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


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

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

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

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

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

Universal Matched Play Rules

Aircraft

When mustering your army for a matched play game, it cannot include more than 1 AIRCRAFT model if you are playing a Combat Patrol or Incursion sized game, more than 2 AIRCRAFT models if you are playing a Strike Force sized game, or more than 3 AIRCRAFT models if you are playing an Onslaught sized game.

AIRCRAFT units from your army must start the battle in Strategic Reserves. If the total points value of a player’s AIRCRAFT units is more than half of the total points value of their army, that player’s AIRCRAFT units must still start the battle in Strategic Reserves, and then no other unit from their army can be a Strategic Reserve and/or Reinforcement unit.

If an AIRCRAFT unit has a rule that is triggered after it has moved, that rule only takes effect if that model ends its move on the battlefield. For example, this means an AIRCRAFT unit cannot drop bombs on a unit in a turn in which it ends a move off the battlefield.

Indirect Fire Weapons

An Indirect Fire weapon is one that can target units that are not visible to the bearer (e.g. mortars, smart-missile systems, impaler cannons, etc.). If such a weapon targets a unit that is not visible (i.e. no models in a target unit are visible to the firing unit when you selected it as a target), then each time an attack is made with that weapon against that target this phase, worsen the Ballistic Skill characteristic of that attack by 1 and add 1 to any armour saving throws made against that attack.

Bodyguard Abilities

Change the end of all ‘Bodyguard’ abilities from:
‘enemy models/units cannot target that CHARACTER unit with ranged attacks.’
To:
‘that CHARACTER unit can use the Look Out, Sir rule even if this unit contains fewer than 3 models.’

If a unit’s Bodyguard ability only affects a specific type of CHARACTER unit, the updated version of that unit’s Bodyguard ability still only applies to that type of CHARACTER unit (e.g. A Cryptothrall’s Protectors ability only applies to friendly CRYPTEK units, and so the new form of that ability also only applies to CRYPTEK units).

The following are Bodyguard abilities: Bodyguard*; Cold-blooded Bodyguard; Guardian Organism**; Guardian Protocols; Honour Guard; Honour Guard of Macragge; Operated Artillery; Protectors; Sworn Protectors; The Vargard’s Duty; Wall of Flesh**; Watchmen.

This rule also applies to the following Stratagems that confer a Bodyguard ability to a unit: Implacable Guardians; Seer Council; Shield of Honour.

* This rule only affects the first bullet point of a Locus’ Bodyguard ability.

** HIVE TYRANTS within range of the Guardian Organism ability, and TERVIGONS within range of a friendly <HIVE FLEET> TERMAGANTS unit’s Wall of Flesh ability, gain the benefits of Look Out, Sir even though they are CHARACTERS with a Wounds characteristic greater than 9. Note that the Wall of Flesh ability still requires a unit of 15 or more Termagants to apply, even though other Bodyguard abilities apply with fewer than 3 models.

ETERNAL WAR MISSION PACK

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

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

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

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

ARMY
BATTLE SIZEPOINTS LIMITCOMMAND POINTS
Combat Patrol5003
Incursion10006
Strike Force200012
Onslaught300018

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

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

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

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

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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

Secondary Objectives

Select your faction to display your faction-specific secondary objectives with the rest of the options:

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

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

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

Purge the Enemy

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

The enemy oppose the will of the Emperor. Show them the error of their blasphemous ways with bolter, flamer and melta.

At the end of each of your Shooting phases, score 1 victory point for each of the following that applies:
  • One or more enemy units were destroyed by an attack made with a bolt weapon by an ADEPTUS MINISTORUM unit from your army.
  • One or more enemy units were destroyed by an attack made with a flame weapon by an ADEPTUS MINISTORUM unit from your army.
  • One or more enemy units were destroyed by an attack made with a melta weapon by an ADEPTUS MINISTORUM unit from your army.
If all three of these apply at the end of your Shooting phase, then you score 1 additional victory point (for a maximum of 4 victory points).
CODEX WARFARE
End Game Objective

The Codex Astartes has proven its worth as a superb treatise on warfare over countless battlefields, and has remained so even after ten thousand years. Many Space Marines hold its teachings in awe, following its guidance in all ways, trusting in its ability to give them victory. Their belief has been rewarded on battlefield after battlefield.

If you select this objective, you score victory points as follows:
  • Score 1 victory point at the end of the battle (to a maximum of 5 victory points) for each enemy unit that was destroyed as the result of an attack made with a Heavy or Grenade weapon by an ADEPTUS ASTARTES unit from your army while the Devastator Doctrine was active for your army.
  • Score 1 victory point at the end of the battle (to a maximum of 5 victory points) for each enemy unit that was destroyed as the result of an attack made with a Rapid Fire or Assault weapon by an ADEPTUS ASTARTES unit from your army while the Tactical Doctrine was active for your army.
  • Score 1 victory point at the end of the battle (to a maximum of 5 victory points) for each enemy unit that was destroyed as the result of an attack made with a Pistol or Melee weapon by an ADEPTUS ASTARTES unit from your army while the Assault Doctrine was active for your army.
AURIC MORTALIS
End Game Objective

When the very worst of the galaxy's abominations take to the battlefield, the Adeptus Custodes step forward to send them back into the abyss.

If you select this objective, then before the battle, you must select one unit from your opponent’s army that has the PRIMARCH or SUPREME COMMANDER keyword to be marked for death. If no such unit exists, select one unit from your opponent’s army with the highest points value to be marked for death. AIRCRAFT units are ignored when selecting a unit to be marked for death.

At the end of the battle, calculate how many victory points (to a minimum of 0) you score for this objective as follows:
  • 5 victory points if the unit you selected to be marked for death was destroyed.
  • 5 victory points if the unit you selected to be marked for death was destroyed as a result of a melee attack made by an ADEPTUS CUSTODES or ANATHEMA PSYKANA unit from your army.
  • 5 victory points if both of the above are true and the unit you selected to be marked for death was destroyed more than 6" away from your deployment zone.
  • -2 victory points for each unit from your army that the unit you selected to be marked for death destroyed.
ACCRETION OF KNOWLEDGE
End Game Objective

In the holy Quest for Knowledge that underpins the Adeptus Mechanicus obsessive tendencies, the more powerful or esoteric the source of information the better. Ancient artefacts and destructive engines are zealously sought, and the enemy’s greatest champions often hold secrets they would selfishly keep to themselves. It is time they learned that nothing is beyond the reach of the Machine Cult.

Score 3 victory points at the end of the battle for each destroyed enemy model that meets one or more of the following criteria:
  • The model has a Warlord Trait.
  • The model has a Relic.
  • The model has the VEHICLE keyword and a Wounds characteristic of 14 or more.
BATHE YOUR BLADE IN THE BLOOD OF YOUR FOE
End Game Objective

The cankerous presence of the unclean must be scoured. Honour demands that their heretical influence be struck down in single combat.

At the start of the first Command phase, you must select one BLACK TEMPLARS CHARACTER model from your army to issue the challenge and your opponent must select one CHARACTER model from their army to accept the challenge. If either player does not have a CHARACTER model, they must instead select their WARLORD.

Score 5 victory points at the end of the battle for each of the following conditions that have been achieved:
  • The model that accepted the challenge was destroyed.
  • The model that accepted the challenge was destroyed as the result of a melee attack.
  • The model that accepted the challenge was destroyed as the result of a melee attack made by the model that issued the challenge.
BLADE OF SANGUINIUS
End Game Objective

Sanguinius would often soar above the battlefield on his angelic wings before plunging down to eliminate enemy commanders in single combat. In the millennia since his death, many Blood Angels heroes have taken on this role, decapitating the enemy command structure at the onset of battle.

At the start of your first Command phase, you must select one BLOOD ANGELS CHARACTER model from your army to issue a challenge and your opponent must select one CHARACTER model from their army to accept that challenge. If either player does not have a CHARACTER model, they must instead select their WARLORD.

Score 5 victory points at the end of the battle for each of the following conditions that have been satisfied:
  • The model that accepted the challenge was destroyed.
  • The model that accepted the challenge was destroyed by a melee attack.
  • The model that accepted the challenge was destroyed by a melee attack made by the model that issued the challenge.
MARTIAL INTERDICTION
End Game Objective

The Dark Angels have waged entire wars to secure individuals who might have some knowledge as to the whereabouts of some of the Fallen, or who may have somehow acquired a fragment of knowledge of the Dark Angels’ secrets. They prosecute these actions with incredible fervour, the consequences should they fail often too terrible to contemplate, the rewards of victory great indeed.

If you select this objective, then after both sides have deployed, but before the fist turn begins, your opponent must select one CHARACTER model from their army. If their army does not contain any CHARACTER models, then they must select their WARLORD instead. Score victory points at the end of the battle as follows:
  • Score 6 victory points if the selected enemy model was destroyed by a melee attack made by a DARK ANGELS model from your army.
  • Score 3 additional victory points if the selected enemy model was destroyed by a melee attack made by an INNER CIRCLE or DEATHWING model from your army.
  • Score 6 additional victory points if the DARK ANGELS model’s unit that destroyed the selected enemy model has not itself been destroyed.
CULL ORDER
End Game Objective

Sometimes the subtlety and finesse of a blade slid between alien ribs must be supplemented by discriminative but far wider extermination protocols. Target priorities switch in an instant as specific segments of the enemy hierarchy are methodically eliminated.

If you selected this secondary objective, then after both sides have finished deploying, starting with your opponent, both players alternate selecting Battlefield Roles (HQ, Troops, etc.) from the units in your opponent’s army until three different Battlefield Roles have been selected. If your opponent’s army does not include at least three units with different Battlefield Roles, select as many Battlefield Roles as possible.

At the end of the battle, for each Battlefield Role that was selected, score 5 victory points if every enemy unit in your opponents army with that Battlefield Role has been destroyed.
DESTROY THE DAEMON
End Game Objective

The Grey Knights were created for a sacred and singular duty: the destruction of the daemonic in all its forms. From the insidious to the monstrous, all must fall before the Sons of Titan.

If you select this objective, you score victory points for each unit that was destroyed in the battle by a GREY KNIGHTS unit from your army as follows:
  • DAEMON PRIMARCH unit - score 5 victory points
  • Any other DAEMON MONSTER unit - score 3 victory points
  • DAEMON VEHICLE unit - score 3 victory points
  • Any other DAEMON unit - score 1 victory point
DUEL OF HONOUR
End Game Objective

The foe is a dastardly coward, a cur that has preyed on the weak and the innocent for too long and whose mere existence is an affront to the Code Chivalric. Such a tyrant cannot be allowed to besmirch your honour much longer. Slay them with impunity in personal combat, as honour demands.

If you select this objective, then before the battle, after you have deployed armies, you must identify your opponent’s WARLORD, and the two units from your opponent’s army that have the highest points value (excluding your opponent’s WARLORD), and make a note of them on your army roster (if two or more units are tied, your opponent can choose between them).

If your opponent’s army has three or fewer units, then you instead identify all the units in your opponent’s army. A unit’s points cost includes the points of all weapons and wargear it is equipped with.
At the end of the battle, for each identified enemy unit that is destroyed, you score a number of victory points if that unit was destroyed during the battle by an IMPERIAL KNIGHTS unit from your army. The number of victory points scored depends on how the enemy unit was destroyed, as shown in the Manner of Destruction table below.

MANNER OF DESTRUCTIONVICTORY POINTS
Honour to the King: The unit was destroyed by a melee attack made by your WARLORD.5
Personal Combat: The unit was destroyed by a melee attack made by any other IMPERIAL KNIGHTS model from your army.4
Cowardly Cur: The unit was destroyed because it was not on the battlefield at the end of the battle and so counted as destroyed (note, this does not apply if the enemy unit is embarked in a TRANSPORT that is itself on the battlefield at the end of the battle).4
Inglorious Demise: The enemy unit was destroyed by any other means.3

At the end of any battle round in which Honour to the King or Personal Combat was achieved, you gain 1 Honour point.

