Immediately.
EFFECT: That terrain area is plundered.
ANY BATTLE ROUND
WHEN: End of your turn.
A terrain area was plundered this turn.5VP

BEACON

Secondary Mission

Bold and defiant, your chosen champions taunt the foe, drawing them on. Should they hold fast in the face of the inevitable response, the enemy’s momentum will surely falter.

WHEN DRAWN: Select one friendly unit on the battlefield or embarked within a TRANSPORT on the battlefield to be your beacon unit.
ANY BATTLE ROUND
WHEN: End of your opponent’s turn or the end of the fifth battle round (whichever comes first).
Your beacon unit is on the battlefield and not within your deployment zone.3VP
ORYour beacon unit is on the battlefield and not within your territory.5VP

05.04.04 Destroyed
Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.

When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.

Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.

DEATH TRAP

Primary Mission
Opponent

Even the most potent enemy force can be undone with sufficient preparation. Lay minefields, dig trenches and draw the enemy into pre-prepared killing zones.

ANY BATTLE ROUND
WHEN: End of your turn.
For each terrain area trapped this turn (see below).2VP
+For each of those terrain areas that is an objective.+3VPCUMULATIVE
ANY BATTLE ROUND
WHEN: End of your turn.
One or more enemy units that started the turn within a terrain area were destroyed, if that terrain area is trapped.3VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
BOOBY TRAP
OBJECTIVE ACTION
STARTS: Your Shooting phase.
UNITS: One friendly unit within range of one objective (excluding your home objective) or within one terrain area that is not within your deployment zone, that you have not yet trapped (see below).
USE LIMIT: Unlimited. Each unit that starts this action this phase must be within a different terrain area.
COMPLETES: Immediately.
EFFECT: That terrain area is trapped: place one of your operation markers within that terrain area.

06.01 Visibility
Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.

Other models and units can be either visible or fully visible to the observing model, as shown below. Note that terrain applies additional rules to visibility (13.07).

Model Visible
If any part of another model is visible to the observing model, that model is visible.

Model Fully Visible
If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.

Unit Visible
If one or more models in a unit are visible to the observing model, that unit is visible.

Unit Fully Visible
If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.

FAQ

Q:When checking line of sight from one model to another, is this drawn between the bases of those models, or between any part of them?
A:
Line of sight is drawn from any part of the observing model to any part of the model being observed.

SURVEIL THE FOE

Primary Mission
Opponent

Information is power. Evaluate the strengths and weaknesses of the enemy and feed this crucial information back to your superiors.

Each time a friendly unit ends a move within range of one objective that has any of your opponent’s operation markers within range of it, remove those operation markers from the battlefield.
ANY BATTLE ROUND
WHEN: End of your turn.
One or more enemy units were surveilled this turn (see below), unless each of those units is within range of one or more objectives that have one or more operation markers within range of them.4VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
You control more objectives than your opponent.4VP
WHEN: End of your turn.
None of your opponent’s operation markers are on the battlefield.5VP
SURVEIL THE FOE
OBJECTIVE ACTION
STARTS: Your Shooting phase.
UNITS: One friendly unit.
USE LIMIT: Unlimited.
COMPLETES: Immediately.
EFFECT: Select one enemy unit within 18" of and visible to your unit that has not been surveilled this turn: until the end of the turn, that enemy unit is surveilled.

VITAL LINK

Primary Mission
Opponent

A key communications node is located in the midst of this battlefield. Control of this node is crucial to the continued success of your armies. Ensure it does not fall into enemy hands.

ANY BATTLE ROUND
WHEN: End of your turn.
You control one or more central objectives.2VP
+For each of your operation markers within range of one of those objectives (see below).+1VPCUMULATIVE
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
+One or more of those objectives is a central objective.+4VPCUMULATIVE
END OF THE BATTLE
You control your opponent’s home objective.10VP
MAINTAIN CONTROL
OBJECTIVE ACTION
STARTS: Your Shooting phase.
UNITS: One friendly unit within range of one central objective.
USE LIMIT: Once per turn.
COMPLETES: End of your turn, if your unit controls that objective.
EFFECT: Place one of your operation markers within range of that objective.

