Welcome to the War Zone Nachmund: Grand Tournament mission pack! On this page you will find all of the rules required to lead your carefully selected Warhammer 40,000 army into finely balanced tabletop conflict against cunning and determined opponents.


If you are new to Warhammer 40,000 and this is the first Grand Tournament mission pack you have read, then the content of this pack is intended to be perfect for use in official gaming tournaments and competitive matched play environments. It has been created for those Warhammer 40,000 hobbyists who prefer a carefully levelled strategic playing field. Each mission - tailored to different battle sizes, from Incursions to Strike Force engagements - is designed to ensure that neither player can claim an advantage at battle’s commencement. Moreover, within this pack you will find additional rules for picking secondary objectives that your army must pursue. These provide every player with the chance to fine-tune each mission to their own strategic strengths, and to optimise their ability to score more victory points than their foes. Victory in a Grand Tournament mission is contingent upon clever army selection, wise choices of secondary objectives, expert tactical play and a healthy dose of good luck!

If you are a veteran of the Grand Tournament mission pack scene, then you already know all of this and you are doubtless more interested to learn what has changed for this season of competitive Warhammer 40,000 gaming:
  • The first and biggest change are the missions themselves. Everything from deployment zones to objective marker positioning has been reviewed and - where needed - improved, and several new mission rules have been added to ensure each mission offers the players different tactical challenges to overcome. Most importantly of all though, none of the missions contain secondary objectives that you can select anymore. Instead, every mission now contains two primary objectives that will reward players with victory points. While the greater proportion of these are still scored for holding objective markers, just as in previous mission packs, players will need to adapt their army lists and master new strategies if they are going to stand the best chance of scoring both of their primary objectives.
  • We have reviewed and adjusted a handful of secondary objectives based on feedback from the Warhammer 40,000 community. We have also taken this mission pack as an opportunity to provide several factions who are yet to get hold of their 9th edition Codex, with at least one secondary objective that they can select. We have also specified that players can, when selecting their secondary objectives, never select more than a single one from a source that is not this mission pack. That means, for example, that a player could select one secondary objective from a Codex, or one from a Codex Supplement, they couldn’t select one from both.
  • We have changed how you choose selectable keywords (the ones in angular brackets that denote what sub-faction your unit is from) when mustering your army. The intent is to make it so that all the units in your army that have a particular sub-faction keyword are all from the same sub-faction. You will no longer select these keywords on a unit-by-unit basis, and so end up with units and detachments from different sub-factions. Now you make one selection, and that replaces that particular selectable keyword in every instance throughout your entire army. There are a handful of exceptions, including <MARK OF CHAOS> (so you can still select some units to be dedicated to KHORNE, some to NURGLE etc.). Named characters are also exempt (their keywords are preset and not selected by you, even though they may be from a specific sub-faction).
  • Finally, we have made some changes to the way you deploy Fortifications with a view to make it easier than ever to set up these often large models within your deployment zone, the placement of which, in the past, was sometimes problematic.
So whether you are just setting off into the world of matched play games, or you are about to participate in the next Grand Tournament event, read on to absorb the full content of this mission pack, and to unlock the countless hours of exciting and close-run gaming it will provide.

Books

BookKindEditionVersionLast update
  War Zone Nachmund: Grand Tournament Mission Pack
  War Zone Nachmund: Grand Tournament Mission PackExpansion9Indomitus 1.0March 2022

Q:Are named characters exempt from the rules that require every unit that has a selectable keyword to have the same selectable keyword?
A:
Yes. Though named characters can have sub-faction keywords these are typically predetermined and not selected by the player (i.e. they are not typically presented within angular brackets).
Q:Can I include MILITARUM TEMPESTUS units in the same army as units from another Regiment (e.g. Cadian)?
A:
Yes. Though MILITARUM TEMPESTUS is a sub-faction keyword, it is not a keyword that is selected by the player (i.e. it is not presented within angular brackets), and so is exempt from the rules that require every unit that has a selectable keyword to have the same selectable keyword. Note though that if the MILITARUM TEMPESTUS units are using the Ordo Tempestus rules from Psychic Awakening: The Greater Good (which gives them the <TEMPESTUS REGIMENT> keyword), then all MILITARUM TEMPESTUS units from your army must be from the same Tempestus Regiment.

WAR ZONE NACHMUND: GRAND TOURNAMENT GAMES

A War Zone Nachmund: Grand Tournament game is waged by following the sequence below:

1. Select Battle Size

The players must first select the battle size they wish to play: Incursion or Strike Force. The table below gives a rough guide of how long each should take.

BATTLES
BATTLE SIZEBATTLE DURATION
IncursionUp to 2 hours
Strike ForceUp to 3 hours

2. Muster Armies

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

ARMY
BATTLE SIZEPOINTS LIMITCOMMAND POINTS
Incursion10006
Strike Force200012

Details of how to Battle-forge an army, use a points limit, select a WARLORD and what information a player’s army roster must contain can be found in the Warhammer 40,000 Core Book.

The players cannot include Understrength units in their army, and their army cannot include any Specialist Detachments.

All of the units in each Detachment in a player’s 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 a player’s Army Faction).

All of the units in a player’s army that have selectable Faction keywords - that is Faction keywords presented in angular brackets that a player selects when they add those units to their army - must all have the same selectable keywords. This means, for example, that all units with the <CHAPTER> keyword in a player’s army must be from the same Chapter, and so all these units must replace <CHAPTER> with the name of that Chapter; all units with the <KABAL> keyword in a player’s army must be from the same Kabal; all units with the <WYCH CULT> keyword in a player’s army must be from the same Wych Cult, and so on. The only exceptions to this are as follows:
If a player’s army includes one or more Super-heavy Auxiliary Detachments, they can change the Command Benefits of one of them to: ‘+2 Command points if the unit in this Detachment is not your WARLORD, but it is from the same Faction as your WARLORD’s Detachment, and that Faction is not CHAOS, IMPERIUM, AELDARI, YNNARI or TYRANIDS’.

With the exception of units with the Troops or Dedicated Transport Battlefield Roles, or units that are added to a player’s army during the battle, each player can only include the same datasheet in their army 2 times (if they are playing an Incursion battle) or 3 times (if they are playing a Strike Force battle). For the purposes of this restriction, the Daemon Prince, Daemon Prince of Chaos, Death Guard Daemon Prince and Thousand Sons Daemon Prince datasheets are all considered to be the same datasheet.

If either player has access to any Stratagems that are used before the battle to upgrade units, these must be used now and the details of the upgrades noted on the player’s army roster.

Each player must then provide a copy of their 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. The players can either simply agree which they will use with their opponent, or they can roll a D33 to randomly select a mission using one of the tables. To roll a D33, roll two D3s one after the other; the first dice result determines the ‘tens’ and the second determines the ‘units’. For example, if the first result is a 2 and the second is a 1, then the D33 result is a 21.