At the end of the battle, if the enemy’s WARLORD has been destroyed, you gain 1 additional victory point, but you must reduce the number of victory points you have earned from this secondary objective by 1 (to a minimum of 0) for each of the identified units that has not been destroyed.

For example, if the enemy WARLORD was destroyed by a melee attack made by your WARLORD, one of the other identified units was destroyed by a ranged attack made by a model in your army, and the third identified unit was still on the battlefield at the end of the battle, you would score 8 victory points from this secondary objective.
RISE TO GLORY
Progressive Objective

If the deeds of their champions are worthy enough, it is said the gaze of the Dark Gods will be drawn to the battlefield and the actions of their mortal vassals greatly rewarded.

If you select this objective, at the end of each battle round, score 2 victory points for each CHARACTER, MONSTER or VEHICLE model destroyed during that battle round by a melee attack made by a TRAITORIS ASTARTES CHARACTER model from your army. If such a destroyed model had a Wounds characteristic of 10-19, score 1 additional victory point for destroying that model, or 2 additional victory points for destroying that model if it had the TITANIC keyword or was the enemy WARLORD. You cannot score more than 5 victory points per battle round from this secondary objective.

In addition, each time a CHARACTER, MONSTER or VEHICLE model is destroyed by a melee attack made by a TRAITORIS ASTARTES CHARACTER model from your army, roll 2D6. If the result is less than the Wounds characteristic of the destroyed model, you gain 1 Command point at the end of the phase.
HEROIC CHALLENGE
End Game Objective

The greatest champions among the sons of Russ must take the fight to the enemy, leading by example to inspire their warriors by upholding the honour of their Chapter.

At the start of the first Command phase, you must select one SPACE WOLVES CHARACTER model from your army to issue the challenge and your opponent must select one CHARACTER model from their army to accept the challenge. If either player does not have a CHARACTER model, they must instead select their WARLORD. Score 5 victory points at the end of the battle for each of the following conditions that have been achieved:
  • The model that accepted the challenge was destroyed.
  • The model that accepted the challenge was destroyed as the result of a melee attack.
  • The model that accepted the challenge was destroyed as the result of a melee attack made by the model that issued the challenge.
GLORY KILLS
Progressive Objective

The sagas of the Space Wolves are replete with legendary deeds of heroic battle-brothers slaying dark conquerors and gutting vile monstrosities, and every living warrior seeks to do likewise.

If you select this objective, you score victory points as follows:
  • Score 2 victory points if any CHARACTER units were destroyed by a SPACE WOLVES unit from your army during this battle round. If no CHARACTER units were destroyed, but a CHARACTER unit suffered 3 or more wounds as the result of attacks made by SPACE WOLVES units from your army, score 1 victory point instead.
  • Score 3 victory points if any MONSTER units were destroyed by a SPACE WOLVES unit from your army during this battle round. If no Monster units were destroyed, but a MONSTER unit suffered 3 or more wounds as a result of attacks made by SPACE WOLVES units from your army, score 1 victory point instead.
A CHARACTER MONSTER unit cannot count towards both parts of this objective. You must select whether to treat that unit as a CHARACTER or a MONSTER for the purposes of this objective.
A FITTING CHALLENGE
Progressive and End Game Objective

The greatest and most worthy offerings to the Dark Gods are those enemies that prove the most challenging to slay.

If you select this objective, then before the battle, after you have selected deployment zones, you must identify which three units from your opponent’s army have the highest points value, and make a note of them (if two or more units are tied, your opponent can choose between them). If your opponent’s army has three or fewer units, then you instead identify all the units in your opponent’s army. A unit’s points cost includes the points of all weapons and wargear it is equipped with. If a unit splits into several smaller units during the battle, all of those separate units must be destroyed for the original unit to count as being destroyed for the purposes of this objective.

At the end of each battle round, you score a number of victory points for each identified unit that was destroyed during the battle by a CHAOS KNIGHTS unit from your army (to a maximum of 6 victory points per battle round). The number of victory points scored depends on the battle round during which each unit was destroyed, as shown in the table below.

BATTLE ROUNDVICTORY POINTS
16
25
34
43
52

At the end of the battle, reduce the number of victory points you have earned from this secondary objective by 1 (to a minimum of 0) for each of the identified units that has not been destroyed. If a unit 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.

Example: If one of the identified units was destroyed during the first battle round, another was destroyed during the fourth battle round and the third was destroyed during the fifth battle round, you would score 11 victory points from this secondary objective. If two of the identified units were destroyed during the second battle round, but one was not destroyed at the end of the battle, you would score 5 victory points from this secondary objective.
SORCEROUS PROWESS
End Game Objective

One amongst the ranks of the Sorcerers leading this thrallband seeks to complete a sacrificial ritual of great power. The foe’s witches must be slain one by one, and their potent souls offered up in the name of greater glories.

Score 5 victory points at the end of the battle for each enemy PSYKER CHARACTER unit that was destroyed in the Psychic phase by a THOUSAND SONS PSYKER unit from your army, and 3 victory points for every other enemy PSYKER unit that was destroyed in the Psychic phase by a THOUSAND SONS PSYKER unit from your army.
BEASTS FOR THE ARENAS
End Game Objective

Many of these vicious beasts will not last a single show of bloodletting. Those with enough savagery for that may not endure the cruel attentions of the Beastmasters. Yet for those feral and exotic monstrosities that leave the audiences roaring for more... for one of those, a Wych could name their price.

Score 3 victory points at the end of the battle for each enemy MONSTER, CAVALRY or BEAST unit that was destroyed by a melee attack made by a <WYCH CULT> unit from your army. If that enemy unit was TITANIC, score 5 victory points for it instead.
TAKE THEM ALIVE!
Progressive Objective

The Drukhari raid the galaxy’s worlds with a single aim uppermost in their minds: the capture of living beings. Once violently subdued and secured with all manner of tortuous bindings, these unfortunate souls are taken back to the Dark City where a horrible fate awaits them. Whether as bait in the arenas, fresh meat upon a filthy, surgical slab or a bruised plaything for their new masters, the victims existence now has only one purpose - their agonies and sorrow are fodder to invigorate and nourish their captors.

If you select this objective, you score victory points at the end of the battle round for each of the following that apply:
  • Score 3 victory points if any CHARACTER or MONSTER units were destroyed by a melee attack made by a DRUKHARI unit from your army during that battle round.
  • Score 1 victory point if any unit (excluding CHARACTER, MONSTER or VEHICLE units) were destroyed by a melee attack made by a DRUKHARI unit from your army during that battle round.
AMBUSH
Progressive Objective

Subtlety, secrecy, stealth - all these are but means to an end. It is by fighting the enemy on our own terms, and by trapping them within the closing jaws of one cunning ambush after another, that we faithful will overthrow the armies of oppression.

At the end of your turn, score victory points in the following ways:
  • Score 1 victory point if one or more enemy units were destroyed this turn while they had a crossfire marker.
  • Score 1 victory point if one or more enemy units were destroyed this turn by units from your army that were set up from ambush or from underground during this turn.
  • Score 1 victory point if one or more enemy units were destroyed this turn as a result of a ranged attack made by a model from your army, and that enemy unit was Exposed when it was selected as the target for that ranged attack. Note that enemy unit must have been Exposed, rather than by any other means (e.g. the Priority Target ability).
GRUDGE MATCH
End Game Objective

On occasion, the Kin develop such a Grudge that the elimination of certain enemies becomes all-consuming whether it is efficient to pursue such vendettas or not.

If you select this objective, then before the battle, you must identify five units from your opponent’s army, one of which must be the enemy’s WARLORD, and make a note of them on your army roster. If your opponent’s army has five or fewer units, then you instead identify all the units in your opponent’s army.

At the end of the battle, for each of the identified units that was destroyed by a VOTANN unit from your army, you score 1 victory point. If that unit had a points cost of 150 or more, you score 1 additional victory point, and/or if that unit was destroyed by a melee attack, you score 1 additional victory point (for a maximum of 3 victory points per unit). A unit’s points value includes the points of all weapons, other wargear and upgrades it has.

At the end of the battle, reduce the number of victory points you have earned from this secondary objective by 1 (to a minimum of 0) for each of the identified units that has not been destroyed. If a unit splits into several smaller units during a battle, all of those separate units (excluding DRONE units) must be destroyed at the end of the battle for the unit to be counted as being destroyed for the purposes of this objective.
DA BIGGEST AND DA BEST
Progressive Objective

Orkish leaders set an example to all the ladz beneath them by blasting, smashing, biting and crushing any enemy that is unfortunate enough to cross their path.

If you select this secondary objective, you score 3 victory points at the end of each battle round for each of the following achieved by your ORKS WARLORD, for a maximum of 5 victory points:
  • An enemy MONSTER or VEHICLE unit is destroyed as the result of a melee attack made by this WARLORD.
  • An enemy CHARACTER is destroyed as the result of a melee attack made by this WARLORD.
  • 5 or more enemy models were destroyed as the result of attacks made by this WARLORD.
CRANIAL FEASTING
End Game Objective

By cracking open the skulls of prey leaders and thrusting proboscises or writhing tendrils into the gory bounty within, ravenous Tyranid organisms digest the very secrets and plans of the enemy.

Each time an enemy CHARACTER model or unit champion is destroyed by a melee attack made by a HIVE TENDRIL model from your army, roll one D6, adding 2 to the roll if that HIVE TENDRIL model has the FEEDER TENDRILS keyword, and adding 2 if the destroyed model has the CHARACTER keyword: on a 6+, you gain 1 Command point (to a maximum of 1 Command point per battle round).

At the end of the battle:
  • Score 3 victory points if you gained 1 or more Command points during the battle due to this objective.
  • Score 1 victory point for each enemy CHARACTER model and each enemy unit champion that was destroyed by a melee attack made by a HIVE TENDRIL model from your army.
  • Score 3 victory points if the enemy WARLORD was destroyed by a melee attack made by a HIVE TENDRIL model from your army.

No Mercy, No Respite

THIN THEIR RANKS
End Game Objective
If you select this objective, keep a tally of kill points; each time an enemy model is destroyed, add 1 to this tally (add 10 to this tally instead if the model that was destroyed had a Wounds characteristic of 10 or more). A model can, if it is resurrected for any reason (i.e. it was destroyed and subsequently returned to the battlefield), potentially add several points to this tally (assuming it is resurrected and subsequently destroyed several times over). At the end of the battle, divide your kill points tally by 10 and round down - the result is the number of victory points you score.
ATTRITION
Progressive Objective
Score 4 victory points at the end of the battle round if more enemy units than friendly units were destroyed this battle round.
WHILE WE STAND, WE FIGHT
End Game Objective
If you select this objective, then before the battle you must identify which three units 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 units are tied, you can choose between them). If your army has three or fewer units, then you instead identify all the units in your army. A unit’s points cost includes the points of all weapons and wargear it is equipped with. You score 5 VPs for each of these units that are on the battlefield at the end of the battle. If a unit splits into several smaller units during the battle, all of those separate units must be destroyed for the original unit to count as being destroyed for the purposes of this secondary objective.
FIRST STRIKE
End Game Objective
Score 5 victory points at the end of the battle if any enemy units were destroyed in the first battle round, and score an additional 3 victory points if more enemy units than friendly units were destroyed in the first battle round.
A LEAP OF FAITH
Progressive Objective

Faith alone can overturn the universe.

