Welcome to the War Zone Nephilim: 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 is to the secondary objectives. We have taken all of the secondary objectives from every Codex and Codex supplement and placed them in this mission pack, alongside a core set of Nephilim-themed secondary objectives that every faction can use. We have also added a suite of new secondary objectives for factions (and sub-factions) who are yet to get hold of their 9th edition Codex or Codex supplement, with at least one secondary objective that they can select. We have taken this mission pack as an opportunity to review each and every one of these secondary objectives, and - using feedback from the community - have adjusted many of them to address those that were deemed too easy or too difficult to achieve. Finally, we have relaxed the prior restriction on how many faction secondary objectives players can select. Beforehand, you were limited to a maximum of one faction secondary objective, but in War Zone Nephilim players can select two or even three of their factions secondary objectives if they wish.
  • We have reduced the number of Command points (CPs) players start the battle with, but we have increased the number of CPs that players gain during the remainder of the battle. Now, players will receive 1CP in each player’s Command phase, instead of only receiving 1CP in their own Command phase. The result is that players will have roughly the same number of CPs to spend over the course of the battle, but they are more evenly distributed across the game. This makes CPs a more precious resource from the get-go, meaning generals will have to make tough decisions about which Detachments they include in their army and what Stratagems are most vital to use early in the battle, while ensuring players always have a few CPs to use on reactive or opportunistic Stratagems later on.
  • We have made it so that enhancements such as Warlord Traits and Relics can only be taken through the use of Requisition Stratagems; players will no longer receive ‘free’ Relics or Warlord Traits. This is to reinforce the above change, and make the (now smaller) pool of CPs players have at the start of the battle even more precious. Players that want to upgrade one of their characters to have a permanent enhancement during the battle still can - but doing so is likely to limit the number of Stratagems they can utilise in the earliest stages of the game. We have also included two Stratagems - Relic and Warlord Trait - so that every faction in the 41st Millennium can still personalise their Warlord if they so choose.
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 Nephilim: Grand Tournament Mission Pack
  War Zone Nephilim: Grand Tournament Mission PackExpansion9Indomitus 1.0August 2022

FAQ

Q:If a named character has several listed Warlord Traits (e.g. Mortarion, Magnus the Red), how many Command points are required in order to give that model their Warlord Traits – is it 1CP for all of them, or 1CP per Warlord Trait?
A:
1CP (a single use of the Warlord Trait Stratagem) will give a named character all of their listed Warlord Traits.

WAR ZONE NEPHILIM: GRAND TOURNAMENT GAMES

A War Zone Nephilim: 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 (CPs) each player starts with when they begin mustering their army, are shown in the table below.

ARMY
BATTLE SIZEPOINTS LIMITCOMMAND POINTS
Incursion10003
Strike Force20006

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. Players can only give models in their army Relics or Warlord Traits if they have used a Requisition Stratagem to acquire them. Both players have access to the two Stratagems below.

WARLORD TRAIT1CP
Core Stratagem – Requisition Stratagem

The noble, treacherous or brutal champions who lead armies across the galaxy have skills that mark them as the greatest of their kind.

Use this Stratagem before the battle, when you are mustering your army, after selecting your WARLORD. If your WARLORD is a CHARACTER model, determine a Warlord Trait for them (this must be a Warlord Trait they could have). You can only use this Stratagem once.
RELIC1CP
Core Stratagem – Requisition Stratagem

Ancient, myth-wreathed artefacts and weapons heavy with power are reserved for the greatest masters of war.

Use this Stratagem before the battle, when you are mustering your army, after selecting your WARLORD. Select one CHARACTER model from your army that is not a named character; give that model one Relic (this must be a Relic they could have). You can only use this Stratagem once.

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 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:
  • The <ALLEGIANCE> keyword - this can be different for different units in a player’s army.
  • The DREADBLADE and FREEBLADE keywords - these units can have different selectable Faction keywords to other units in a player’s army.
  • SPECIALIST MOB units.
If a player’s army includes one or more Super-heavy Auxiliary Detachments, they can change the Command Benefits of one of them to: ‘+3 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 or TYRANIDS’.

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.

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).

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 aims of the battle. Each mission will also list one or more additional mission rules that will apply for the duration of the battle, and a series of primary objectives that award victory points to the players. 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 must secretly write down three secondary objectives that they will use in the coming battle. By default, each player will use the following three: Assassination; Grind Them Down; Behind Enemy Lines. However, each player can instead select up to three different secondary objectives to replace these. The secondary objectives that players can select from can be found here - players cannot select any secondary objectives from a Codex or Codex supplement.

Once both players have written down the secondary objectives they will use in the battle, they reveal them 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. Each Dedicated Transport unit from your army must start the battle with one or more friendly models embarked within it. If this is not possible, that Dedicated Transport unit cannot be set up and is treated as having been destroyed.

No more than half the total number of units in a players 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 Nephilim: 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 Nephilim: 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.