4. Read Mission Briefing

Each mission has a mission briefing that will detail the primary objectives that award victory points to the players. 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 the battlefield depends on the battle size selected, as shown in the table below (the table shows the minimum size of battlefields):

BATTLEFIELDS
BATTLE SIZEBATTLEFIELD SIZE (Minimum)
Incursion44" x 30"
Strike Force44" x 60"

Unless noted otherwise, when setting up terrain features, use the guidelines detailed in the Warhammer 40,000 Core Book. Terrain features cannot be set up on top of objective markers. Players must use the battlefield terrain rules for terrain features.

7. Determine Attacker and Defender

The players roll off and the winner decides who will be the Attacker and who will be the Defender.

8. Choose Deployment Zone

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

9. 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. There are also additional secondary objectives, found in other publications, such as Codexes and Codex Supplements, that players can select from, but at least two of a player’s selections must be from the Nachmund Secondary Objectives listed within this mission pack. This means that a player would be able to select a maximum of one secondary objective from another source.

Once both players have selected their secondary objectives, they reveal their selections to their opponent.

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 (units with the Fortifications battlefield role can never be placed into 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 which units are embarked on which model). When both players have done so, they declare their selections to their opponent.

No more than half the total number of units in a player’s army can be Strategic Reserve and/or Reinforcement units, and the combined points value of all 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 the total points value of a player’s army, even if every unit in that army has an ability that would allow them to be set up elsewhere.

In War Zone Nachmund: Grand Tournament 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 must deploy all of their remaining units with the Fortifications battlefield role before deploying any other unit. 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.

Unless otherwise stated, when setting up a model from a unit with the Fortifications battlefield role on the battlefield, it cannot be set up within 3" of any other terrain feature that is not part of its own datasheet (excluding hills). If it is not possible to set up a Fortification as a result, a player can, in a War Zone Nachmund: Grand Tournament mission, remove one Obstacles or Area Terrain feature that is within their deployment zone from the battlefield in order to make room for their Fortification. If, by doing so, it is still not possible to set up their Fortification, replace the terrain feature removed - this Fortification cannot be deployed and counts as having been destroyed.

If a model from a player’s army is so large that it cannot physically be set up wholly within their deployment zone (i.e. the smallest dimension of that model is greater than the depth of their deployment zone), it must be set up so that it is touching that player’s 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 takes the first turn.

13. Resolve Pre-battle Abilities

The players alternate resolving any pre-battle abilities units from 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. The players continue to resolve battle rounds until the battle ends.

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 they 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 is painted to a Battle Ready standard, that player is awarded a bonus 10 victory points. This gives the players a maximum total score out of 100 victory points.

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 both players agree to end the battle early, then they can end the battle at a mutually agreed point (we suggest at the end of a battle round). The players can then calculate their final victory points totals, taking into account any objectives achieved so far, to determine the victor.

If only one player wants to end the battle early, that player must concede and remove their models from the battlefield. A player who concedes scores 0 victory points for that battle. Their opponent is the victor and they can, if they wish, calculate their final victory points total, taking into account any objectives achieved so far. If their score from primary and secondary objectives is less than 60 victory points, increase that player’s score to 60 victory points. This will be boosted to 70 if that player’s army is painted to a Battle Ready standard.

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

Tournament Scoring Sheet

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


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

Battle Ready

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

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

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

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

Nachmund Secondary Objectives

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

When players select secondary objectives, they must select three, at least two of which must be selected from those presented below.

If a secondary objective has a keyword in brackets next to its title, players can only select that secondary objective if every model from their army (excluding UNALIGNED models) has that Faction keyword (in the case of The Long War, this can be selected if every unit in a player’s army, excluding UNALIGNED models, is a Chaos Space Marines unit, as defined in Codex: Chaos Space Marines). The players can select a maximum of one secondary objective from another source, such as a Codex or Codex Supplement.

Each secondary objective has a category (e.g. Purge the Enemy) and players cannot choose more than one from each category.

The players can score no more than 15 victory points from each secondary objective (any excess victory points are discounted).

Purge the Enemy

ASSASSINATION
End Game Objective

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

Score 3 victory points at the end of the battle for each enemy CHARACTER model that is destroyed. If the enemy WARLORD was destroyed during the battle, gain 1 additional victory point.
FOR THE EMPEROR!
Progressive Objective

So long as the enemy is obliterated, Astra Militarum casualties are of minor importance.

Score 1 victory point at the end of the battle round for each enemy unit that was destroyed during that battle round by an ASTRA MILITARUM unit from your army (to a maximum of 3 victory points per battle round).
BRING IT DOWN
End Game Objective

The opposing army contains numerous heavily armoured units. Take any opportunity to bring them down.

Score 1 victory point at the end of the battle for each enemy MONSTER or VEHICLE model with a Wounds characteristic of 9 or less that is destroyed, 2 victory points for each enemy MONSTER or VEHICLE model with a Wounds characteristic of between 10-14 that is destroyed, and 3 victory points for each enemy MONSTER or VEHICLE model with a Wounds characteristic of 15 or more that is destroyed.
TITAN HUNTER
End Game Objective

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

Score 4 victory points at the end of the battle if one enemy TITANIC model is destroyed, 9 victory points if two enemy TITANIC models are destroyed, or 15 victory points if three or more enemy TITANIC models are 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).
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
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.
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.
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.
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).
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

NO PRISONERS
End Game Objective

Exterminate the enemy. Show them no mercy.

If you select this objective, keep a Kill Points tally. Each time an enemy model is destroyed, unless that model is a VEHICLE, MONSTER or CHARACTER unit, add a number of marks to this tally equal to the Wounds characteristic of the destroyed model. A model can, if it is resurrected for any reason (i.e. it was destroyed and subsequently returned to the battlefield), potentially have marks added to this tally several times (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. In addition, if your Kill Points tally is between 50 and 99, you score 1 additional victory point, and if your Kill Points tally is 100 or more, you score 2 additional victory points.
GRIND THEM DOWN
Progressive Objective

Some battles can only be won through bloody attrition.

Score 3 victory points at the end of the battle round if more enemy units than friendly units were destroyed this battle round.
TO THE LAST
End Game Objective

While our mightiest warriors stand, we will prevail.

If you select this objective, then before the battle, after you have selected deployment zones, identify which three units from your army (excluding those with the Fortifications Battlefield Role) have the highest points value, and make a note of them on your army roster (if two or more are tied, you choose between them). If your army has three or fewer units, you instead identify all the units in your army. A unit's points value includes the points of all weapons, other wargear and upgrades it is has. You score 5 victory points 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 a battle, all of those separate units (excluding DRONE units) must be on the battlefield at the end of the battle to score 5 victory points; if some of those separate units (excluding DRONE units) are on the battlefield at the end of the battle, but not all of them are, you score 3 victory points instead of 5.
PATH OF DESTRUCTION
Progressive Objective

Carve a path of death and destruction in the enemy's lines.