01.05.05 Roll Off
Some rules instruct players to roll off.
  • To do so, both players roll one D6, and whoever rolls highest wins the roll-off.
  • If there is a tie for the highest roll, roll off again.
01.04.05 Table Quarters
When a rule refers to a table quarter, or table quarters, divide the battlefield with imaginary lines 1mm thick drawn lengthwise and widthwise through the centre of the battlefield to create four equal rectangles. These rectangles are the table quarters.
01.02.01 Starting Strength and Half-Strength
The number of models a unit contains at the start of the first battle round is its starting strength. The starting strength of an attached unit is the number of models that unit contains at the start of the first battle round.

Some rules refer to units being below starting strength, or at – or below – half-strength. The meaning of these terms varies depending on a unit’s starting strength, as shown below.

UNIT STRENGTH
STARTING STRENGTH OF 1STARTING STRENGTH OF 2 OR MORE
BELOW STARTING STRENGTHModel’s remaining wounds are less than its W characteristic.Number of remaining models in the unit is less than its starting strength.
AT HALF-STRENGTHModel’s remaining wounds are half of its W characteristic.Number of remaining models in the unit is half of its starting strength.
BELOW HALF-STRENGTHModel’s remaining wounds are less than half of its W characteristic.Number of remaining models in the unit is less than half of its starting strength.

Example: A Captain (1 model) is attached to a unit of Intercessors (5 models). This attached unit has a starting strength of 6. If three Intercessors were destroyed, the unit would be at half-strength. If four Intercessors were destroyed, the unit would be below half-strength. If all of the Intercessors were destroyed, the remaining Captain would be below half-strength, despite having his full wounds remaining.

SOME UNITS CANNOT BE AT HALF-STRENGTH
If a model’s W characteristic or a unit’s starting strength cannot be evenly divided in half, that model or unit cannot be at half-strength (but can be below half-strength as described above).
13.11 Solid
Dense terrain features have the Solid rule. Line of sight cannot be drawn across any enclosed gap in the surface of such a terrain feature that is 3" or less from ground level.

Designer’s Note: This rule ensures that models are not visible while sheltering in ground-level terrain, irrespective of small openings such as doors, windows or bullet holes, or because of small gaps between adjacent terrain features. 3" is the height of the first floor of many terrain features, but some missions may adjust the height at which this rule takes effect.

BATTLEFIELD DOMINANCE

Primary Mission
Opponent

This battlefield holds great significance for the wider war effort. You must seize control of it. Let nothing stand in your way.

FIRST AND SECOND BATTLE ROUND
WHEN: End of your turn.
You control more objectives than your opponent.2VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
For each objective you control.3VP
+For each of those objectives (excluding your home objective) if you control your home objective.+2VPCUMULATIVE

MEATGRINDER

Primary Mission
Opponent

Vicious and without relent, this battle has descended into base savagery. Only one path to victory remains: kill more of the enemy than they can kill of you.

ANY BATTLE ROUND
WHEN: End of your turn.
One or more enemy units were destroyed this turn.3VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your turn.
More enemy units were destroyed this turn than friendly units were destroyed in the previous turn.5VP
You control your opponent’s home objective.5VP

OUTMANOEUVRE

Primary Mission
Opponent

Speed and positioning are key in any battle. Outflank the enemy, seize high ground and routes of resupply. Choke them to death.

ANY BATTLE ROUND
WHEN: End of your turn.
You control your opponent’s home objective.10VP
FIRST BATTLE ROUND
WHEN: End of your turn.
For each objective you control (excluding your home objective).4VP
SECOND AND THIRD BATTLE ROUND
WHEN: End of your Command phase.
For each objective you control (excluding your home objective).5VP
FOURTH BATTLE ROUND ONWARDS
WHEN: End of your turn.
For each objective you control (excluding your home objective).6VP

GATHER INTEL

Primary Mission
Opponent

The nature and motivation of the foe remains unclear. Test their mettle and seize pertinent intelligence from the field of battle.