At the end of each turn, if 2 Acts of Faith were performed during that turn by ADEPTA SORORITAS units from your army, score 1 victory point if it is your turn, or 2 victory points if it is your opponent’s turn. If 3 or more Acts of Faith were performed by ADEPTA SORORITAS units from your army during that turn, score 1 additional victory point. Note that Acts of Faith performed due to Cherub dice bestowed by incensor cherubs do not count towards this secondary objective. You can score no more than 12 victory points from this secondary objective during the mission.
OATHS OF MOMENT
Progressive Objective

Before battle, Space Marines take all manner of oaths. They swear to never falter, to never give up, to never yield and to fight until their last breath. Made before their battle-brothers, commanders and Chaplains, the Space Marines take fewer things more seriously.

If you select this objective, you score victory points at the end of each battle round for achieving the following three Oaths:
  • Oath of Valour: Score 1 victory point if any CHARACTER, VEHICLE or MONSTER unit was destroyed by an ADEPTUS ASTARTES unit from your army during that battle round.
  • Oath of Honour: Score 1 victory point at the end of the battle round so long as no ADEPTUS ASTARTES units from your army failed a Morale test, and provided no ADEPTUS ASTARTES units from your army Fell Back during that battle round.
  • Oath of Duty: Score 2 victory points at the end of the battle round if an ADEPTUS ASTARTES unit from your army is wholly within 6" of the centre of the battlefield.
MIGHT OF TERRA
Progressive Objective

The power of Terra is displayed when His most loyal warriors emerge from an enemy’s attack unscathed, and cut down their foes in response.

Score 4 victory points at the end of the battle round if one or more enemy units were destroyed this battle round and no ADEPTUS CUSTODES or ANATHEMA PSYKANA units from your army were destroyed this battle round.
ERADICATION OF FLESH
Progressive Objective

A glorious utopia is within your grasp - the Time of the Machine is at hand! Cast down the worthless heretics who have strayed from the Omnissiah’s enlightenment. Let all feel the excoriating fire of the Motive Force, and may the sacred engines of destruction crunch over their weak bones without impediment.

Score 3 victory points at the end of the battle round if there is at least one ADEPTUS MECHANICUS VEHICLE unit from your army on the battlefield, and if ADEPTUS MECHANICUS units from your army destroyed more enemy INFANTRY units this battle round than enemy units destroyed friendly VEHICLE units.
CARRY OUT YOUR VOWS
Progressive and End Game Objective

We have sworn inviolable oaths before the immortal Emperor. Ensure they are carried out in his name.

You can select this secondary objective if you have selected any Templar Vows. This objective consists of a Progressive component and an End Game component. You can only score victory points for the End Game component for the Templar Vow that was selected at the end of the Read Mission Briefing step and not any other vows that are selected during the battle.

Progressive component
Score 4 victory points at the end of the battle round if the number of enemy units destroyed by melee attacks made by BLACK TEMPLARS units from your army is greater than the number of friendly BLACK TEMPLARS units that were destroyed during this battle round. You can score a maximum of 12 victory points during the battle from this component.

End Game component
Score 3 victory points at the end of the battle if any of the following apply:
  • The Suffer Not the Unclean to Live vow was selected before this battle and an enemy WARLORD model was destroyed by a melee attack made by a BLACK TEMPLARS CHARACTER unit from your army during the battle.
  • The Uphold the Honour of the Emperor vow was selected before this battle and a BLACK TEMPLARS INFANTRY unit (excluding CHARACTER units) from your army that is not below Half-strength was in the enemy deployment zone at the end of the battle.
  • The Abhor the Witch, Destroy the Witch vow was selected before this battle and any enemy PSYKER CHARACTER units were destroyed during the battle.
  • The Accept Any Challenge, No Matter the Odds vow was selected before this battle and an enemy unit with a Starting Strength of 20 or more models or an enemy model with a Wounds characteristic of 20 or more was destroyed during the battle.
DEATH FROM ABOVE
Progressive Objective

The Blood Angels descend from on high like the angels of myth, landing in the midst of the foe and laying waste to enemy armies with bolter and blade. These deadly interventions ensure not even the oppositions commanders can find safe haven from their wrath.

Score 2 victory points at the end of your turn if any enemy units were destroyed by a BLOOD ANGELS unit from your army that was set up on the battlefield in the Reinforcements step of any of your Movement phases. If any of those enemy units were a CHARACTER unit, score 3 victory points instead.
FURY OF THE LOST
Progressive Objective

The warriors of the Death Company are forsaken, their lives given up in explosions of violence, slaying as many of the foe as possible before their inevitable demise at the heart of the enemy force.

Score 3 victory points at the end of your turn if one or more enemy units have been destroyed by a DEATH COMPANY unit from your army this turn.
DEATH ON THE WIND
Progressive Objective

The Ravenwing never give warning of their assaults, striking at breakneck speed to inflict as much damage as possible before the enemy can react. Every warrior of the Ravenwing has spent countless hours drilling in the precise art of firing weapons or wielding swords and hammers on the move.

Score 2 victory points each time an enemy unit is destroyed by an attack made by a RAVENWING model from your army that moved 12" or more during the Movement phase of that turn, or made a charge move that turn.
SUFFER NOT THE ALIEN
End Game Objective

Every tool at their disposal, every scrap ofhard-won knowledge, is sharpened upon the whetstone of the Deathwatch’s hatred of the alien. They will not rest until the galaxy is free from the xenos’ stench.

Score 1 victory point at the end of the battle for each enemy TYRANIDS, AELDARI, ORK, NECRONS and T’AU EMPIRE unit destroyed by a DEATHWATCH unit from your army during the battle.
TELEPORT ASSAULT
Progressive Objective

The Grey Knights’ empyric defences ward them against the chill touch of the warp. Emerging from the actinic glare of teleportation, they crush their foes in a sudden hammerblow of fury before the enemy has any chance to strike back.

Score 3 victory points at the end of the battle round if one or more enemy units were destroyed by a GREY KNIGHTS model from your army that was set up on the battlefield using the Teleport Strike ability, the Teleportation Shunt Stratagem or the Gate of Infinity psychic power during that battle round.
THE LONG WAR
Progressive Objective

Chaos Space Marines have been razing cities and conquering worlds across the galaxy for millennia, in their Long War against the False Emperor. This battle is but the latest to test their skills.

At the end of your turn:
  • Score 1 victory point for each enemy unit that was destroyed by a TRAITORIS ASTARTES unit from your army this turn and was in range of an objective marker at the start of this turn.
  • Score 2 victory points if you control any objective markers that were controlled by your opponent at the start of this turn and a TRAITORIS ASTARTES unit from your army is in range of any of those objective markers.
You cannot score more than 3 victory points from this secondary objective per turn.
HONOUR OF THE HOUSE
Progressive Objective

Duty. Honour. Fealty. Upholding the tenets of the Code Chivalric is more important than breath to a Knight.

If you select this objective, at the end of each battle round, if you have 6 Honour points or if you have more Honour Points than you did at the start of the battle round, gain 2 victory points.

At the end of the battle:
  • If your army is Virtuous, gain 3 additional victory points.
  • If your army is Honoured, gain 2 additional victory points.
  • If your army is Dishonoured, reduce the number of victory points you have earned from this secondary objective by 3 (to a minimum of 0).
WARRIOR PRIDE
Progressive Objective

No one pack will long lead the hunt alone, for fierce pride ensures the Space Wolves compete for glory and the occasional wager.

Score 3 victory points at the end of your turn if two or more SPACE WOLVES units from your army are within Engagement Range of any enemy units or have completed a charge move this turn.
A MIGHTY SAGA
Progressive Objective

Every warrior of Fenris is a hero, but none are looked to as much as the lord leading the hunt. The commanders of the Space Wolves are both cunning strategists and savage combatants of exceptional skill, and prove it in every battle they fight.

If you select this objective, you score 2 victory points at the end of each battle round for each of the following achieved by your SPACE WOLVES WARLORD, for a maximum of 5 victory points:
  • An enemy MONSTER or VEHICLE unit loses any wounds as the result of a melee attack made by this WARLORD.
  • An enemy MONSTER or VEHICLE unit is destroyed as the result of a melee attack made by this WARLORD.
  • An enemy CHARACTER is destroyed as the result of a melee attack made by this WARLORD.
  • 5 or more models were destroyed as the result of attacks made by this WARLORD.
  • At the start of your Command phase, this WARLORD is within range of an objective marker that is wholly within your opponent’s deployment zone.
PATH OF DESTRUCTION
Progressive Objective

Carve a path of death and destruction into the heart of the enemy lines and drown entire planets in the blood of the foe.

Score 1 victory point at the end of the battle round for each of the following conditions that were satisfied during that battle round (for a maximum of 3 victory points):
  • One or more enemy units were destroyed by a CHAOS KNIGHTS model from your army while that CHAOS KNIGHTS model was wholly within your deployment zone.
  • One or more enemy units were destroyed by a CHAOS KNIGHTS model from your army while that CHAOS KNIGHTS model was more than 3" away from either player’s deployment zone.
  • One or more enemy units were destroyed by a CHAOS KNIGHTS model from your army while that CHAOS KNIGHTS model was wholly within your opponent’s deployment zone.
FLEEING VECTORS
Progressive Objective

Those who flee the Death Guard, though they believe themselves safe, only spread the hideous plagues of their enemy wherever they run.

Score 3 victory points at the end of the battle round if any enemy units failed Morale tests this battle round that had one or more models destroyed by attacks made with plague weapons this battle round.
WRATH OF MAGNUS
Progressive Objective

The Thousand Sons are the ultimate masters of sorcery. Magnus the Red demands that they prove this dominance on every battlefield over which they fight, putting to shame the feeble efforts of those psykers who refuse to recognise their own inferiority.

You can only select this objective if your opponent has one or more PSYKER units in their army. Score 3 victory points at the end of the battle round if more enemy models than friendly models were destroyed this battle round as a result of psychic powers.
WRATH OF KHAINE
Progressive Objective

For the Asuryani, the Aspect Warriors are paragons of war. When they don their war masks, none can escape their wrath.

  • Score 1 victory point at the end of the battle round if one or more enemy units were destroyed by a melee attack made by an ASPECT WARRIOR unit from your army this battle round.
  • Score 1 victory point at the end of the battle round if one or more enemy units were destroyed by a ranged attack made by a different ASPECT WARRIOR unit from your army this battle round.
  • Score 2 victory points at the end of the battle round if one or more enemy units were destroyed by a melee attack made by an ASPECT WARRIOR unit from your army this battle round, and one or more enemy units were destroyed by a ranged attack made by a different ASPECT WARRIOR unit from your army this battle round.
FEAR AND TERROR
Progressive Objective

Sowing terror in the foe’s ranks and sending them fleeing is of great physical and strategic value to the Drukhari. Alongside pain and anguish, it feeds their withered souls, granting them a form of supernatural vigour. Fear is infectious, spreading through the remaining enemy force, softening them up for the Drukhari’s final, swift assault. Those who run furthest will provide diverting hunting sport at battle’s end, a gift from the raids leader to their followers. Some will even be spared, alive yet scarred inside and out, to gibber of nightmares and changelings for years to come. Their warnings will degenerate into horrifying fairy tales of stolen children and hooks, poisonous beauty and cruel laughter that gnaws at the society’s consciousness, preparing them subtly for the next raid in a century - or decade’s - time. Yet, were none of that true, the Drukhari would still terrify, torture and flense their foes for one, simple reason. They like doing it.

Score 1 victory point at the end of the battle round for each model that fled from any enemy unit during that battle round.
A DEADLY PERFORMANCE
Progressive Objective

To witness the Harlequins in battle is to be dazzled by a barrage of light and sound as they slaughter foe after foe. These deadly warriors are never still, racing from enemy to enemy with blades lashing out.