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.
THE LONG WAR
Progressive Objective

Chaos Space Marines have been conquering the galaxy for millennia. This battle is but one of many.

  • At the end of your turn, you score 1 victory point for each enemy unit that was within range of an objective marker at the start of that turn that was destroyed by a HERETIC ASTARTES unit from your army during that turn.
  • At the end of your turn, you score 2 victory points if you control one or more objective markers that were controlled by your opponent at the start of that turn, and a HERETIC ASTARTES unit from your army is within range of one or more of those objective markers.
You cannot score more than 3 victory points from this secondary objective per turn.
MALEFIC TERROR
Progressive Objective

Mortal terror nourishes the denizens of the warp.

  • Each time an enemy model flees the battlefield, score 1 victory point.
  • Each time an enemy unit is destroyed by an attack made by a CHAOS DAEMONS unit from your army, before removing the last model from the battlefield, roll 2D6: if the result equals or exceeds the current Leadership characteristic of that enemy model, score 1 victory point.
You cannot score more than 4 victory points from this secondary objective per turn.
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.
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.
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 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.
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.
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.
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.
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.
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.
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.

Warpcraft

ABHOR THE WITCH
End Game Objective

The presence of enemy psykers in this theatre of war can no longer be tolerated - hunt them down.

You cannot select this secondary objective if your army includes any PSYKER units. Score 3 victory points at the end of the battle for each enemy PSYKER CHARACTER unit that is destroyed, and 2 victory points for every other enemy PSYKER unit that is destroyed.
WARP RITUAL
End Game Objective

Completion of a complex ritual will allow your psykers to fully harness the power of the warp.

If you select this objective, keep a tally of Ritual points; add 1 to that tally each time a unit from your army successfully completes the following psychic action during the battle:

Warp 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.

At the end of the battle, score 3 victory points if your Ritual tally is 1, score 7 victory points if your tally is 2, or score 12 victory points if your tally is 3 or more.
PIERCE THE VEIL
End Game Objective

Your psykers must attempt to use their warp-gifted sight to scry that which cannot be seen by conventional methods.

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

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

Your psykers must use their mental powers to delve into the minds of the enemy leaders and discover their battle plans.

Score 3 victory points each time you successfully complete the following psychic action:

Psychic Interrogation (Psychic Action - Warp Charge 4): One PSYKER CHARACTER unit from your army can attempt to perform this psychic action in your Psychic phase if it is within 24" of any enemy CHARACTER units.
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.

Shadow Operations

RAISE THE BANNERS HIGH
Progressive and End Game Objective

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

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

Raise Banners (Action): One or more INFANTRY units from your army can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be in range of a different objective marker that does not have one of your banners raised upon it (see below). A unit cannot start this action while there are any enemy units (excluding AIRCRAFT units) 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).

Score 1 victory point at the end of each of your Command phases, and 1 victory point at the end of the battle, for each objective marker on the battlefield that has one of your banners raised upon it.
INVESTIGATE SIGNAL
Progressive Objective

A mysterious signal has been received by our fleet in the Octarius war zone, and its source has been identified as originating somewhere in the vicinity of this battlefield. You must secure, search and locate it without delay.

Score 3 victory points each time a unit from your army successfully completes the following action:

Investigate Signal (Action): One INFANTRY unit from your army that contains 3 or more models can start to perform this action at the end of your Movement phase if it is wholly 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 wholly within 6" of the centre of the battlefield and no enemy units (excluding AIRCRAFT units) are wholly within 6" of the centre of the battlefield.
RETRIEVE NACHMUND DATA
End Game Objective

Several servo-skulls containing vital data have been lost within this region. Locate and retrieve these at all cost.

If you select this objective, keep a Retrieved Data tally. In addition, units in your army can perform the following action:

Retrieve Data (Action): One INFANTRY or 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 had a servo-skull retrieved by your army (see below) and it is more than 6" away from any other table quarter. This action is completed at the end of your turn provided the unit attempting it is still within the same table quarter. If this action is successfully completed, roll one D6, subtracting 1 from the result if the unit that completed the action has the Troops battlefield role: if the result is less than or equal to the number of models currently in that unit, that table quarter is said to have had a servo-skull retrieved by your army and you add 1 to your Retrieved Data tally.

At the end of the battle, score 4 victory points if your Retrieved Data tally is 2, score 8 victory points if your tally is 3, or score 12 victory points if your tally is 4.
DEPLOY TELEPORT HOMERS
Progressive and End Game Objective

If your vanguard forces deploy a series of teleport homers deep within enemy territory in preparation for the fleet's arrival, we will be able to launch a deadly surprise assault.

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

Deploy Teleport Homer (Action): One INFANTRY or BIKER unit from your army can start to perform this action at the end of your Movement phase if it is wholly within 12" of your opponent’s deployment zone. If the unit attempting this action has the Troops battlefield role, the action is completed at the end of your turn; otherwise the action is completed at the end of your next Command phase. In either case, the action is only completed if the unit attempting it is still wholly within 12" of your opponent’s deployment zone.

Each time a unit from your army successfully completes this action, you score 2 victory points (you score 4 victory points instead if the unit completed the action while wholly within your opponent’s deployment zone).
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.
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.
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.

Battlefield Supremacy

BEHIND ENEMY LINES
Progressive Objective

Despatch a spearhead to break through the enemy's defences and cut off their routes of escape.

Score 2 victory points at the end of your turn if one unit from your army (excluding AIRCRAFT units) is wholly within your opponent’s deployment zone. Score 4 victory points at the end of your turn instead if two or more units from your army (excluding AIRCRAFT units) are wholly within your opponent’s deployment zone.
ENGAGE ON ALL FRONTS
Progressive Objective

No part of the battlefield can be left unchallenged.

Score 2 victory points at the end of your turn if you have one or more qualifying units (see below) 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 qualifying units from your army wholly within each table quarter, and those units are all more than 6" from the centre of the battlefield. A qualifying unit is one that contains 3 or more models, or one that contains 1 or more VEHICLE or MONSTER models.
STRANGLEHOLD
Progressive Objective

Maintain a stranglehold on your foe by dominating key strategic locations in the area.

Score 3 victory points at the end of your turn if you control 3 or more objective markers and you also control more objective marker than your opponent controls.
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 models from your army ended that turn closer to your battlefield edge than they started the battle round, and no IMPERIAL KNIGHTS units from your army Fell Back during that battle round.
This secondary objective cannot be scored in the first battle round.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.

Incursion Missions


War Zone Nachmund: Grand Tournament — Incursion

Cleanse the Land
 11

MISSION BRIEFING
Enemy forces are massing in the area, seeking to secure the battlefield. You will see them fail and you will see their presence in this area purged. 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
Land Purged: In this mission, if a player controls an objective marker at the end of their Command phase and one or more of their units that are in range of it has the Objective Secured ability or a similar rule, it remains under that player’s control unless their opponent controls it at the end of any subsequent phase, even if there are no models within range of it.