FIRST BATTLE ROUND
WHEN: End of your turn.
You control one or more central objectives.6VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your turn.
For each friendly unit that completed the Extract Intelligence action this turn (see below).7VP
END OF THE BATTLE
Three or more of your operation markers are on the battlefield.5VP
One of your operation markers is within range of your opponent’s home objective.5VP
EXTRACT INTELLIGENCE
OBJECTIVE ACTION
STARTS: Your Shooting phase, from the second battle round onwards.
UNITS: One unit within range of one objective (excluding your home objective) that does not have any of your operation markers within range of it.
USE LIMIT: Unlimited. Each unit that starts this action this phase must be within range of a different objective.
COMPLETES: End of your turn, if your unit controls that objective.
EFFECT: Place one of your operation markers within range of that objective.

SABOTAGE

Primary Mission
Opponent

Strike deep behind enemy lines, sabotage supply routes, fortifications and heavy weapons. By doing so you may lay the groundwork for future offensives.

ANY BATTLE ROUND
WHEN: End of your turn.
For each friendly unit that committed sabotage this turn (see below).3VP
+For each of those units that is within range of one or more objectives in your opponent’s territory.+2VPCUMULATIVE
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
SABOTAGE
OBJECTIVE ACTION
STARTS: Your Shooting phase.
UNITS: One unit within range of one objective (excluding your home objective).
USE LIMIT: Unlimited. Each unit that starts this action this phase must be within range of a different objective.
COMPLETES: End of your turn, if that unit controls that objective.
EFFECT: Your unit commits sabotage.

03.04 Engagement
A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
  • While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
  • While a unit contains no engaged models, that unit is unengaged.

WHAT IS ENGAGEMENT?
While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.

ENGAGEMENT
These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.

FAQ

Q:Does my model or unit become engaged while moving through a enemy units engagement range during a move?
A:
No
ADVANCE MOVE09.06
MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Make an advance roll by rolling one D6.
AFTER MOVING:
NORMAL MOVE09.05
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be unengaged.
13.08 Benefit of Cover
Each time a ranged attack targets a unit, if every model in that unit meets one or more of the following conditions, that unit has the benefit of cover against that attack:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area.
  • That model is not fully visible to the attacking model due to one or more intervening terrain features and/or one or more intervening obscuring terrain areas (see below).

Each time a ranged attack targets a unit that has the benefit of cover against it, worsen the BS characteristic of that attack by 1.

FAQ

Q:When my unit shoots at another unit, how does it work if some models in the target unit are fully visible to some models in my unit, while others are within a terrain area/not fully visible?
A:
For each attacking model in your unit, determine whether the target unit has the benefit of cover, as described in Terrain and Visibility. In this scenario, the target unit will likely have the benefit of cover against some of the attacking models, but not all.

This means that, in an example unit where all attacking models are using the same weapon, when you get to the Resolve Attacks step of the Attack Sequence, you will collect dice for attacks made by models against which the target unit has the benefit of cover separately from the dice for attacks made by models against which the target unit does not have the benefit of cover.
[LETHAL HITS]24.23

Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience.

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
Hit Roll
Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL HIT
Equal to or greater than that attack’s BS/WS characteristicHIT
Any other resultFAILS

CRITICAL HITS
Critical hits are still hits. In addition, other rules can be triggered by a critical hit, such as [LETHAL HITS] (24).