At the end of your turn, score 3 victory points if two or more of the following conditions apply:
  • A HARLEQUINS unit from your army controls an objective marker that you did not control at the start of this turn.
  • A HARLEQUINS unit from your army is wholly within your opponents deployment zone.
  • 2 or more enemy units were destroyed by an attack made with a ranged weapon by a HARLEQUINS model from your army during this turn.
  • 3 or more enemy units were destroyed by an attack made with a melee weapon by a HARLEQUINS model from your army during this turn.
THE ANCESTORS ARE WATCHING
Progressive Objective

The Kin prioritise the destruction of those foes judged wanting by the Ancestors, the better to live up to those ancients' expectations.

At the end of each phase, score 2 victory points if one of more enemy units that had 1 or more Judgement tokens was destroyed by a VOTANN unit from your army during that phase. Score an additional 1 victory point for each of those enemy units that had 3 or more Judgement tokens when it was destroyed. At the end of the battle, reduce the number of victory points you have earned from this secondary objective by 1 (to a minimum of 0) for each unit that is on the battlefield (or that is embarked on a TRANSPORT that is itself on the battlefield) that - has 1 or more Judgement tokens.
CODE OF COMBAT
End Game Objective

Though the Necron nobility view even the mightiest of their foes as little more than barbarous beasts, still many seek to uphold the Triarchal codes by affording their enemies an honourable death.

Score 3 victory points at the end of the battle for each enemy unit that was destroyed by a NECRONS NOBLE unit from your army.
STOMP ’EM GOOD
Progressive Objective

Orks love crushing enemies with powered claws or mighty choppas.

If you select this secondary objective, you can score victory points for the following:
  • Score 3 victory points at the end of each battle round if the number of enemy units destroyed by melee attacks made by ORKS units from your army is more than the number of friendly non-GRETCHIN units that were destroyed by melee attacks during this battle round.
  • Score 1 additional victory point at the end of each battle round if the number of enemy units destroyed by melee attacks made by ORKS units from your army is at least 2 and double or more than the number of friendly non-GRETCHIN units that were destroyed by melee attacks during this battle round.
A CLEAN VICTORY
End Game Objective

A sloppy and costly victory is, to the T’au, no victory at all. We must execute the battle plan with faultless efficiency, and in so doing avoid unnecessary losses.

If you selected the Mont’ka Tactical Philosophy at the start of the battle, then at the end battle rounds one, two and three you can score each of the following:
  • 1 victory point if one or more enemy units were destroyed that battle round.
  • 3 victory points if three or more enemy units were destroyed that battle round.
If you selected the Kauyon Tactical Philosophy at the start of the battle, then at the end battle rounds three, four and five you can score each of the following:
  • 1 victory point if one or more enemy units were destroyed that battle round.
  • 3 victory points if three or more enemy units were destroyed that battle round.
SYNAPTIC INSIGHT
Progressive Objective

Testing their strength against the mightiest prey and sending sense-impressions to back through the synaptic network, leader organisms appraise the Hive Mind of potential threats and weaknesses.

If you select this objective, keep a tally of Synaptic Kill points. Reset your Synaptic Kill points tally to 0 at the start of each battle round. Each time an enemy model (excluding Dedicated Transport models) is destroyed by a SYNAPSE model from your army:
  • If that enemy model had a Wounds characteristic of between 3 and 5, add 1 to your Synaptic Kill points tally.
  • If that enemy model had a Wounds characteristic of between 6 and 9, add 2 to your Synaptic Kill points tally.
  • If that enemy model had a Wounds characteristic of 10 or more, add 3 to your Synaptic Kill points tally.
Score 3 victory points at the end of the battle round if your Synaptic Kill points tally for that battle round is 4 or more. You cannot score more than 12 victory points from this objective.

Battlefield Supremacy

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

The location of a small but sacred shrine has been identified. Defend this holy tribute lest it be desecrated by the enemy.

If you select this secondary objective, after both sides have finished deploying, your opponent must select one objective marker on the battlefield not within their own deployment zone to be the Sacred Shrine objective marker (if the only objective marker on the battlefield is in the enemy’s deployment zone, then this must be the Sacred Shrine objective marker).
  • At the end of your turn you score 3 victory points if you control the Sacred Shrine objective marker.
  • At the end of the battle, you score 3 additional victory points if you control the Sacred Shrine objective marker.
  • At the end of the battle, reduce the number of victory points you have earned from this secondary objective by 3 (to a minimum of 0) if your opponent controls the Sacred Shrine objective marker.
SHOCK TACTICS
Progressive Objective

The Space Marines are the Emperor's finest shock troops, striking at the foe before they can react or even know they are under threat. In their lightning assaults, Space Marines smash aside the enemy, slaughtering them without mercy, to achieve their goals.

Score 3 victory points at the end of the battle round if you control one or more objective markers that were controlled by your opponent at the start of the battle round, and an ADEPTUS ASTARTES unit from your army is within range of that objective marker.
STAND VIGIL
Progressive Objective

The Adeptus Custodes are vigilance incarnate - unwavering sentinels that stand guard over the Master of Mankind and His realm.

Score 3 victory points at the end of the battle round if you control more objective markers that are not within either player’s deployment zone than your opponent does.
UNCHARTED SEQUENCING
Progressive Objective

This techno-religious site is criss-crossed with interconnected nodes of power, an ancient mechanism of undreamt potential waits to stir at your activation. Yet there is some arcane sequence to discover. The sacred formula is a test, surely laid down by the Machine God, and only those with the cogitative capacity and unremitting faith to succeed will be granted their deity’s munificent blessings.

Before deployment, assign one objective marker to each battle round and note this down on your army roster. An objective marker cannot be assigned to more than one battle round. Score 3 victory points at the end of the battle round if you control the objective marker assigned to that battle round.
HIDDEN ARCHEOVAULT
Progressive Objective

Divinatory auguries have revealed the location of a vast store of technological arcana in this area, perhaps even containing a fully functioning STC database. It must be seized before the enemy has the chance to acquire or destroy it. The hidden archeovault must be held against all opposition, while reverent data-probes gradually extract fragments about its true nature.

Before deployment, your opponent selects one objective marker on the battlefield (excluding objective markers in their own deployment zone).
  • Score 2 victory points at the end of the battle round if you control that objective marker.
  • Score 5 victory points at the end of the battle if you control that objective marker.
ALLOW NOT THE WORSHIP OF UNCLEAN IDOLS
Progressive Objective

The enemy holds great veneration for various artefacts on this battlefield. Let us not permit them to engage in such idolatry.

Score 4 victory points at the end of the battle round if you control one or more objective markers that were controlled by your opponent at the start of the battle round, and a BLACK TEMPLARS CHAPLAIN unit from your army is within range of that objective marker.
RELENTLESS ASSAULT
Progressive Objective

The Blood Angels are loathe to resort to the defensive strategies favoured by other Chapters, preferring to take the fight to the foe by way of decisive strikes into the heart of the oppositions lines. To the Blood Angels, enemy territory must be taken and held firmly by their forces, the opponent left with nowhere to hide.

Score 4 victory points at the end of your turn if there are more BLOOD ANGELS units from your army in the enemy deployment zone than there are enemy units in your deployment zone.
STUBBORN DEFIANCE
Progressive Objective

Few Space Marines are as renowned for their stubborn refusal to give ground as the Dark Angels. Such has been their way since time immemorial, a tradition handed down from the knights of old Caliban, who faced down the monstrous beasts that once dominated their world. Such a history was imbued in the Dark Angels by their Primarch, and the determination of their leadership to earn absolution in the millennia that have followed has only added to the Chapter’s reputation for indomitability.

In your first Command phase, select one objective marker. At the end of each of your Command phases after the first, if you control that objective marker with a DARK ANGELS unit from your army that has the Objective Secured ability, score a number of victory points based on the consecutive number of your Command phases that you have controlled that objective marker with that unit as follows:

CONSECUTIVE NUMBER OF YOUR COMMAND PHASESVICTORY POINTS
22
33
45
55

For example, in your third Command phase, if you have controlled that objective marker with a DARK ANGELS unit for three of your Command phases consecutively, you will score 3 victory points that turn.
THE LONG VIGIL
Progressive Objective

The Deathwatch stand sentinel over some of the most heavily infested and dangerous stretches of the Imperium. They have guarded these sites for millennia against horrors uncounted. Their vow to stand firm is at the heart of their vigil and they will see their enemies dead before they give it up.

Score 5 victory points at the start of your Command phase if there are no enemy units (excluding AIRCRAFT) within 6" of your deployment zone and there is at least one DEATHWATCH unit (excluding AIRCRAFT) from your army wholly within your deployment zone. You cannot score this secondary objective during the first battle round.
YIELD NO GROUND
Progressive Objective

The time has come to plant your adamantine feet and make a stand against the enemy. Take not one step back!

If you select this objective, at the end of your turn, you score victory points as follows (for a maximum of 5 victory points):
  • Score 2 victory points if you control half or more of the total number of objective markers on the battlefield, and one or more IMPERIAL KNIGHTS models from your army are within range of each of those objective markers.
  • Score 2 victory points if no enemy units (excluding AIRCRAFT units) are wholly within your deployment zone.
  • Score 1 victory point so long as no IMPERIAL KNIGHTS units from your army ended that turn closer to your battlefield edge than they started the turn, and no IMPERIAL KNIGHTS units from your army Fell Back during that turn.
This secondary objective cannot be scored in the first battle round.
RUTHLESS TYRANNY
Progressive Objective

Through unstinting brutality and merciless cruelty you must stamp the authority of our dread household upon this world, and cast a black pall of despair over any who would think to challenge our authority.

If you select this objective, at the end of your turn, you score victory points as follows (for a maximum of 4 victory points):
  • Score 2 victory points if you control half or more of the total number of objective markers on the battlefield and one or more CHAOS KNIGHTS models from your army are within range of each of those objective markers.
  • Score 1 victory point if half or more of the total number of objective markers on the battlefield are within Dread range of one or more CHAOS KNIGHTS models from your army.
  • Score 1 victory point if every objective marker on the battlefield is within Dread range of one or more CHAOS KNIGHTS models from your army.
DESPOILED GROUND
End Game Objective

To the Death Guard, spreading Nurgle's gifts is not something they do just among the beings and creatures they fight, but also the landscapes they tread upon. Every member of the Death Guard wants to make Nurgle's garden as large and verdant as possible.

If you select this objective, you score victory points as follows:
  • Score 4 victory points at the end of the battle if you have one or more BUBONIC ASTARTES units wholly within your opponents deployment zone and one or more BUBONIC ASTARTES units wholly within your deployment zone.
  • Score 4 victory points at the end of the battle if you have one or more BUBONIC ASTARTES 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 6 victory points instead if you have one or more BUBONIC ASTARTES units from your army wholly within each table quarter, and those units are all more than 6" from the centre of the battlefield.
  • Score 4 victory points at the end of the battle if you control more than half the total number of objective markers on the battlefield and there are BUBONIC ASTARTES units from your army within 3" of each of those objective markers.
  • Score 4 victory points at the end of the battle if every objective marker on the battlefield is within Contagion range of a Contagion ability that units from your army have.
THE HIDDEN PATH
Progressive Objective

Many armies unsuspectingly fight in the shadow of hidden webway gates. The Aeldari battle endlessly to preserve these secret portals.