PRIMARY OBJECTIVES
This mission has two primary objectives.

TAKE AND HOLD
Progressive Objective

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

At the end of each players Command phase, the player whose turn it is scores 4 victory points for each of the following conditions they satisfy (for a maximum of 12 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. In the fifth battle round, the player who has the second turn does not score any victory points at the end of their Command phase; instead, at the end of their turn, they score 4 victory points for each of the above conditions they satisfy (for a maximum of 12 victory points).

DIRECT ASSAULT
Progressive Objective

A direct assault on enemy-held positions is demanded by your betters. Meet the foe head on, annihilate them in their entirety and thus ensure the landscape is free of their vile presence all while securing the battlefield.

At the end of each players turn, the player whose turn it is scores 2 victory points if they satisfy one of the following conditions, or 3 victory points if they satisfy both of the following conditions:
  • They control every objective marker on the battlefield or they control at least one objective marker that they did not control at the start of their turn.
  • They destroyed at least one enemy unit that was in range of an objective marker at the start of their turn.
War Zone Nachmund: Grand Tournament — Incursion

Deliverance
 12

MISSION BRIEFING
Your forces are beleaguered in every way. Exhausted, only prayers and the hope of resupply sustain them. Help is on the way, but others will seek the desperately needed bounty that the supply craft bring. You must fight tooth and nail to secure the aid.

MISSION RULES
Drop Zone Repleted: In this mission, two objective markers will be removed from the battlefield as follows:
  • At the start of the third battle round, the Defender randomly selects one objective markers that is in no man’s land to be the Gamma objective marker.
  • At the start of the fourth battle round, the Gamma objective marker is removed from the battlefield and the Attacker then randomly selects one of the two remaining objective markers that are in no man’s land to be the Beta objective marker.
  • At the start of the fifth battle round, the Beta objective marker is removed from the battlefield.

PRIMARY OBJECTIVES
This mission has two primary objectives.

TAKE AND HOLD
Progressive Objective

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

At the end of each players Command phase, the player whose turn it is scores 4 victory points for each of the following conditions they satisfy (for a maximum of 12 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. In the fifth battle round, the player who has the second turn does not score any victory points at the end of their Command phase; instead, at the end of their turn, they score 4 victory points for each of the above conditions they satisfy (for a maximum of 12 victory points).

SECURE LANDING SITES
Progressive Objective

The Emperor's gifts come from where he wills, be ready for the supplies to come to any location.

At the end of each player’s turn, the player whose turn it is scores a number of victory points for each objective marker that they control that is in no man’s land, as shown below (note that the victory points scored changes depending upon the battle round number):

BATTLE ROUNDVICTORY POINTS PER OBJECTIVE MARKER IN NO MAN’S LAND CONTROLLED
32
43
54

This primary objective cannot be scored in the first or second battle rounds.
War Zone Nachmund: Grand Tournament — Incursion

Desperate Raid
 13

MISSION BRIEFING
The fighting on Vigilus rages on and on. Cities are destroyed, armouries emptied, every morsel of the granaries consumed. Now, to survive, armies must launch desperate raids into each other's territories to secure the means to keep fighting on.

MISSION RULES
Desperate Raiders: In this mission, a player receives one additional Command point at the start of their Command phase if they control one or both of the objective markers in their opponent’s deployment zone (this is in addition to the Battle-forged CP bonus).

Objective Cleansed: In this mission, if a player controls an objective marker at the end of their Command phase and one or more of their units that are in range of it has the Objective Secured ability or a similar rule, it remains under that players control unless their opponent controls it at the end of any subsequent phase, even if there are no models within range of it.

PRIMARY OBJECTIVES
This mission has two primary objectives.

DOMINATION
Progressive Objective

You are charged with the total domination of the battlefield; storm every site of tactical import lest they fall into enemy hands.

At the end of each players Command phase, the player whose turn it is scores 4 victory points for each of the following conditions they satisfy (for a maximum of 12 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 during the first battle round. In the fifth battle round, the player who has the second turn does not score any victory points at the end of their Command phase; instead, at the end of their turn, they score 4 victory points for each of the above conditions they satisfy (for a maximum of 12 victory points).

RAID SUPPLY LINES
Progressive Objective

Leave nothing to chance, the blasphemous curs will hide what they have anywhere and everywhere. Seize everything, overwhelm them utterly. No matter what they worship, let their crushing defeat fill them with doubt. Break through them swiftly! Know what they value most they will keep in the most secure spaces.

At the end of each player’s turn, the player whose turn it is scores 3 victory points if they control at least one of the objective markers that is in their opponent’s deployment zone.
War Zone Nachmund: Grand Tournament — Incursion

Sacred Ground
 21

MISSION BRIEFING
You must advance swiftly into contested territory to seize sacred ground whilst 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. All could be lost, and the hope of our armies shattered, if the attack is launched too hurriedly.

MISSION RULES
Secure the Rear: In this mission, player A only receives the Battle-forged CP bonus at the start of their Command phase if they control objective marker A, and player B only receives the Battle-forged CP bonus at the start of their Command phase if they control objective marker B.

PRIMARY OBJECTIVES
This mission has two primary objectives.

TAKE AND HOLD
Progressive Objective

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

At the end of each players Command phase, the player whose turn it is scores 4 victory points for each of the following conditions they satisfy (for a maximum of 12 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. In the fifth battle round, the player who has the second turn does not score any victory points at the end of their Command phase; instead, at the end of their turn, they score 4 victory points for each of the above conditions they satisfy (for a maximum of 12 victory points).

WISDOM IS THE CORNERSTONE OF FAITH
Progressive Objective

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

At the end of player A’s turn, that player:
  • Scores 2 victory points if they control objective marker B.
  • Loses 1 victory point if they do not control objective marker A.
  • Scores 1 victory point for each other objective marker that they control.
At the end of player B’s turn, that player:
  • Scores 2 victory points if they control objective marker A.
  • Loses 1 victory point if they do not control objective marker B.
  • Scores 1 victory point for each other objective marker that they control.
Neither player’s victory points score can ever be reduced to less than 0.
War Zone Nachmund: Grand Tournament — Incursion

Ascension
 22

MISSION BRIEFING
This battlefield houses important sites - places of worship to be guarded and venerated or toppled and defaced. Honour and power will be bestowed upon a warlord mighty enough to claim it. The leaders of your army must seize these sites, whilst ensuring they are denied to the enemy.

MISSION RULES
Champion’s Honour: In this mission, WARLORD models have the Objective Secured ability. If a unit has a pre-battle rule that allows it to be set up anywhere on the battlefield, that unit cannot be set up in no man’s land. With the exception of WARLORD models, if a unit has a rule that allows it to make a move before the first turn begins, it cannot end that move in no man’s land. With the exception of WARLORD models, if a unit has a rule that lets it redeploy before the first turn, that unit cannot be set up in no man’s land.