Some secondary objectives include conditions that can reduce your victory points at the end of the battle. If such conditions apply, first add up all the victory points you scored from that secondary objective (to a maximum of 15), then reduce the total as instructed by that secondary objective (to a minimum of 0).

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 players 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 selected 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.

Some Progressive objectives will award victory points ‘each time’ an enemy model/unit is destroyed. A model/unit can, if it is resurrected for any reason (i.e. it was destroyed and subsequently returned to the battlefield), potentially contribute several victory points due to these types of objectives (assuming it is resurrected and subsequently destroyed several times over).

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.

Nephilim Secondary Objectives

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

By default, each player will use the following three secondary objectives during their War Zone Nephilim battle: Assassination; Grind Them Down; Behind Enemy Lines. However, each player can instead select up to three different secondary objectives to replace these.

The secondary objectives that players can select from can be found below - players cannot select any secondary objectives from a Codex or Codex supplement.

If a secondary objective appears only when corresponding Faction filter is selected, it is a faction secondary objective and it can only be selected by a player if every unit from their army (excluding AGENT OF THE IMPERIUM, AGENT OF CHAOS and UNALIGNED units) is from the appropriate faction.

For example, if every unit from a player’s army has the NECRONS Faction keyword, they can select any of the Necrons secondary objectives.

Each secondary objective belongs to one of the following categories: Purge the Enemy; No Mercy, No Respite; Battlefield Supremacy; Warpcraft; Shadow Operations. Players cannot choose more than one secondary objective from each category. Note that in War Zone Nephilim games, players can now select up to three faction secondary objectives, provided all three of their secondary objectives are from different categories.

The players can score a maximum of 15 victory points from each secondary objective (any excess victory points are discounted).

Space Marines and Chaos Space Marines

Space Marines (who have the ADEPTUS ASTARTES Faction keyword) and Chaos Space Marines (who have the TRAITORIS ASTARTES Faction keyword) each have a set of faction secondary objectives that players can select from. In addition, depending on your choice of sub-faction - i.e. your army’s Chapter or Legion, respectively - there are additional secondary objectives that you can select from, as explained below.

If every unit from a player’s army (excluding AGENT OF THE IMPERIUM, AGENT OF CHAOS or UNALIGNED units) is from the same Chapter or Legion, that player can also select from the appropriate Chapter or Legion secondary objectives.

For example, if every unit from a player’s army is from the Dark Angels Chapter, that player can select one or more secondary objectives from the Adeptus Astartes ones, and/or one or more from the Dark Angels secondary objectives.

Similarly, if every unit from a player’s army is from the Word Bearers Legion, that player can select one or more secondary objectives from the Traitoris Astartes ones, and/or the Word Bearers secondary objective (Exalt the Dark Gods).

Successor Chapters and Legions

If every unit from your army (excluding AGENT OF THE IMPERIUM and UNALIGNED units) is from the same successor Chapter, you can select the faction secondary objectives of your Chapter’s First Founding Chapter. If you do so, your Chapter’s units count as having the keyword of their First Founding Chapter for the purposes of that secondary objective. The only exception to this is if your Chapter is Black Templars; if so, you cannot use the Imperial Fists secondary objective (Bolster Barricades), even though the Black Templars are successors of the Imperial Fists.

If every unit from your army (excluding AGENT OF CHAOS and UNALIGNED units) is from the same Legion, but that Legion does not have any Legion rules in Codex: Chaos Space Marines, then you can select the faction secondary objectives of the Legion whose rules you are using. If you do so, your Legion’s units count as having the keyword of the same Legion whose rules you are using for the purposes of that secondary objective.

For example, a player has an army in which every unit is from the Howling Griffons Chapter. This is a successor Chapter of the Ultramarines, therefore that player can select the We March for Macragge faction secondary objective, and their units count as having the ULTRAMARINES keyword for the purposes of that secondary objective.

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 unit that is destroyed. At the end of the battle, if the enemy WARLORD is destroyed, score 1 extra victory point.

BRING IT DOWN
End Game Objective

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

At the end of the battle, score victory points for each enemy MONSTER or VEHICLE model that is destroyed, as follows:
  • Score 1 victory point for each of those destroyed models with a Wounds characteristic of 9 or less.
  • Score 2 victory points for each of those destroyed models with a Wounds characteristic of 10-14.
  • Score 3 victory points for each of those destroyed models with a Wounds characteristic of 15-19.
  • Score 4 victory points for each of those destroyed models with a Wounds characteristic of 20 or more.
SLAY THE HERETIC
Progressive Objective

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

At the end of the battle round:
  • Score 1 victory point for each enemy unit destroyed by an attack made with a bolt weapon by an ADEPTUS MINISTORUM unit from your army (to a maximum of 5 victory points per battle).
  • Score 1 victory point for each enemy unit destroyed by an attack made with a flame weapon by an ADEPTUS MINISTORUM unit from your army (to a maximum of 5 victory points per battle).
  • Score 1 victory point for each enemy unit destroyed by an attack made with a melta weapon by an ADEPTUS MINISTORUM unit from your army (to a maximum of 5 victory points per battle).
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.