FAQ

Q:My attack has a rule that means it results in a critical hit on a hit roll of 4+. Does this work when snap shooting?
A:
Unless otherwise stated, no: when snap shooting, each attack only hits on a roll of 6.
Q:My attack has a rule that means it results in a critical hit on a hit roll of 4+, and I would otherwise need a 5+ to hit. Does a 4+ hit?
A:
Yes, except when snap shooting: when snap shooting, each attack only hits on a roll of 6.
Moving a Model in a Straight Line
Each time you move a model in a straight line, move it horizontally across the battlefield. Measure from the same point on its base at the start and end of that move, and add that distance to any other distance it has moved since its unit began that move. The distance moved cannot be greater than the maximum distance of that move type.
Rotating a Model
Each time you rotate a model, turn it any amount around the centre of its base, while keeping it upright. Note that rotating a model does not count towards the distance it has moved.
REMAIN STATIONARY09.04
MAXIMUM DISTANCE: ‘–’
ELIGIBLE IF: Any unit.
EFFECT: No models are moved (either in straight lines or rotated). Units that remain stationary do not trigger any rules that are triggered when a unit starts or ends a move.
INDIRECT SHOOTING10.07
ELIGIBLE IF: All of the following apply to your unit:
  • Unengaged and did not make an advance move this turn.
  • Has one or more [INDIRECT FIRE] weapons.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • [INDIRECT FIRE] weapons in your unit can target units that are not visible to the attacking model.
  • Each time an [INDIRECT FIRE] weapon makes an attack:
    • The target has the benefit of cover against that attack (13.08).
    • You cannot re-roll hit rolls.
    • An unmodified hit roll of 1-5 fails, unless your unit remained stationary this turn and the target is visible to one or more friendly units, in which case an unmodified hit roll of 1-3 fails instead.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
INDIRECT FIRE
When you select indirect shooting for a unit, its [INDIRECT FIRE] weapons can launch punishing barrages on targets that are not visible, but don’t forget that its other weapons can still target other visible targets.
[INDIRECT FIRE]24.19

Indirect fire weapons launch munitions over or around intervening obstacles – nowhere is safe from their fury.

Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).

INESCAPABLE DOMINION

Primary Mission
Opponent

Your first priority must be to dominate the battlefield. Seize strongpoints and dig in. Only then may you turn your full attention to slaughtering the foe.

ANY BATTLE ROUND
WHEN: End of your turn.
You control three or more objectives.4VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control two or more objectives.5VP
You control more objectives than your opponent.4VP
END OF THE BATTLE
You control your opponent’s home objective.5VP

UNSTOPPABLE FORCE

Primary Mission
Opponent

The enemy are arrayed before you in number, and well prepared for the coming assault. Smash through their defences. Grind them to dust.

ANY BATTLE ROUND
WHEN: End of your turn.
One or more enemy units were destroyed this turn.3VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
For each objective you control (excluding your home objective).4VP
WHEN: End of your turn.
You control one or more objectives you did not control at the start of the turn (excluding your home objective).3VP
END OF THE BATTLE
You control one or more central objectives.5VP

PUNISHMENT

Primary Mission
Opponent

Those who resist must be punished. Make a bloody example of them, and leave none in doubt as to your mastery.

START OF YOUR TURN: Select one to three enemy units that are on the battlefield and within range of objectives and/or that destroyed one or more friendly units in the previous turn. If you cannot, select one enemy unit that is on the battlefield. Until the start of your next turn, those units are condemned.
ANY BATTLE ROUND
WHEN: End of a turn.
One or more condemned enemy units left the battlefield this turn.5VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
You control more objectives than your opponent.5VP
END OF THE BATTLE
You control your opponent’s home objective.8VP

CONSECRATE

Primary Mission
Opponent

Whether in the name of grand ideals or simply to satisfy the thirst of their terrible gods, your warriors must consecrate this battlefield with the blood of their foes.

Each time a friendly unit destroys a unit, that friendly unit becomes a consecration unit. At the end of your turn, for each of your consecration units, you can select one objective it is within range of (excluding your home objective) that has not been consecrated. If you do, place one of your operation markers within range of that objective – that objective is consecrated and that unit is no longer a consecration unit.
ANY BATTLE ROUND
WHEN: End of your turn.
One or two objectives are consecrated.3VP
ORThree or more objectives are consecrated.6VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
You control more objectives than your opponent.4VP
END OF THE BATTLE
Your opponent’s home objective is consecrated.5VP

DESTROYER'S WRATH

Primary Mission
Opponent

Victory here shall not be measured in ground taken or plunder seized, but in the mangled corpses of your foes and the grisly trophies hewn from their bodies.

ANY BATTLE ROUND
WHEN: End of your turn.
One or more enemy units were destroyed this turn.3VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
You control more objectives than your opponent.6VP
WHEN: End of your turn.
More enemy units were destroyed this turn than friendly units were destroyed in the previous turn.4VP

DELAYING ACTION

Primary Mission
Opponent

Your enemies are on the march. Commit your warriors to battle and make the foe pay a bloody price for every foot of ground.