Leading From the Front: In this mission, a player only receives the Battle-forged CP bonus at the start of their Command phase if their WARLORD is on the battlefield, or they are embarked on a TRANSPORT model that is on the battlefield.

PRIMARY OBJECTIVES
This mission has two primary objectives.

TAKE AND HOLD
Progressive Objective

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

At the end of each players Command phase, the player whose turn it is scores 4 victory points for each of the following conditions they satisfy (for a maximum of 12 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. In the fifth battle round, the player who has the second turn does not score any victory points at the end of their Command phase; instead, at the end of their turn, they score 4 victory points for each of the above conditions they satisfy (for a maximum of 12 victory points).

ASCEND
Progressive and End Game Objective

This mission is of the utmost importance to the faith of countless millions, and cannot be entrusted to anyone else. You must personally lead your forces in a heroic assault on a vital objective to achieve your goal.

At the end of each player’s turn, the player whose turn it is scores 2 victory points if they satisfy at least one of the following conditions:
  • They control the objective marker in the centre of the battlefield.
  • They destroyed at least one enemy unit that was within 6" of the centre of the battlefield at the start of their turn.
At the end of the battle, each player scores 3 victory points for each of the following conditions that they satisfy (for a maximum of 6 victory point per player):
  • Their WARLORD is within range of the objective marker in the centre of the battlefield.
  • Their opponent’s WARLORD is destroyed.
War Zone Nachmund: Grand Tournament — Incursion

Surge of Faith
 23

MISSION BRIEFING
It is your task to lead an all-out assault to secure vital territory. Casualties will be heavy. But such is the price we must be willing to pay. Have faith and victory will be yours, and know that the fallen will be martyrs to be remembered forever more.

MISSION RULES
In this mission, units from both players army can attempt the following action:

Surge of Faith (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 is not within your own deployment zone. Units with the Objective Secured ability or a similar rule can start to perform this action at the end of your Movement phase instead. 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 turn, provided the unit attempting it is still within range of the same objective marker.

PRIMARY OBJECTIVES
This mission has two primary objectives.

TAKE AND HOLD
Progressive Objective

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

At the end of each players Command phase, the player whose turn it is scores 4 victory points for each of the following conditions they satisfy (for a maximum of 12 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. In the fifth battle round, the player who has the second turn does not score any victory points at the end of their Command phase; instead, at the end of their turn, they score 4 victory points for each of the above conditions they satisfy (for a maximum of 12 victory points).

SURGE OF FAITH
Progressive Objective

The signal has been received, the time for the assault is at hand. You must advance swiftly into no man’s land to prevent your opponent seizing the battlefield. To fail is to bring shame, and show a severe lack of faith.

Each time a unit from your army successfully completes the Surge of Faith action (see left), you score a number of victory points depending on which objective marker this action was performed on, as follows:

OBJECTIVE MARKERPLAYER A VICTORY POINTSPLAYER B VICTORY POINTS
AN/A4
B23
C32
D4N/A
War Zone Nachmund: Grand Tournament — Incursion

Rise of the Machine Spirit
 31

MISSION BRIEFING
An ancient and deadly fortress lies dormant in orbit, but if you can inload the correct data-psalms at key locations, its machine spirit will awaken under our control.

MISSION RULES
In this mission, units from both players army can attempt the following action:

Inload Data-psalm (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. This action is completed at the end of your next Command phase, provided that the unit that was performing it is still in range of the same objective marker. If a unit with the Objective Secured ability or a similar rule successfully completes this action, that objective marker remains under that player’s control unless their opponent controls it at the end of any subsequent phase, even if there are no models within range of it.

Binharic Interference: In this mission, Reinforcement units cannot be set up within range of any objective markers.

PRIMARY OBJECTIVES
This mission has two primary objectives.

TAKE AND HOLD
Progressive Objective

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

At the end of each players Command phase, the player whose turn it is scores 4 victory points for each of the following conditions they satisfy (for a maximum of 12 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. In the fifth battle round, the player who has the second turn does not score any victory points at the end of their Command phase; instead, at the end of their turn, they score 4 victory points for each of the above conditions they satisfy (for a maximum of 12 victory points).

INLOAD DATA-PSALM
Progressive Objective

Your forces must make all haste to take control of core nodes identified in the vicinity, and perform the necessary rites to subvert the machine spirit of a mighty engine of war to our will.

At the end of each player’s turn, if one or more units from that player’s army successfully completed the Inload Data-psalm action during this turn, that player scores 1 victory point for each objective marker that they currently control (to a maximum of 3 victory points per player per turn).
War Zone Nachmund: Grand Tournament — Incursion

Display of Spiritual Might
 32

MISSION BRIEFING
A victory in battle is the greatest display of the superiority of our faith, and the weakness of that of our deluded foes. An opportunity to prove our superiority has presented itself. Take control of vital tactical sites and crush any who oppose you, but be careful to minimise your own losses, lest your forces be unable to consolidate and secure the newly won ground.

MISSION RULES
Secret Intel Inbound: In this mission, during the first and second battle rounds, neither player receives a Battle-forged CP bonus, but during the fourth and fifth battle rounds, at the start of each player’s Command phase, the player whose turn it is receives 1 extra Command point from their Battle-forged CP bonus (typically this will mean that a player will gain 2CPs at the start of their Command phase).

PRIMARY OBJECTIVES
This mission has two primary objectives.

TAKE AND HOLD
Progressive Objective

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

At the end of each players Command phase, the player whose turn it is scores 4 victory points for each of the following conditions they satisfy (for a maximum of 12 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. In the fifth battle round, the player who has the second turn does not score any victory points at the end of their Command phase; instead, at the end of their turn, they score 4 victory points for each of the above conditions they satisfy (for a maximum of 12 victory points).

BREAK THEM, BODY AND SOUL
Progressive Objective

We wage two wars: one of strategy and one of faith. The two are intertwined. This battle is also one of tactics and conviction. If we are to consolidate our gains and prosecute the longer war, you must ensure that the enemy is made to bleed and despair.

At the end of each battle round, each player scores 1 victory point for each enemy unit that was destroyed during that battle round (to a maximum of 3 victory points per player per battle round). A unit can, if it is destroyed and resurrected for any reason (i.e. it was destroyed and subsequently returned to the battlefield), potentially count as having been destroyed several times for the purposes of this primary objective (assuming it is resurrected and subsequently destroyed several times over during the same battle round).
War Zone Nachmund: Grand Tournament — Incursion

Reconnaissance Mission
 33

MISSION BRIEFING
You have been detailed to conduct vital reconnaissance ahead of a major offensive, but enemy patrols are also operating in this area. Use your rapid response units to secure tactical sites and conduct recon scans quickly, whilst your supporting forces destroy any hostiles you encounter.