If you select this secondary objective, and your army contains a WEBWAY GATE unit, that unit cannot be set up within 6" of your deployment zone. If your army does not contain a WEBWAY GATE unit, in your first Command phase, select one objective marker that is not within 6" of your deployment zone. At the end of each of your Command phases:
  • If your army includes a WEBWAY GATE unit, score a number of victory points equal to the current battle round number if a unit from your army (excluding WEBWAY GATE units) is within 3" of that WEBWAY GATE unit and there are no enemy models within 3" of that WEBWAY GATE unit.
  • If your army does not include a WEBWAY GATE unit and you control the selected objective marker with an ASURYANI unit from your army, score a number of victory points equal to the current battle round number.
HERD THE PREY
Progressive Objective

The Drukhari rarely linger during realspace raids, as the efficient corralling of their inevitable prey is of great import. Protracted meat grinders do not suit their style of warfare, and they avoid - where possible - the enemy’s lumbering reinforcements. Their swift-moving raiding forces often seek to encircle and drive the foe together so there can be no escape, clustering their enemies like bewildered grox awaiting shipment to the abattoir.

Score 2 victory points at the end of your turn for each table quarter that does not have any enemy units (excluding AIRCRAFT units) wholly within it. This objective cannot be scored in the first battle round.
BROODSWARM
Progressive Objective

This world belongs to the oppressor no longer, for it is now the demesne of the Star Children and their faithful. Our enemies must be driven from every corner of our realm, overrun and surrounded at every turn until there is nowhere left for them to flee. The blessed wyrm-form icon be raised high from every rampart, every rooftop, and upon every corpse-strewn battlefield. This world is ours! Now go forth and claim it!

At the end of your turn, score 1 victory point for each of the following that applies (to a maximum of 4 victory points):
  • You have more models within your opponents deployment zone than your opponent does.
  • You have more models within your deployment zone than your opponent does.
  • You have more models on the battlefield that are not within either player’s deployment zone than your opponent does.
  • All three of the above bullet points apply.
TAKE YOUR PLACES
Progressive Objective

For the Harlequins, every battlefield is an opportunity to tell a story. Each one must be performed perfectly, every player taking their place on the stage at the correct moment.

If you select this secondary objective, after both sides have finished deploying, you must set up one additional objective marker in your opponents deployment zone, then your opponent must set up one additional objective marker in your deployment zone and one additional objective marker within 6" of the centre of the battlefield. These objective markers cannot be set up within 9" of each other, within 6" of a battlefield edge or within 1" of another objective marker. These ‘Take Your Places’ objective markers represent the positions that must be taken up by the Harlequins for their performance, but do not count as objective markers for any rules purposes other than for this secondary objective.
  • At the end of your turn, you score 2 victory points if you control two of these Take Your Places objective markers.
  • At the end of your turn, you score 4 victory points instead if you control all three of these Take Your Places objective markers.
LAY CLAIM
End Game Objective

Having identified rare and valuable resources amidst the ruin of battle, the Kin move swiftly to secure them against the foe.

If you selected this secondary objective, then during the Resolve Pre-battle Abilities step, your opponent must set up 3 objective markers anywhere on the ground level of the battlefield that is not within 6" of their own deployment zone or any battlefield edge, and not within 9" of each other. They cannot be set up on terrain features with the Unstable Position terrain trait. If it is impossible to set up an objective marker, it is not set up. Each represents Precious Resources, but does not count as an objective marker for any rules purposes other than for this secondary objective. At the end of the battle, you score 5 victory points for each of your Precious Resources objective markers that you control.
PURGE THE VERMIN
Progressive Objective

This territory is infested by the contemptible vermin of the lesser races. They must be driven wholesale from the Necrons’ rightful lands in order for reclamation to commence.

Score 2 victory points at the end of your turn for each table quarter that does not have any enemy units (excluding AIRCRAFT units) wholly within it. This objective cannot be scored in the first battle round.
THE TREASURES OF AEONS
Progressive Objective

The foe have looted ancient Necron riches that do not belong to them. These must be reclaimed at all costs.

If you selected this secondary objective, then after both sides have finished deploying, your opponent selects 3 objective markers on the battlefield. Score a number of victory points at the end of your turn if you control one or more of those objective markers, as shown in the table below:

NUMBER OF SELECTED OBJECTIVE MARKERS YOU CONTROLVICTORY POINTS SCORED
12
23
35
GREEN TIDE
Progressive Objective

Orks are known to swarm the battlefield in great waves. To their foes, it can seem as though their hordes stretch over the horizon.

At the start of the battle, divide the battlefield into four even quarters. Score 3 victory points at the end of the battle round if two or more battlefield quarters each have an ORKS unit from your army that contains 11 or more models wholly within them. Score 5 victory points at the end of the battle round instead if all four battlefield quarters each have an ORKS unit from your army that contains 11 or more models wholly within them.
DECISIVE ACTION
Progressive Objective

Effective strategy requires not just the successful capture of crucial battlefield assets, or their denial to the enemy, but also proper implementation of the Code of Fire in matters of strategic timing. We must demonstrate our mastery of all these principles if we are to best serve the Greater Good.

If you selected the Mont’ka Tactical Philosophy at the start of the battle, then at the end of your turn in battle rounds one, two and three, score 4 victory points if you control half or more of the total number of objective markers on the battlefield.

If you selected the Kauyon Tactical Philosophy at the start of the battle, then at the end of your turn in battle rounds three, four and five, score 4 victory points if you control half or more of the total number of objective markers on the battlefield.

Shadow Operations

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

Reclaim the Emperor’s dominion and consecrate it once more.

If you select this objective, then ADEPTA SORORITAS INFANTRY and CULT IMPERIALIS PRIEST units from your army can attempt the following action:

Sacred Grounds (Action): One ADEPTA SORORITAS INFANTRY or CULT IMPERIALIS PRIEST unit from your army can start to perform this action at the end of your Movement phase if it is in range of an objective marker that has not already been consecrated by your army. A unit cannot start this action while there are any enemy units (excluding AIRCRAFT units) in range of the same objective marker. The action is completed at the start of your next Command phase or at the end of the battle, whichever comes first, provided the unit performing it is still within range of the same objective marker. If completed, that objective marker is said to have been consecrated by your army, and until the end of the battle, that objective marker gains the Inspiring (ADEPTUS MINISTORUM) terrain trait as if it were a terrain feature (it is not considered a terrain feature for any other purposes).

Each time a unit from your army completes the Sacred Grounds action, if the objective marker that was consecrated by that action was wholly in your own deployment zone, score 1 victory point; otherwise, score 4 victory points.
CRIPPLE STRONGHOLD
Progressive Objective

The Deathwatch do not just slay they painstakingly disassemble every asset of their enemies. Infrastructure is sabotaged, brood dens are torched and the creatures’ every means of propagation, proselytism and survival is sundered, decontaminated and wiped from existence.

If you selected this secondary objective, then after both sides have finished deploying, your opponent must select one objective marker on the battlefield to be the location of their Stronghold objective marker (if any objective markers are wholly within your opponents deployment zone, one of these must be selected to be the Stronghold objective marker).

If you selected this secondary objective, then DEATHWATCH INFANTRY units from your army can attempt the following action:

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

Score 6 victory points each time a unit from your army successfully completes this action.
RENEW THE OATHS
Progressive Objective

In ages past, the household fought upon this very battlefield and only through a noble sacrifice was victory assured. As part of their trials, a Knight is expected to perform a pilgrimage to this hallowed site, and pay their respects by recounting their chivalric deeds and renewing their oaths of loyalty. Only then, can honour and tradition be satisfied.

If you select this objective, then IMPERIAL KNIGHTS units from your army can attempt the following action:

Renew the Oaths (Action): One IMPERIAL KNIGHTS model 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. This action is completed at the end of your turn provided the unit attempting it is still within 6" of the centre of the battlefield.

Each time a unit from your army completes this action:
  • You score 3 victory points if the action was completed by a non-TITANIC model.
  • You score 4 victory points if the action was completed by a TITANIC model.
  • You score 1 additional victory point if the action was completed by a CHARACTER model.
  • You must roll one D6: on a 4+, you gain 1 Honour point.
FOR THE DARK GODS
End Game Objective

Offer up this ruined, blood-caked battlefield to the Gods of Chaos, brand the world itself with their runes and from this cursed ground call forth the power of the warp.

If you select this objective, keep a For the Dark Gods tally; add 1 to that tally each time a unit from your army dedicates a table quarter to a Chaos God (see below) by performing the following action:

For the Dark Gods (Action): One TRAITORIS ASTARTES INFANTRY or TRAITORIS ASTARTES BIKER unit from your army can start to perform this action at the end of your Movement phase if it is wholly within a table quarter that has not been dedicated to a Chaos God by your army (see below) and it is within 3" of the centre of that table quarter. If the unit performing this action had the Objective Secured ability when it started performing this action, the action is completed at the end of your turn; otherwise, the action is completed at the start of your next Command phase. In either case, the action is only completed if the unit performing it is still within 3" of the centre of the same table quarter. If completed, select either Khorne, Tzeentch, Nurgle or Slaanesh to dedicate that table quarter to. If this action is completed by a KHORNE, TZEENTCH, NURGLE or SLAANESH unit, that unit can only dedicate that table quarter to their patron deity (e.g. a KHORNE unit can only dedicate a table quarter to Khorne). That table quarter is said to have been dedicated to that Chaos God by your army. The same table quarter cannot be dedicated to more than one Chaos God by your army.

If a table quarter has been dedicated to a Chaos God by your army, then while a TRAITORIS ASTARTES unit from your army is wholly within that table quarter, add 2 to the Leadership characteristic of models in that unit, unless that Chaos God is not their patron deity (e.g. if a table quarter is dedicated to KHORNE, then TZEENTCH, NURGLE and SLAANESH units from your army do not receive this bonus).

At the end of the battle, score 2 victory points if your For the Dark Gods tally is 1; score 5 victory points if that tally is 2; score 9 victory points if that tally is 3; score 14 victory points if that tally is 4.
STORM OF DARKNESS
Progressive Objective

Through dark rituals and dread pacts, the Chaos Knights draw upon the fear and despair of their foes and bind it into a curse upon the very ground itself So do they anchor the storm of darkness that rages above, strengthening its intensity over this doomed world as it is claimed for the Chaos Gods.

If you select this objective, then CHAOS KNIGHTS units from your army can attempt the following action:

Storm of Darkness (Action): One CHAOS KNIGHTS unit from your army can start to perform this action at the end of your Morale phase if it is in range of an objective marker that has not already been cursed by your army. A unit cannot start this action while there are any enemy units (excluding AIRCRAFT units) in range of the same objective marker. The action is completed at the end of your next Psychic phase, provided the unit performing it is still within range of the same objective marker. If completed, that objective marker is said to have been cursed by your army, and until the end of the battle, whilst a non-CHAOS unit is within 6" of that objective marker, subtract 1 from the Leadership characteristic of models in that unit.

Score 3 victory points each time a unit from your army completes the Storm of Darkness action.
SPREAD THE SICKNESS
End Game Objective

To contaminate an area, Death Guard on occasion spill the filth that infects their own bodies, expecting the simple cut they make to unleash it to heal after the effluvia has polluted the target. However, this does not always go to plan, for the Plague God can take gifts as easily as he gives them, especially in pursuit of a grander goal in which he can grant many more blessings to so many others.

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

Spread the Sickness (Action): One unit from your army can start to perform this action at the end of your Movement phase if it is within 3" of an objective marker that has not been contaminated (see below). A unit cannot start this action while there are any enemy units (excluding AIRCRAFT units) within 3" of the same objective marker.

The action is completed at the end of your turn. When this action is completed you can choose one of the following:
  • Roll one D6: on a 4+, that objective marker is said to have been contaminated.
  • The unit performing this action suffers D3 mortal wounds and that objective marker is said to have been contaminated.