ANY BATTLE ROUND
WHEN: End of your turn.
For each enemy unit destroyed this turn.2VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
WHEN: End of your turn.
You control one or more central objectives and one or more expansion objectives.3VP

SMOKE AND MIRRORS

Primary Mission
Opponent

Cunning is as potent a weapon as overwhelming force. Outnumbered or outgunned, you must make use of subterfuge and misdirection to pick the enemy apart.

ANY BATTLE ROUND
WHEN: End of your turn.
For each objective that is decoyed (see below).2VP
+For each of those objectives that is within your opponent’s territory.+2VPCUMULATIVE
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
END OF THE BATTLE
Four or more objectives are decoyed.10VP
DECOY
OBJECTIVE ACTION
STARTS: Your Shooting phase.
UNITS: One friendly unit within range of one objective (excluding your home objective) that is not decoyed (see below).
USE LIMIT: Unlimited. Each unit that starts this action this phase must be within range of a different objective.
COMPLETES: End of your turn, if your unit controls that objective.
EFFECT: That objective is decoyed: place one of your operation markers within range of that objective.

LOCATE AND DENY

Primary Mission
Opponent

The enemy is searching for an asset of value. By cunning or by force of arms, prevent its retrieval.

START OF THE BATTLE: Select five terrain areas not within your deployment zone; for each one, place one of your operation markers within it. If you cannot, do so for each terrain area that is not within your deployment zone.
ANY BATTLE ROUND
WHEN: End of your turn.
One or more enemy units that started the turn within range of one or more objectives are destroyed.4VP
Only one of your operation markers is on the battlefield (see below), if one or more of your units are within the same terrain area as that marker, and no enemy units are within that terrain area.4VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
END OF THE BATTLE
Only one of your operation markers is on the battlefield, if one or more of your units are within the same terrain area as that marker, and no enemy units are within that terrain area.5VP
SENSOR SWEEP
OBJECTIVE ACTION
STARTS: Your Shooting phase.
UNITS: One friendly unit within range of one central objective.
USE LIMIT: Once per turn.
COMPLETES: End of your turn, if your unit controls that objective.
EFFECT: Your unit performs a sensor sweep: remove one operation marker from the battlefield.
RESTRICTIONS: A unit cannot start this action if there is only one operation marker on the battlefield.

RECONNAISSANCE SWEEP

Primary Mission
Opponent

Enemy movements have aroused suspicion. Disperse your forces, probe their lines and decipher their intentions.

ANY BATTLE ROUND
WHEN: End of your turn.
Three or more friendly units are wholly within three different table quarters and not within 6" of the centre of the battlefield.3VP
ORFour or more friendly units are wholly within four different table quarters and not within 6" of the centre of the battlefield.6VP
ANY BATTLE ROUND
WHEN: End of your turn.
For each enemy unit destroyed this turn.1VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).3VP

TRIANGULATION

Primary Mission
Opponent

By acquiring and transmitting precise coordinates, your forces will be able to summon reinforcements, saturate the battlefield with artillery fire or call in other means of support.

SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your turn.
One objective is triangulated (see below).3VP
ORTwo objectives are triangulated.6VP
ORThree or more objectives are triangulated.10VP
END OF THE BATTLE
You control four or more objectives.10VP
TRIANGULATE
OBJECTIVE ACTION
STARTS: Your Shooting phase, from the second battle round onwards.
UNITS: One friendly unit within range of one objective (excluding your home objective).
USE LIMIT: Once per turn.
COMPLETES: End of your turn, if your unit controls that objective.
EFFECT: That objective is triangulated: place one of your operation markers within range of that objective.

SEARCH AND SCOUR

Primary Mission
Opponent

Forward elements report enemy movement in this sector. Move out, locate the foes and halt their operation before it gathers momentum.

ANY BATTLE ROUND
WHEN: End of your turn.
You control one or more central objectives.3VP
One or more enemy units that started the turn within a terrain area are destroyed.2VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
For each objective you control (excluding your home objective).4VP
END OF THE BATTLE
No enemy units are wholly within your territory.5VP

SECURE ASSET

Primary Mission
Opponent

A vital asset has been lost amidst the chaos of battle. You must secure the item at all costs.