MISSION RULES
In this mission, units from both players army can attempt the following action:

Recon Sweep (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 that has not been reconnoitred by a unit from your army (see below). A unit cannot start this action while there are any enemy units (excluding AIRCRAFT) in range of the same objective marker. If the unit that is performing this action has the Fast Attack battlefield role, or if it has the Objective Secured ability or a similar, this action is completed at the end of your turn provided that unit is still in range of the same objective marker; otherwise, this action is completed at the start of your next Command phase, or at the end of the battle (whichever happens first), provided the unit that is performing this action is still in range of the same objective marker. If this action is successfully completed, that objective marker is said to have been reconnoitred by your army.

PRIMARY OBJECTIVES
This mission has two primary objectives.

TAKE AND HOLD
Progressive Objective

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

At the end of each players Command phase, the player whose turn it is scores 4 victory points for each of the following conditions they satisfy (for a maximum of 12 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. In the fifth battle round, the player who has the second turn does not score any victory points at the end of their Command phase; instead, at the end of their turn, they score 4 victory points for each of the above conditions they satisfy (for a maximum of 12 victory points).

RECON SWEEP
End Game Objective

You must perform a thorough reconnaissance sweep to assess the strategic value of the local battlefield so our forces can be tactically deployed.

At the end of the battle, each player scores a number of victory points for the total number of objective markers on the battlefield that have been reconnoitred by their army (see above), as shown in the following table:

OBJECTIVE MARKERS RECONNOITRED BY YOUR ARMYVICTORY POINTS
13
26
310
415

Strike Force Missions


War Zone Nachmund: Grand Tournament — Strike Force

Recover the Relics
 11

MISSION BRIEFING
The battlefield is strewn with holy relics important to you and your enemy, whether for veneration or corruption. You must reclaim as many of these vital objectives as you can without sustaining unacceptable casualties in the process. No subject of worship wishes for all of their devoted followers to be slain.

MISSION RULES
Recover Relics: In this mission, a player only receives the Battle-forged CP bonus at the start of their Command phase if they control either one or more objective markers in their opponent’s territory, or if they control one or more objective markers in no man’s land. In addition, if at the start of their Command phase a player controls the objective marker in their opponent’s deployment zone, that player receives 1 additional Command point (this is in addition to the Battle-forged CP bonus).

PRIMARY OBJECTIVES
This mission has two primary objectives.

TAKE AND HOLD
Progressive Objective

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

At the end of each players Command phase, the player whose turn it is scores 4 victory points for each of the following conditions they satisfy (for a maximum of 12 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. In the fifth battle round, the player who has the second turn does not score any victory points at the end of their Command phase; instead, at the end of their turn, they score 4 victory points for each of the above conditions they satisfy (for a maximum of 12 victory points).

BREAK THEM, BODY AND SOUL
Progressive Objective

We wage two wars: one of strategy and one of faith. The two are intertwined. This battle is also one of tactics and conviction. If we are to consolidate our gains and prosecute the longer war, you must ensure that the enemy is made to bleed and despair.

At the end of each battle round, each player scores 1 victory point for each enemy unit that was destroyed during that battle round (to a maximum of 3 victory points per player per battle round). A unit can, if it is destroyed and resurrected for any reason (i.e. it was destroyed and subsequently returned to the battlefield), potentially count as having been destroyed several times for the purposes of this primary objective (assuming it is resurrected and subsequently destroyed several times over during the same battle round).
War Zone Nachmund: Grand Tournament — Strike Force

Tear Down Their Icons
 12

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

MISSION RULES
In this mission, units from both players army can attempt the following actions:

Prime Explosives (Action): One unit from your army can start to perform this action at the end of your Movement phase if it is wholly within your opponents territory and it is more than 9" away from any Primed Explosives objective markers (see below). If the unit performing this action has the Objective Secured ability or a similar rule, this action is completed at the end of your turn; otherwise, it is completed at the end of your next Command phase. If this action is successfully completed, set up 1 Primed Explosives objective marker on the battlefield that is wholly within your opponents territory and wholly within 3" of the unit that completed this action - this represents a cache of Primed Explosives, but does not count as an objective marker for any rules purposes other than for the Defuse Explosives action and the Detonation primary objective (see below).

Defuse Explosives (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 a Primed Explosives objective marker within your own territory and no enemy units (excluding AIRCRAFT) are within range of the same Primed Explosives objective marker. This action is completed at the end of your turn provided the unit attempting it is still within range of the same Primed Explosives objective marker. If this action is successfully completed, roll one D6 and add 3 to the result if the unit that performed this action has the Objective Secured ability or a similar rule: on a 4+, remove that Primed Explosives objective marker from the battlefield.

PRIMARY OBJECTIVES
This mission has two primary objectives.

TAKE AND HOLD
Progressive Objective

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

At the end of each players Command phase, the player whose turn it is scores 4 victory points for each of the following conditions they satisfy (for a maximum of 12 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. In the fifth battle round, the player who has the second turn does not score any victory points at the end of their Command phase; instead, at the end of their turn, they score 4 victory points for each of the above conditions they satisfy (for a maximum of 12 victory points).

DETONATION
End Game Objective

Holy sites have been identified that our scouts believe are critical to the enemy’s war efforts and morale in this region. Storm these sites, slaughter any that stand sentry there and burn everything to the ground.

At the end of the battle, each player scores 4 victory points for each Primed Explosives objective marker that is within their opponent’s territory (to a maximum of 15 victory points per player).
War Zone Nachmund: Grand Tournament — Strike Force

Data Scry-salvage
 13

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
In this mission, units from both players army can attempt the following action:

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 the objective marker within its own deployment zone and no enemy units (excluding AIRCRAFT) are within range of that objective marker. This action is completed at the end of your turn, provided the unit attempting it is still within range of that objective marker.

Data Terminals: In this mission, if a player controls an objective marker that is in no man’s land and at the end of their Command phase and one or more of their units that are in range of it has the Objective Secured ability or a similar rule, it remains under that player’s control unless their opponent controls it at the end of any subsequent phase, even if there are no models within range of it.

PRIMARY OBJECTIVES
This mission has two primary objectives.

DOMINATION
Progressive Objective

You are charged with the total domination of the battlefield; storm every site of tactical import lest they fall into enemy hands.

At the end of each players Command phase, the player whose turn it is scores 4 victory points for each of the following conditions they satisfy (for a maximum of 12 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 during the first battle round. In the fifth battle round, the player who has the second turn does not score any victory points at the end of their Command phase; instead, at the end of their turn, they score 4 victory points for each of the above conditions they satisfy (for a maximum of 12 victory points).

DATA INTERCEPT
Progressive Objective

Your forces must successfully attach specialised wargear to take control of several critical data-terminals in the area, if we are to successfully extract the information we need.