Score 3 victory points at the end of the battle for each objective marker on the battlefield that has been contaminated by a unit from your army.
BURN EMPIRES
Progressive and End Game Objective

For the galaxy to be reborn according to Magnus’ glorious vision, first it must be consumed in the fires of change, the old order burned to ash that something better might arise.

If you select this objective, then THOUSAND SONS INFANTRY units from your army can attempt the following action, as described in the Warhammer 40,000 Core Book:

Burn Empires (Action): One or more THOUSAND SONS 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 is not within your deployment zone and has not been burned. 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 start of your next Command phase or at the end of the battle, whichever comes first. If completed, that objective marker is said to have been burned.

Score 4 victory points each time a unit from your army completed the Burn Empire action.
SCOUT THE ENEMY
Progressive Objective

Scouting ahead of the main Asuryani warhost, Rangers track the movements of enemy units and relay their findings to the warhost's commanders.

Units from your army can attempt the following action:

Scout the Enemy (Action): One unit from your army can start to perform this action at the end of your Movement phase if it is not within 6" of your deployment zone. If the unit performing this action is a RANGERS unit, it is completed at the end of the turn; otherwise, it is completed at the start of your next turn. When this action is completed:
  • Score 2 victory points if the unit performing this action is not wholly within your opponent’s deployment zone.
  • Score 4 victory points if the unit performing the action is wholly within your opponent’s deployment zone.
SABOTAGE CRITICAL LOCATION
Progressive Objective

In order to keep our enemies off balance and to prevent them from coordinating or communicating, key logistical targets must be eliminated. Sow the fiery seeds of revolution, sisters and brothers, and sing praise to the Star Children as our enemies burn...

After choosing deployment zones, your opponent must place 2 critical location markers on the battlefield. Each of their critical location markers must be more than 9" away from any battlefield edge and more than 9" away from their other critical location marker. If both players must place these markers, the players alternate doing so, starting with the Defender.

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

Sabotage Critical Location (Action): One or more INFANTRY or BIKER units from your army (excluding CHARACTER units other than REDUCTUS SABOTEUR units) can start to perform this action at the end of the Move Units step of your Movement phase. Each unit from your army that starts to perform this action must be within 3" of the centre of a different one of your opponent’s critical location markers, and no enemy units (excluding AIRCRAFT units) can be within 3" of the centre of that critical location marker. The action is completed at the end of your turn, provided the unit performing it is still within range of the same critical location marker. If this action is successfully completed, you have sabotaged that critical location; remove that critical location marker from the battlefield.

Score victory points each time a unit from your army completes the Sabotage Critical Location action as shown below:

SABOTAGE CRITICAL LOCATION
BATTLE ROUND THE ACTION WAS COMPLETEDVICTORY POINTS SCORED
29
37
45
53

This secondary objective cannot be scored in the first battle round.
PROSPECTS OF WEALTH
Progressive and End Game Objective

The Kindreds of the Leagues of Votann are ever on the hunt for new sources of material wealth to strengthen their society.

If you select this objective, then VOTANN INFANTRY and VOTANN BIKER units from your army can attempt the following action:

Prospect (Action): One VOTANN INFANTRY or VOTANN BIKER unit from your army can start to perform this action at the end of your Movement phase if it is in range of an objective marker that is not within your deployment zone and has not already been prospected by your army. A unit cannot start this action while there are any enemy units (excluding AIRCRAFT units) in range of the same objective marker. The action is completed at the end of the turn. If completed, that objective marker is said to have been prospected by your army and you must roll one D6, adding 1 to the result if the unit that completed the action has the SCANNER keyword: on a 6+, that objective marker is a Rich Deposits objective marker.

Each time a unit from your army completes this action, you score 3 victory points. At the end of the battle, if you control one or more Rich Deposits markers, you score an additional 3 victory points.
ANCIENT MACHINERIES
Progressive Objective

Countless worlds across the galaxy harbour quiescent Necron technology, buried beneath the surface or mistaken for mere xenoarchaeological ruins. As the Necron conquest of the galaxy gathers pace, so they seek to rouse these strange engines to wakefulness and - in so doing - reclaim the worlds upon which they languish.

If you selected this secondary objective, then after both sides have finished deploying, starting with your opponent, the players alternate selecting objective markers that are not within any player’s deployment zone to be Ancient Machinery objective markers, until three objective markers have been selected (if there are only one or two such objective markers, then only those objective markers are Ancient Machinery objective markers).

NECRONS CORE or NECRONS CANOPTEK units from your army can attempt the following action:

Awaken Ancient Machinery (Action): At the end of your Movement phase, one or more NECRONS CORE or NECRONS CANOPTEK units from your army can start to perform this action. Each unit from your army that starts to perform this action must be in range of a different Ancient Machinery objective marker. 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 next Command phase, provided the unit attempting that action is still within range of that Ancient Machinery objective marker.

Score 3 victory points each time a unit from your army completes the Awaken Ancient Machinery action.
GET DA GOOD BITZ
Progressive Objective

Cogitator banks and other priceless prizes make fine loot to sell.

If you selected this secondary objective, then after both sides have finished deploying, starting with your opponent, the players alternate selecting objective markers that are not within any player’s deployment zone to be Good Bitz objective markers, until 3 objective markers have been selected (if there is only one such objective marker, then only that objective marker is a Good Bitz objective marker).

ORKS CORE units from your army can attempt the following action:

Get da Good Bitz (Action): At the end of your Movement phase, one or more ORKS CORE units from your army can start to perform this action. Each unit from your army that starts to perform this action must be in range of a different Good Bitz objective marker. 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 next Command phase, provided the unit attempting that action is still within range of that Good Bitz objective marker.

Score 3 victory points each time a unit from your army completes the Get da Good Bitz action.
AEROSPACE TARGETING RELAYS
End Game Objective

As efforts to secure this region continue, we must site sensor-beacons so as to help coordinate combined arms assaults and guide in orbital fire support and aerial combat assets.

If you select this objective, place an Aerospace Designation marker half way along each battlefield edge.

Units in your army can perform the following action:

Install Targeting Relay (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 within 6" of the centre of a different Aerospace Designation marker that has not had a targeting relay installed at it (see below). The action is completed at the start of your next Command phase or at the end of the battle, whichever comes first. If this action is successfully completed, that Aerospace Designation marker is said to have had a targeting relay installed at it.’

At the end of the battle, you score a number of victory points based on how many targeting relays were installed, as shown below:

TARGETING RELAYS
NUMBER OF TARGETING RELAYS INSTALLEDVICTORY POINTS
12
26
39
415
SPORE NODES
Progressive Objective

By shedding clouds of microscopic nodules and allowing them to take root in the bedrock of the prey world, Tyranids sow bitter crops of spore organisms that will later erupt and corrupt enemy territory.

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

Seed Spore Node (Action): One Troops unit from your army can start to perform this action at the end of your Movement phase from the second battle round onwards if it is within 6" of your opponent’s deployment zone and not within 6" of any Spore Node objective markers. The action is completed at the end of your turn. If this action is successfully completed, place one objective marker anywhere within 1" of the unit that completed this action. This objective marker represents a Spore Node, but does not count as an objective marker for any rules purposes other than for this secondary objective.

Warpcraft

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

The corruption seething over this vital area cannot be allowed to weaken the barriers holding back the warp. It must be ritually purified, one psychic node at a time. So it has been foreseen.

Score a number of victory points at the end of the battle round as shown in the table below, with the number of victory points scored depending on how many units from your army successfully completed the following psychic action that battle round:

Purifying Ritual (Psychic Action - Warp Charge 5): In your Psychic phase, this action can be performed by any number of units in your army. In your Psychic phase, if a GREY KNIGHTS PSYKER unit from your army is within 3" of an objective marker, it can attempt to purify it by performing this psychic action. Each objective marker cannot be purified more than once in the same turn.

PURIFYING RITUAL
NUMBER OF PURIFIED OBJECTIVESVICTORY POINTS SCORED
11
22
34
4+6
MUTATE LANDSCAPE
Progressive Objective

Where the Thousand Sons tread, the ever-changing energies of Tzeentch seep into everything. The once stable nature of reality unravels: flora, fauna and even the very land itself erupting into uncontrolled mutation or transmogrifying into weird and unnatural forms.

If you select this objective, then THOUSAND SONS PSYKER units from your army can attempt the following psychic action, as described in the Warhammer 40,000 Core Book:

Mutate Landscape (Psychic Action - Warp Charge 4): One PSYKER unit from your army can attempt to perform this action in your Psychic phase if it is within range of an objective marker that has not yet been mutated by your army. If this psychic action is successfully completed, that objective marker is said to have been mutated by your army and the warp charge value of the psychic action is increased by 1 for your army for the remainder of the battle.

Score 3 victory points each time a unit from your army completed the Mutate Landscape psychic action.
SCRY FUTURES
Progressive Objective

By reaching out and touching certain battlefield artefacts, the seers of the craftworlds can ascertain those objects' future roles in the many paths of fate, thus determining their strategic importance.

If you select this objective, then ASURYANI PSYKER units from your army can attempt the following psychic action:

Scry Futures (Psychic Action - Warp Charge 4): One PSYKER unit from your army can attempt to perform this psychic action in your Psychic phase if it is within range of an objective marker that has not yet been scryed by your army. If this psychic action is successfully completed, select one unscryed objective marker that PSYKER unit is within range of. That objective marker is said to have been scryed by your army, and the warp charge value of this psychic action is increased by 1 for your army for the remainder of the battle.

Score 3 victory points each time a unit from your army completes the Scry Futures psychic action.
WEAVE VEIL
Progressive Objective

Shadowseers move across the battlefield unseen, closing in on their enemies before reaching out with their psychic abilities to block their foes’ perceptions. Unable to trust their own senses, the enemy begin sending contradictory reports back to their commanders. The mistrust and confusion this sows is a great source of amusement for a Shadowseer’s fellows, who move swiftly to take advantage.

If you select this objective, then SHADOWSEER models from your army can attempt the following psychic action:

Weave Veil (Psychic Action - Warp Charge 4): One SHADOWSEER model from your army can attempt to perform this psychic action in your Psychic phase if it is within 12" of an enemy unit that has not yet been veiled by your army. If this psychic action is successfully completed, select one enemy unit that has not yet been veiled by your army and is within 12" of the SHADOWSEER model that completed this action. That enemy unit is said to have been veiled by your army, and the warp charge value of this psychic action is increased by 1 for your army for the remainder of the battle.

Score 3 victory points each time a unit from your army completes the Weave Veil psychic action.

Combat Patrol Missions


Eternal War — Combat Patrol

Incisive Attack
 1-2

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

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

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

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

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

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

Eternal War — Combat Patrol

Outriders
 3-4

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

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

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

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

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

Eternal War — Combat Patrol

Encircle
 5-6

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

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

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

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

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

Incursion Missions


Eternal War — Incursion

Divide and Conquer
 1

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

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

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

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

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

Eternal War — Incursion

Crossfire
 2

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

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

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

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

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

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

Eternal War — Incursion

Centre Ground
 3

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

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

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

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

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

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

Eternal War — Incursion

Forward Push
 4

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

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

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

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

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

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

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

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

Eternal War — Incursion

Ransack
 5

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

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

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

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

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

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

Eternal War — Incursion

Shifting Front
 6

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

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

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

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

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

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

Strike Force Missions


Eternal War — Strike Force

Retrieval Mission
 1

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

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

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

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

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

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

Eternal War — Strike Force

Front-line Warfare
 2

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

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

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

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

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

Eternal War — Strike Force

The Four Pillars
 3

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

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

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

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

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

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

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

SIPHON POWER ACTIONSVICTORY POINTS
11
23
36
410

Eternal War — Strike Force

No Man’s Land
 4

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

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

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

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

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

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

Eternal War — Strike Force

Scorched Earth
 5

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

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

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

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

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

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

Eternal War — Strike Force

Vital Intelligence
 6

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

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

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

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

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

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

Designer’s note: This battlefield uses diagonal measurements. The shortest distance between the two deployment zones is 24". The deployment map includes some measurements in blue that help make finding the corners of the deployment zones easier on a battlefield that is approximately 44"x 60".