ANY BATTLE ROUND
WHEN: End of your turn.
A friendly unit secured the asset this turn (see below).4VP
One or more enemy units that started the turn within range of one or more central objectives are destroyed.2VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
You control three or more objectives.4VP
SECURE ASSET
OBJECTIVE ACTION
STARTS: Your Shooting phase.
UNITS: One friendly unit within range of one objective (excluding your home objective).
USE LIMIT: Once per turn.
COMPLETES: End of your turn, if your unit controls that objective.
EFFECT: Your unit secures the asset.

EXTRACT RELIC

Primary Mission
Opponent

A priceless relic saturated with eldritch power lies somewhere on the field of battle. Secure the sensor array at the heart of the battlefield and direct its energies to locating the prize.

ANY BATTLE ROUND
WHEN: End of your turn.
A friendly unit performed a sensor sweep this turn (see below).4VP
One or more enemy units that started the turn within range of one or more objectives are destroyed.3VP
Only one of your opponent’s operation markers is on the battlefield, if one or more of your units are within the same terrain area as that operation marker, and no enemy units are within that terrain area.4VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
END OF THE BATTLE
Only one of your opponent’s operation markers is on the battlefield, if one or more of your units are within the same terrain area as that operation marker, and no enemy units are within that terrain area.5VP
SENSOR SWEEP
OBJECTIVE ACTION
STARTS: Your Shooting phase.
UNITS: One friendly unit within range of one central objective.
USE LIMIT: Once per turn.
COMPLETES: End of your turn, if your unit controls that objective.
EFFECT: Your unit performs a sensor sweep: remove one operation marker from the battlefield.
RESTRICTIONS: A unit cannot start this action if there is only one operation marker on the battlefield.

VANGUARD OPERATION

Primary Mission
Opponent

Striking deep beyond the front lines, your forces must employ speed and cunning to secure their objectives before the enemy responds.

ANY BATTLE ROUND
WHEN: End of your turn.
A friendly unit performed a vanguard operation this turn (see below).4VP
One or more enemy units were destroyed this turn.2VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives (excluding your home objective).4VP
END OF THE BATTLE
You control your opponent’s home objective.10VP
VANGUARD OPERATION
OBJECTIVE ACTION
STARTS: Your Shooting phase.
UNITS: One friendly unit within one terrain area that is within your opponent’s territory.
USE LIMIT: Once per turn.
COMPLETES: End of your turn, if no enemy units are within that terrain area.
EFFECT: Your unit performs a vanguard operation.

IMMOVABLE OBJECT

Primary Mission
Opponent

Obstinance is often the key to victory. Weather everything the enemy throws at you. If your opponent is to take any ground, they will have to wade through their own dead to do so.

ANY BATTLE ROUND
WHEN: End of your turn.
You control one or more central objectives.3VP
SECOND TO FOURTH BATTLE ROUND
WHEN: End of your Command phase.
For each objective you control (excluding your home objective).5VP
FIFTH BATTLE ROUND
WHEN: End of your turn.
For each objective you control (excluding your home objective).5VP

DETERMINED ACQUISITION

Primary Mission
Opponent

The resistance arrayed against you is formidable indeed, yet your orders are clear; take and hold the ground ahead, heedless of the cost.

ANY BATTLE ROUND
WHEN: End of your turn.
For each objective you control that you did not control at the start of the turn (excluding your home objective).2VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
For each objective you control.3VP
+For each of those objectives that is within your opponent’s territory.+3VPCUMULATIVE

PURGE AND SECURE

Primary Mission
Opponent

Enemy pickets and reconnaissance have engaged your vanguard. Move forward, seize defensive positions and repel the assault at all costs.

ANY BATTLE ROUND
WHEN: End of your turn.
One or more enemy units were destroyed this turn by a friendly unit that was within range of one or more objectives.3VP
OROne or more enemy units that started the turn within range of one or more objectives were destroyed this turn.3VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
For each objective you control (excluding your home objective).4VP
WHEN: End of your turn.
You control one or more objectives you did not control at the start of the turn (excluding your home objective).3VP

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