Each time a unit from your army successfully completes the Data Intercept action (see above), you score a number of victory points equal to the number of objective markers you currently control that are in no man’s land, to a maximum of 3 victory points per action.
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".

War Zone Nachmund: Grand Tournament — Strike Force

Abandoned Sanctuaries
 21

MISSION BRIEFING
Between two armies lies a ruined battlescape in which there are numerous abandoned sanctuaries; once places of religious worship, now they lie broken and ruined, the bodies of the priests and acolytes who tended them still rotting within. Such ruination must be avenged, and such damage must be restored. But your foe will not allow this - knowing that the war for the soul is as equally vital in the ongoing conflict as the war for the lands.

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 cannot be set up in no man’s land. If a unit has a rule that allows it to make a move before the first turn begins, it cannot end that move in no man’s land. If any rule is used to redeploy a unit, that rule cannot be used to set that unit up in no man’s land.

PRIMARY OBJECTIVES
This mission has two primary objectives.

TAKE AND HOLD
Progressive Objective

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

At the end of each players Command phase, the player whose turn it is scores 4 victory points for each of the following conditions they satisfy (for a maximum of 12 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. In the fifth battle round, the player who has the second turn does not score any victory points at the end of their Command phase; instead, at the end of their turn, they score 4 victory points for each of the above conditions they satisfy (for a maximum of 12 victory points).

SECURE THE SANCTUARIES
Progressive and End Game Objective

The sanctuaries must be secured at any cost. Protect your forces as they advance into the enemy’s fire lanes and destroy any foes who would dare stand in our way.

At the end of each player’s turn, the player whose turn it is scores 2 victory points if they satisfy at least one of the following conditions:
  • They control the objective marker in the centre of the battlefield.
  • They destroyed at least one enemy unit that was within 6" of the centre of the battlefield at the start of their turn.
At the end of the battle, whichever player controls the objective marker in the centre of the battlefield scores 5 victory points.
War Zone Nachmund: Grand Tournament — Strike Force

Conversion
 22

MISSION BRIEFING
Your foe will not accept that their defeat is inevitable, and corrupts lands rightfully yours with their blasphemous, oppressive presence. You must break them through force, seize the territory they so wrongfully have claimed for themselves, and convert it and all within to the true faith. This will require iron determination, fierce leadership, full hearts and prayers fresh upon the lips of all.

MISSION RULES
Leading From the Front: In this mission, a player only receives the Battle-forged CP bonus at the start of their Command phase if their WARLORD is on the battlefield, or they are embarked on a TRANSPORT model that is on the battlefield.

PRIMARY OBJECTIVES
This mission has two primary objectives.

TAKE AND HOLD
Progressive Objective

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

At the end of each players Command phase, the player whose turn it is scores 4 victory points for each of the following conditions they satisfy (for a maximum of 12 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. In the fifth battle round, the player who has the second turn does not score any victory points at the end of their Command phase; instead, at the end of their turn, they score 4 victory points for each of the above conditions they satisfy (for a maximum of 12 victory points).

CORRUPTED GROUND
Progressive Objective

It is vital that we oust the blasphemous curs from the ground they stand on. Draw your battle plans and despatch your forces accordingly.

At the end of each player’s turn, the player whose turn it is:
  • Scores 4 victory points if they control the objective marker in their opponent’s deployment zone.
  • Scores 2 victory points if they control one or more objective markers that are in no man’s land.
  • Loses 1 victory point if they do not control the objective marker in their own deployment zone.
A player’s victory point score can never be reduced to less than 0.
War Zone Nachmund: Grand Tournament — Strike Force

The Scouring
 23

MISSION BRIEFING
Both sides are sweeping through the area, tasking scout units to identify and scan sites of strategic and sacred import. However, not all sites are of equal worth - victory will go to the warlord who can secure the most valuable sites and cripple the enemy’s ability to locate others.

MISSION RULES
In this mission, units from both players army can attempt the following action:

Auspex Scan (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 that has not been scanned by a unit from your army (see below). A unit cannot start this action while there are any enemy units (excluding AIRCRAFT) in range of the same objective marker. This action is completed at the start of your next Command phase, or at the end of the battle (whichever happens first), provided the unit attempting it is still in range of the same objective marker. If this action is successfully completed, that objective marker is said to have been scanned by your army.

PRIMARY OBJECTIVES
This mission has two primary objectives.

TAKE AND HOLD
Progressive Objective

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

At the end of each players Command phase, the player whose turn it is scores 4 victory points for each of the following conditions they satisfy (for a maximum of 12 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. In the fifth battle round, the player who has the second turn does not score any victory points at the end of their Command phase; instead, at the end of their turn, they score 4 victory points for each of the above conditions they satisfy (for a maximum of 12 victory points).

STRATEGIC SCAN
End Game Objective

Your forces must secure and control strategic sites in the area long enough for your reconnaissance units to perform their scans and transmit the intelligence back to high command.

At the end of the battle, each player scores 3 victory points for each objective marker on the battlefield that has been scanned by their army (see above).
War Zone Nachmund: Grand Tournament — Strike Force

Tide of Conviction
 31

MISSION BRIEFING
Your forces’ morale is strong, nigh unbreakable, its conviction in its cause and faith greater than ever. Every warrior is determined to fight, to kill the foe and claim territory. Now is the time to swoop over the battlefields, capitalising on the fury and momentum of your forces. Buoyed on their reserves of belief, your forces cannot fail to completely overrun the enemy.

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 own deployment zone.

PRIMARY OBJECTIVES
This mission has two primary objectives.

DOMINATION
Progressive Objective

You are charged with the total domination of the battlefield; storm every site of tactical import lest they fall into enemy hands.

At the end of each players Command phase, the player whose turn it is scores 4 victory points for each of the following conditions they satisfy (for a maximum of 12 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 during the first battle round. In the fifth battle round, the player who has the second turn does not score any victory points at the end of their Command phase; instead, at the end of their turn, they score 4 victory points for each of the above conditions they satisfy (for a maximum of 12 victory points).

OVERRUN
Progressive and End Game Objective

The enemy is attempting to establish a foothold in this region. Teach them the error of their ways and show them that glorious power of your conviction can never be thwarted! Redouble your efforts to control the battlefield by seizing your opponents staging posts before they can dig in.

At the end of each player’s first, second, third and fourth turn, the player whose turn it is scores 2 victory points if they control at least one objective marker in their opponents territory.

At the end of the battle, each player scores 4 victory points if they control the objective marker in their opponents deployment zone, and 2 victory points for each other objective marker that they control that is in their opponent’s territory (for a maximum of 8 victory points per player).
War Zone Nachmund: Grand Tournament — Strike Force

Death and Zeal
 32

MISSION BRIEFING
Both forces are moving forward to capture as much ground as possible, purging strategically and morally important sites of enemies as they move. Some warlords prefer a systematic sweep of the surrounding areas, whilst others favour a more bold, direct attack into the heart of the enemy lines. Regardless, there will be much death to come, and every warrior will rely on their zeal above all to see them through the day and to victory.