Onslaught Missions


Eternal War — Onslaught

Lines of Battle
 1-2

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

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

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

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

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

Eternal War — Onslaught

All-out War
 3-4

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

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

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

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

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

Eternal War — Onslaught

Pathway to Glory
 5-6

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

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

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

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

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

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

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

Points 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.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
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.
Look out, Sir
Models cannot target a unit that contains any CHARACTER models with a Wounds characteristic of 9 or less with a ranged weapon while that CHARACTER unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more VEHICLE or MONSTER models with a wounds characteristic of 10 or more.
  • A friendly non-CHARACTER unit that contains 1 or more VEHICLE or MONSTER models.
  • A friendly non-CHARACTER unit that contains 3 or more models.
In all cases, if that CHARACTER unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that CHARACTER unit is the closest enemy unit to the firing model, ignore other enemy units that contain any CHARACTER models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy CHARACTER with 9 or less wounds while it is within 3" of a friendly unit that contains 1 MONSTER, 1 VEHICLE or 3+ other models (excluding CHARACTER models with 9 or less wounds) unless it is the closest target.

The CRYPTEK keyword is used in the following Necrons datasheets:

The ARCANA ASTARTES and CHARACTER keywords are used in the following Thousand Sons datasheets:

Lords of War

The MAGNUS THE RED keyword is used in the following Thousand Sons datasheets:

Lords of War

The RUBRIC MARINES keyword is used in the following Thousand Sons datasheets:

The SCARAB OCCULT TERMINATORS keyword is used in the following Thousand Sons datasheets:

IMPLACABLE GUARDIANS1CP
Thousand Sons – Strategic Ploy Stratagem

The Rubricae are superlative, enduring guardians who can absorb great storms of fire directed at their masters.

Use this Stratagem at the start of your opponent’s Shooting phase. Select one ARCANA ASTARTES CHARACTER model from your army (excluding MAGNUS THE RED). Until the end of the phase, while that model is within 3" of any friendly RUBRIC MARINES or SCARAB OCCULT TERMINATORS units, that model can use the Look Out, Sir rule even if this unit contains fewer than 3 models.

The FARSEER keyword is used in the following Aeldari datasheets:

The WARLOCK keyword is used in the following Aeldari datasheets:

SEER COUNCIL1CP
Aeldari – Requisition Stratagem

Many Farseers are accompanied to battle by a council of Warlocks who provide tactical advice, ensure their safety and amplify their psychic abilities.

Use this Stratagem before the battle, when you are mustering your army. Select one FARSEER model from your army and select one WARLOCKS unit from your army that contains 2 or more models. While that FARSEER model is within 6" of that WARLOCKS unit, add 1 to Psychic tests taken for that FARSEER model. While that FARSEER model is within 3" of that WARLOCKS unit, that FARSEER model can use the Look Out, Sir rule even if this unit contains fewer than 3 models. You can only use this Stratagem once.

The HIVE TYRANT keyword is used in the following Tyranids datasheets:

The TERVIGON keyword is used in the following Tyranids datasheets:

The <HIVE FLEET> and TERMAGANTS keywords are used in the following Tyranids datasheets:

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

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

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

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

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

  • Roll-off: Both players roll a D6 – highest wins.
  • Roll again if a tie.
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
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. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round.

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.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Combat Doctrines

When the Adeptus Astartes fight, they employ a set of combat doctrines to eliminate the enemy. After pounding the foe with heavy weapons, warriors advance to lay down a hail of bolter fire before charging forth with chainswords roaring to finish the foe.

If every unit from your army has the ADEPTUS ASTARTES keyword (excluding AGENT OF THE IMPERIUM and UNALIGNED units), this unit gains a bonus (see below) depending on which Combat Doctrine is active for your army. During the first battle round, the Devastator Doctrine is active for your army. From the second battle round onwards, at the start of the battle round, you can change which Combat Doctrine is active for your army, as follows:
  • If the Devastator Doctrine was active for your army during the previous battle round, you can change it so that the Tactical Doctrine is now active.
  • If the Tactical Doctrine was active for your army during the previous battle round, you can change it so that the Assault Doctrine is now active.

Devastator Doctrine

The Codex Astartes explains in detail the strategic value of overwhelming firepower applied to key targets at the optimal time in order to eliminate threats and create tactical openings.

While this combat doctrine is active, improve the Armour Penetration characteristic of every Heavy and Grenade weapon that models in this unit are equipped with by 1.

Tactical Doctrine

As the warring armies close upon one another and vicious firefights erupt, the Codex lays out strategies for swiftly seizing the initiative and combining versatility with firepower.

While this combat doctrine is active, improve the Armour Penetration characteristic of every Rapid Fire and Assault weapon that models in this unit are equipped with by 1.

Assault Doctrine

The Codex Astartes leaves no doubt that the killing blow in most engagements must be delivered with a decisive close-quarters strike. It presents plentiful tactical means to achieve this end.

While this combat doctrine is active, improve the Armour Penetration characteristic of every Pistol and Melee weapon that models in this unit are equipped with by 1.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.

The datasheets using PRIMARCH keyword can be found in the following Factions:

Chaos: Death Guard, Thousand Sons, World Eaters.
Imperium: Space Marines.

The PRIMARCH keyword is used in the following datasheets:

The ANATHEMA PSYKANA keyword is used in the following Adeptus Custodes datasheets:

Dedicated Transport
Fast Attack
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
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.
Code Chivalric

Imperial Knights fight by a stringent set of codes to ensure that in addition to defeating the enemy, honour is always upheld.

If every unit from your army has the IMPERIAL KNIGHTS keyword (excluding units with the AGENT OF THE IMPERIUM or UNALIGNED keywords) and all of those units (excluding FREEBLADES) are from the same noble household, then when you write your army list you must also swear 2 Oaths from those in the following tables, and make a note of them on your army list.

You will start the battle with 1 Honour point. You can gain Honour points during the battle, typically by completing the Pledge of your selected Oaths. You can also lose Honour points during the battle, typically when the Troth of your selected Oaths applies. You can never have less than 0 Honour points, or more than 6. At the start of each battle round, consult the table below to determine your army’s current level of Honour.

ARMY HONOUR
NUMBER OF HONOUR POINTSARMY’S LEVEL OF HONOUR
0Dishonoured
1-4Honoured
5-6Virtuous

Models with this ability will then gain a number of Chivalric abilities depending on which are active for your army, as follows:
  • Whilst your army is Dishonoured, the Honoured and Virtuous Chivalric abilities from your selected Oaths are not active.
  • Whilst your army is Honoured, the Honoured Chivalric ability from your selected Oaths are active for all IMPERIAL KNIGHTS units in your army, but the Virtuous Chivalric abilities from your selected Oaths are not active.
  • Whilst your army is Virtuous, the Honoured and Virtuous Chivalric abilities from your selected Oaths are active for all IMPERIAL KNIGHTS units in your army.

The CROSSFIRE keyword is used in the following Genestealer Cults datasheets:

Dedicated Transport
Heavy Support
Crossfire

The inhuman coordination of Genestealer Cultists more than makes up for their motley assortment of weapons and vehicles.

If every unit from your army has the GENESTEALER CULTS keyword (excluding UNALIGNED units and the percentage ratio of BROOD BROTHERS units specified here), and every unit from your army that belongs to a cult belongs to the same cult, this unit can use this ability and the following rules apply. Note that there are rules that enhance or otherwise interact with these Crossfire rules. No matter the source, you can only use such rules if every unit from your army has the GENESTEALER CULTS keyword (excluding UNALIGNED units and the percentage ratio of BROOD BROTHERS units, and every unit from your army that belongs to a cult belongs to the same cult.

Crossfire Markers
Crossfire marker
In your Shooting phase, each time a CROSSFIRE unit is selected to shoot, if all of those attacks target one enemy unit without a crossfire marker, after resolving those attacks, the target gains a crossfire marker if any of the following conditions were satisfied:
  • Five or more of those attacks scored a hit.
  • One or more of those attacks with a Damage characteristic other than 1 scored a hit.
At the end of your turn, remove all crossfire markers enemy units have.

Effects of Crossfire
  • Each time a CROSSFIRE model makes a ranged attack, if the target unit has a crossfire marker, add 1 to that attack’s hit roll.
  • Each time a CROSSFIRE model makes a ranged attack, if the target unit has a crossfire marker and was Exposed when it was selected as the target (see below), add 1 to that attack’s wound roll.
  • Each time a CROSSFIRE model makes a ranged attack, if the target unit has a crossfire marker, was Exposed when it was selected as the target, and was within 12" when it was selected as the target, the target does not receive the benefits of cover against that attack.

Exposed
To determine if a target unit is Exposed, draw a line from any part of the base (or hull) of one model in the attacking CROSSFIRE unit to any part of the base (or hull) of one model in another friendly CROSSFIRE unit that is visible to that model (as shown in the diagrams below). The target unit is Exposed if both of the following conditions are satisfied:
  • That line passes over any part of the base (or hull) of one or more models in the target unit.
  • That line does not pass over a terrain feature with the Obscuring terrain trait (unless those CROSSFIRE units or the target unit are on or within that terrain feature, or the target unit could still be targeted even if a terrain feature with the Obscuring terrain trait was between it and an attacking model, e.g. it is an AIRCRAFT unit, it has a Wounds characteristic of 18 or more, etc.).

The BIKER keyword is used in the following Genestealer Cults datasheets:

Fast Attack

The TRANSPORT keyword is used in the following Genestealer Cults datasheets:

Dedicated Transport
Heavy Support
Conceal

Genestealer Cults keep their fighting strength carefully hidden from their oppressors until the glorious day of ascension arrives.

During deployment, you can set up this unit in ambush instead of setting it up on the battlefield. If this unit is an INFANTRY or BIKER unit, you can set up this unit underground instead of setting it up on the battlefield or in ambush.

Ambush
Ambush marker
If you set up this unit in ambush, place an ambush marker anywhere on the battlefield that is wholly within your deployment zone.

Units set up in ambush are considered to be set up on the battlefield (unless they are embarked within a TRANSPORT model that is set up in ambush), even though their models are not actually on the battlefield. Enemy models cannot be set up or moved within 9" of the centre of any of your ambush markers.

Underground
If this unit is set up underground, then in the Reinforcements step of one of your Movement phases, you can set up this unit under one of the following conditions:
  • You can set up this unit anywhere on the battlefield that is more than 8" away from any enemy models.
  • You can set up this unit anywhere on the battlefield that is more than 6" away from any enemy models, but that unit is not eligible to declare a charge this turn.
If a unit set up underground has any abilities that are used in your Command phase (e.g. Meticulous Planner), then the first time that unit is set up on the battlefield, it can use any or all of those abilities as if it were your Command phase.

Units set up underground are considered to be set up in a location other than the battlefield, therefore this must be determined in the Declare Reserves and Transports step of a mission sequence that includes such a step.