MISSION RULES
Objective Purged: In this mission, if a player controls an objective marker at the end of their Command phase and one or more of their units that are in range of it has the Objective secured ability or a similar rule, it remains under that players control unless their opponent controls it at the end of any subsequent phase, even if there are no models within range of it.

PRIMARY OBJECTIVES
This mission has two primary objectives.

TAKE AND HOLD
Progressive Objective

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

At the end of each players Command phase, the player whose turn it is scores 4 victory points for each of the following conditions they satisfy (for a maximum of 12 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. In the fifth battle round, the player who has the second turn does not score any victory points at the end of their Command phase; instead, at the end of their turn, they score 4 victory points for each of the above conditions they satisfy (for a maximum of 12 victory points).

DIRECT ASSAULT
Progressive Objective

A direct assault on enemy-held positions is demanded by your betters. Meet the foe head on, annihilate them in their entirety and thus ensure the landscape is free of their vile presence all while securing the battlefield.

At the end of each players turn, the player whose turn it is scores 2 victory points if they satisfy one of the following conditions, or 3 victory points if they satisfy both of the following conditions:
  • They control every objective marker on the battlefield or they control at least one objective marker that they did not control at the start of their turn.
  • They destroyed at least one enemy unit that was in range of an objective marker at the start of their turn.
War Zone Nachmund: Grand Tournament — Strike Force

Secure Missing Artefacts
 33

MISSION BRIEFING
Intelligence reports indicate precious relics were being transported through this region, before their escorts were killed. Their exact whereabouts are yet to be confirmed. Locate and secure the artefacts at all costs - we cannot allow them to fall into the enemy hands. Honour and faith demand it.

MISSION RULES
Precious Objectives: After players have chosen their deployment zones, but before they declare reserves and transports, the players reposition the objective markers labelled A and B as described below:
  • First, the Attacker repositions either one objective marker labelled A or one objective marker labelled B.
  • Secondly, the Defender repositions one objective marker labelled A and one objective marker labelled B (an objective marker cannot be repositioned more than once).
  • Finally, the Attacker repositions the last objective market labelled A or B that has yet to be repositioned.
In all cases, when an objective marker is repositioned, you set it up wholly within 6" horizontally of its original position, and not on or within any Obstacles or Defensible Terrain features.

After all objective markers have been repositioned, each player secretly notes down one of the objective markers that is within their opponent’s territory to be a Priority objective marker (this cannot be the objective marker in the centre of the battlefield). After both players have deployed their armies, they then reveal their choices to their opponent.

PRIMARY OBJECTIVES
This mission has two primary objectives.

TAKE AND HOLD
Progressive Objective

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

At the end of each players Command phase, the player whose turn it is scores 4 victory points for each of the following conditions they satisfy (for a maximum of 12 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. In the fifth battle round, the player who has the second turn does not score any victory points at the end of their Command phase; instead, at the end of their turn, they score 4 victory points for each of the above conditions they satisfy (for a maximum of 12 victory points).

PRECIOUS ARTEFACTS
Progressive Objective

The recovery of the relics being transported through the region are vital to demonstrate our faith, and the morale of our people. Spare no efforts in securing them and ensuring that they do not fall into enemy hands.

At the end of each player’s turn, the player whose turn it is scores 3 victory points if they control the Priority objective marker that is in their own territory.
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.
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.
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.
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.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Defensible (Set to Defend/Hold Steady)
If every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it.

If every model in an INFANTRY unit is within 3" of an Obstacle terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it if, were you to draw a straight line, 1mm in thickness, between the closest parts of the bases (or hulls) of the two closest models in the two units, that line would pass over or through that terrain feature.

A unit cannot Hold Steady or Set to Defend while it is within Engagement Range of any enemy units.

If a unit Holds Steady, any Overwatch attacks made by that unit this phase will score hits on rolls of 5+. If a unit Sets to Defend, it cannot fire Overwatch this phase, but you add 1 to hit rolls when resolving attacks made with melee weapons by models in that unit until the end of the next Fight phase.

  • INFANTRY units can Hold Steady or Set to Defend (if no enemy within Engagement Range}.
  • Hold Steady: Overwatch attacks hit on 5+.
  • Set to Defend: Cannot fire Overwatch but add 1 to hit rolls in next Fight phase.
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.
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.
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.
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.
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.
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.
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.
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.

The RANGERS keyword is used in the following Aeldari datasheets:

Troops
Reinforcement Units
If a unit is ever added to a Battle-forged army during the battle, it is never considered to be part of a Detachment. This means that it never costs CPs to include them in your army but they will never benefit from any Detachment abilities.

  • Units added to your army during the battle are never part of a Detachment.
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.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.
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.
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.

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.
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.
Factions
A unit's Faction is important when building a Battle-forged army, because most Detachments require all units included in them to be from the same Faction. Importantly, for an army to be Battle-forged it must have an Army Faction (see below).

The Factions that a unit belongs to will be listed in the Faction keywords section of its datasheet.

  • Faction: Described by Faction keywords on a unit's datasheet.
  • If Detachment requires all units to be from the same Faction, they must all share at least one Faction Keyword.

For example: An Intercessor Squad has the IMPERIUM and ADEPTUS ASTARTES Faction keywords, so belongs to both the Imperium and Adeptus Astartes Factions. This means that if an Intercessor Squad was part of a Detachment that specified that all units in it must be from the same Faction, all other units in that Detachment must either be from the Imperium Faction, or they must all be from the Adeptus Astartes Faction.
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.
D33
Some of the rules will ask you to roll a D33. To do so, roll two D3s one after the other: the first dice result determines your ‘tens’ and the second your ‘units’. For example, if you rolled two D3s and the first result was a 2 and the second was a 1, then the D33 result is a 21.

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

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

The PRIMARCH keyword is used in the following datasheets:

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

Chaos: Death Guard, Thousand Sons.
Imperium: Adepta Sororitas, Adeptus Mechanicus.
Xenos: Necrons, Orks, T’au Empire.

The SUPREME COMMANDER 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.
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, as follows:
  • During the first battle round, the Devastator Doctrine is active for your army.
  • During the second battle round, the Tactical Doctrine is active for your army.
  • At the start of the third battle round, select either the Tactical Doctrine or Assault Doctrine: until the end of that battle round, the doctrine you selected is active for your army.
  • During the fourth and subsequent battle rounds, the Assault Doctrine is active for your army.
Unless specified otherwise, this bonus is not cumulative with any other rules that improve the Armour Penetration characteristic of a weapon (e.g. the Storm of Fire Warlord Trait).

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.

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.

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.).
Crossfire-Exposed

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

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".
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.

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


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

The SHADOWSEER keyword is used in the following Aeldari datasheets:

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

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

Heavy Support
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
© Vyacheslav Maltsev 2013-2022