Revealing Ambush Markers
In the first battle round:
  • If you have the first turn, you must reveal all of your ambush markers at the start of your Command phase.
  • If you do not have the first turn, you must reveal all of your ambush markers at the end of your opponents Movement phase.
To reveal an ambush marker, select one unit from your army that was set up in ambush and has not yet been set up from an ambush marker:
  • Set up one model from that unit within 1" of the centre of that ambush marker, wholly within your deployment zone and more than 9" away from any enemy models. Then remove that ambush marker.
  • Set up the remaining models in that unit wholly within 6" of the first model, wholly within your deployment zone and more than 9" away from any enemy models.
Units set up from an ambush marker do not count as Reinforcements. After all units from your army that were set up in ambush have been set up from an ambush marker, remove any remaining ambush markers you placed on the battlefield.
Crossfire-Exposed

The FEEDER TENDRILS keyword is used in the following Tyranids datasheets:

Split Units
Some units have an ability that instructs you to deploy the unit at the same time, but then treat different models (or groups of models) in that unit as separate units for the duration of the battle. These are referred to as split units. The most common split units are VEHICLE squadrons, units of MONSTERS, or T’AU EMPIRE units that have accompanying drones, but there are others. If you have any such units in your Order of Battle you must fill out a separate Crusade card for each model (or group of models) that is treated as a separate unit during the battle - these individual components gain experience points, Battle Honours, take Out of Action tests and acquire Battle Scars separately. When you make a Crusade army, if you select this unit to be part of your army list you must include all the separate Crusade cards (you cannot, for example, only choose part of the unit).

  • Split Units: Units that split into multiple independent units during a battle.
  • Each individual unit in a split unit must have its own Crusade card and is treated as a separate unit for all Crusade rules.

The CULT IMPERIALIS keyword is used in the following Adepta Sororitas datasheets:

Heavy Support
Acts of Faith

Through the prayers of the faithful is the Emperor’s will made manifest.

Once per phase, one unit from your army with this ability can perform one Act of Faith. To do so, you will use Miracle dice.

Gaining Miracle Dice
If every unit from your army has the ADEPTA SORORITAS keyword (excluding models with the CULT IMPERIALIS, AGENT OF THE IMPERIUM or UNALIGNED keywords), then:
  • At the start of each turn, you gain 1 Miracle dice.
  • At the end of a phase in which any of the following conditions were met, you gain 1 Miracle dice:

Vengeance
Any ADEPTA SORORITAS units from your army destroy one or more enemy units.

Sacrifice
Any ADEPTA SORORITAS CHARACTER units from your army are destroyed.

Note that Miracle dice can also be gained via other rules. No matter the source, you can only gain Miracle dice from such a rule if every unit from your army has the ADEPTA SORORITAS keyword (excluding models with the CULT IMPERIALIS, AGENT OF THE IMPERIUM or UNALIGNED keywords).

Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool.

Designer’s Note: We recommend using differently coloured or marked dice for your Miracle dice pool, and placing them to one side of the battle.field, or some place else where you will not accidentally pick them up midgame. It is perfectly fine, if you wish, to write down the values of the Miracle dice in your pool, or to keep track of them in any other way, just so long as both players can see them.

Performing an Act of Faith
Before making a dice roll for a model or a unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. To do so, select one or more of the dice from your Miracle dice pool, instead of making any or all of those dice rolls. For each individual dice that is being rolled as part of the dice roll, you can select 1 Miracle dice from your Miracle dice pool to be substituted in place of that dice. The dice that it is being substituted for is not rolled, and instead the value of the selected Miracle dice is used as if it had been rolled. Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll any remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll:
A Miracle dice is not a modifier or an inherently modified dice (so, for example, if you use a Miracle dice with a value of 1 for a Morale test, that is considered to be an unmodified roll of 1). A Miracle dice that has been used for a substitution can never be re-rolled. This means that if any re-rolls occur, the number and values of any Miracle dice that have already been substituted in the dice roll remain the same for the re-roll (for example, if a single Miracle dice was used to substitute one of the values of a charge roll, and the charge roll was re-rolled, only the unsubstituted dice can be re-rolled).

Example 1: Instead of rolling one D6 to see what value is added to a unit’s Move characteristic when that unit Advances, you could use a dice from your Miracle dice pool. If the value of that dice was 5, you would add 5" to the Move characteristic of every model in that unit for that Movement phase.

Example 2: Instead of rolling 2D6 to see what a unit’s charge distance is when making a charge roll, you could use either one or two dice from your Miracle dice pool. If you chose 2 Miracle dice, and the values of those dice were a 6 and a 3, the unit’s charge distance would be 9".
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Teleport Strike

Grey Knights’ shrouded strike cruisers and battle barges can teleport their warriors en masse into the very heart of battle, their psychic warriors safe from the warp’s insidious touch.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.

The GREY KNIGHTS and TELEPORTER keywords are used in the following Grey Knights datasheets:

Heavy Support

– if equipped with the Dreadknight teleporter this unit gains the TELEPORTER keyword.
TELEPORTATION SHUNT2CP
Grey Knights – Wargear Stratagem

Like a cleansing fire, Grey Knights equipped with personal teleporters can sweep across the entire battlefield.

Use this Stratagem in your Movement phase, when a GREY KNIGHTS TELEPORTER unit from your army is selected to make a Normal Move. Instead of making a Normal Move with that unit, remove it from the battlefield and then set it back up on the battlefield, anywhere that is more than 9" away from any enemy models. A unit can only be selected for this Stratagem once per battle.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.

GATE OF INFINITY

The psyker punches a corridor through the roiling immaterium, allowing him to cross great distances in the blink of an eye.

Blessing: Gate of Infinity has a warp charge value of 7. If manifested, select one friendly GREY KNIGHTS PSYKER unit within 18" of this PSYKER Remove that unit from the battlefield and then set it back up on the battlefield, anywhere that is more than 9" away from any enemy models.

Plague Weapon

Revolting toxins and infectious slime weeps from this weapon in a ceaseless stream. Even shallow cuts or glancing blows will leave the enemy’s flesh seething with incurable diseases.

Each time an attack is made with this weapon, re-roll a wound roll of 1.
Plague Weapons
A plague weapon is any weapon with the Plague Weapon ability.

The HARLEQUINS keyword is used in the following Aeldari datasheets:

Troops
Dedicated Transport
Fast Attack
Heavy Support
Fortifications

The TRANSPORT keyword is used in the following Leagues of Votann datasheets:

Fast Attack

The COG keyword is used in the following Leagues of Votann datasheets:

Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Eye of the Ancestors

Kin war leaders learn the ability to cast the Eye of the Ancestors, judging swiftly which foes take priority for destruction.

If every unit from your army has the VOTANN keyword and is from the same League (excluding models with the UNALIGNED keyword), then enemy units will gain Judgement tokens (to a maximum of 3) throughout the battle as follows:
  • Each time an enemy unit destroys a VOTANN unit from your army, that enemy unit gains 1 Judgement token.
  • Each time an enemy unit successfully completes an action or a psychic action, it gains 1 Judgement token.
  • At the end of each of your opponent’s turns, you can select one enemy unit within range of an objective marker that your opponent controls. That unit gains 1 Judgement token.
If a unit with any Judgement tokens is removed from the battlefield (e.g. because it embarked on a TRANSPORT, is entering Strategic Reserves, etc.) make a note of how many Judgement tokens it had when it was removed. If that unit is set up on the battlefield again, place the corresponding number of Judgement tokens next to it again.

If a unit with one or more Judgement tokens splits up into two or more smaller units, each of those units gains a number of Judgement tokens equal to that of the original unit. If two or more units combine to form a single large unit, and any of those units had one or more Judgement tokens, make a note of how many are on the unit with the most just before they combined - the new larger unit has a number of Judgement tokens equal to this.

Each time a VOTANN model (excluding COG models) from your army makes an attack against a unit that has one or more Judgement tokens, apply the applicable bonus from the table below to that attack.

JUDGEMENT OF THE ANCESTORS
JUDGEMENT TOKENSABILITY
Priority Target Identified: On an unmodified hit roll of 6, that attack automatically wounds the target.
Eminent Threat: On an unmodified hit roll of 5+, if that attack successfully hits the target, it also automatically wounds the target.
Now We’ve Got a Grudge to Settle: On an unmodified hit roll of 4+, if that attack successfully hits the target, it also automatically wounds the target.

Note, if an attack automatically wounds the target as the result of this ability, then for the purposes of any other rules that are triggered on a particular wound roll, that attack is never considered to have been made with an unmodified wound roll of 6.
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, other units’ 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.
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.
Dreaded Abilities
Some abilities in this book are abilities, which affect enemy models or units within Dread range. At the start of battle this range is 12", but can be increased through certain rules. The effects of multiple, identically named abilities are not cumulative (i.e. if an enemy unit is within range of two models with the same ability, that ability only applies to the enemy unit once). Note that while similar in many regards to Aura abilities, abilities are not affected by abilities that affect Aura abilities, and vice versa.
  • - Dreaded.
  • Dreaded abilities affect units within Dread range.
  • Dread range = 12" at start of battle.
  • Dreaded abilities are unaffected by rules that affect Aura abilities, and vice versa.
Contagions of Nurgle

The Death Guard are carriers of countless infections and contagions, each a gift from Nurgle. Whenever they march to war, these diseases spread, contaminating all around, sapping the strength of its victims, draining them of energy, withering their muscles and overwhelming their immune system. Such is its malefic nature, they can even undo metallic bonds, alien psychic materials and all manner of other elements and components, rendering even armoured vehicles vulnerable.

If every unit from your army has the DEATH GUARD keyword (excluding UNALIGNED units), this unit gains the following ability:

Nurgle’s Gift (Contagion): While an enemy unit is within Contagion Range of this unit (see below), subtract 1 from the Toughness characteristic of models in that enemy unit.

Contagion Abilities
Contagion abilities affect enemy models or units within Contagion Range - this changes with the battle round number, increasing as the battle progresses, as shown in the table below. The effects of multiple, identically named Contagion abilities is not cumulative (i.e. if an enemy unit is within range of two models with the same Contagion ability, that Contagion ability only applies to the enemy unit once). Note, that while similar in many regards to Aura abilities, Contagion abilities are not affected by abilities that affect Aura abilities, and vice-versa.

BATTLE ROUND NUMBERCONTAGION RANGE
11"
23"
36"
4+9"

The WEBWAY GATE keyword is used in the following Aeldari datasheets:

Fortifications
Unstable Position
Models cannot be set up or end a move on top of this terrain feature (they can move up, over and down this terrain feature, but they cannot end a move on top of it).

  • Cannot be set up or end a move on top of this terrain feature.

The CULT IMPERIALIS and PRIEST keywords are used in the following Adepta Sororitas datasheets:

Elites
Inspiring
Add 1 to the Leadership (Ld) characteristic of units while they are wholly within 6" of this terrain feature. If this terrain feature lists any keywords in brackets, then this bonus only applies to units that have that keyword.

  • +1 Ld if wholly within 6”.

The TRAITORIS ASTARTES and BIKER keywords are used in the following Chaos Space Marines datasheets:

Fast Attack
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.

The RANGERS keyword is used in the following Aeldari datasheets:

Troops

The REDUCTUS SABOTEUR keyword is used in the following Genestealer Cults datasheets:

The VOTANN and INFANTRY keywords are used in the following Leagues of Votann datasheets:

Heavy Support

The VOTANN and BIKER keywords are used in the following Leagues of Votann datasheets:

Fast Attack

The SCANNER keyword is used in the following Leagues of Votann datasheets:

Fast Attack

– if equipped with the Pan spectral scanner this unit gains the SCANNER keyword.

The ORK and CORE keywords are used in the following Orks datasheets:

Heavy Support

The ASURYANI and PSYKER keywords are used in the following Aeldari datasheets:

Heavy Support

– While this unit contains a Way Seeker model, this unit has the PSYKER keyword.

The SHADOWSEER keyword is used in the following Aeldari datasheets:

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