At the end of the battle, score victory points as follows:
  • Score 2 victory points (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 (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 (to a maximum of 5 victory points) for each enemy unit that was destroyed as the result of an attack made with a Pistol or Melee weapon by an ADEPTUS ASTARTES unit from your army while the Assault Doctrine was active for your army.
AURIC MORTALIS
End Game Objective

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

If you select this objective, during the Resolve Pre-battle Abilities step of the mission, select one PRIMARCH or SUPREME COMMANDER unit from your opponent’s army to be marked for death (see below). If no such unit exists, select the unit from your opponent’s army with the highest points value (excluding AIRCRAFT units) to be marked for death. If two or more units are tied, you choose between them. A unit’s points value includes the points of all weapons, wargear and upgrades it has.

At the end of the battle, score victory points as follows:
  • Score 5 victory points if the unit you selected to be marked for death is destroyed.
  • Score 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.
  • Score 5 victory points if both of the above are true and the unit you selected to be marked for death was not within your deployment zone when it was 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.

At the end of the battle, score 3 victory points for each enemy model that is destroyed 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.
Models that were not destroyed by ADEPTUS MECHANICUS models from your army do not count towards this secondary objective.
BY LASGUN AND BAYONET
Progressive Objective

For many officers, the answer to most battlefield problems lies in unleashing the full firepower at one’s command. Should the foe persist, one should order the charge.

Score 1 victory point each time an enemy unit that started the turn within range of an objective marker is destroyed by an ASTRA MILITARUM unit from your army.
BATHE YOUR BLADE IN THE BLOOD OF THE 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.

If you select this objective, during the Resolve Pre-battle Abilities step of the mission, select one BLACK TEMPLARS CHARACTER model from your army to issue the challenge, then select one CHARACTER model from your opponent’s army to accept the challenge. 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 is 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 an attack made by the model that issued the challenge.
If the model that accepted the challenge is a Strategic Reserve or Reinforcement unit and is destroyed as a result of not arriving on the battlefield, all of the above conditions are considered to have been satisfied.

If all three of these conditions are satisfied during the battle, you immediately gain 1 Command point.
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.

If you select this objective, during the Resolve Pre-battle Abilities step of the mission, select one BLOOD ANGELS CHARACTER model from your army to issue the challenge, then select one CHARACTER model from your opponent’s army to accept the challenge. 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 is 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 an attack made by the model that issued the challenge.
If the model that accepted the challenge is a Strategic Reserve or Reinforcement unit and is destroyed as a result of not arriving on the battlefield, all of the above conditions are considered to have been satisfied. If all three of these conditions are satisfied during the battle, your opponent immediately loses 1 Command point (to a minimum of 0).
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, during the Resolve Pre-battle Abilities step of the mission, select one CHARACTER model from your opponent’s army. At the end of the battle, score victory points as follows:
  • Score 3 victory points if the selected enemy model is destroyed.
  • Score 3 additional 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 unit of the DARK ANGELS model 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 select this objective, during the Resolve Pre-battle Abilities step of the mission, select three Battlefield Roles (HQ, Troops, etc.) from the units in your opponent’s army. 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 4 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.

At the end of the battle, score victory points for each enemy unit destroyed by a GREY KNIGHTS unit from your army during the battle 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.
At the end of the battle, reduce the number of victory points scored from this secondary objective by 1 for each DAEMON unit that is on the battlefield that is not below Half-strength. For the purposes of this secondary objective, units with a Starting Strength of 1 are considered to be below Half-strength at the end of the battle if their remaining number of wounds is less than half their starting Wounds characteristic.
DUEL OF HONOUR
End Game Objective

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

If you select this objective, during the Resolve Pre-battle Abilities step of the mission, identify the enemy WARLORD. and the two units from your opponent’s army that have the highest points value (excluding the enemy WARLORD), and make a note of them on your army roster (if two or more units are tied, your opponent can choose between them). If your opponent’s army has three or fewer units, then you instead identify all the units in your opponent’s army. A unit’s points value includes the points of all weapons, wargear and upgrades it has.

At the end of the battle, for each identified enemy unit that is destroyed, you score a number of victory points if that unit was destroyed during the battle by an IMPERIAL KNIGHTS unit from your army. If a unit splits into several smaller units during the battle, all of those separate units must be destroyed for the original unit to count as being destroyed for the purposes of this secondary objective.

The number of victory points scored depends on how the enemy unit was destroyed, as shown in the table below.

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

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

At the end of the battle, if the enemy WARLORD is destroyed, you score 1 additional victory point.

At the end of the battle, you must reduce the number of victory points you have scored from this secondary objective by 1 for each of the identified units that has not been destroyed.

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

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

At the end of the battle round, score victory points as follows (for a maximum of 5 victory points):
  • Score 2 victory points if any CHARACTER units were destroyed by a SPACE WOLVES unit from your army this battle round. If no CHARACTER units were destroyed, but a CHARACTER unit suffered 1 or more wounds as the result of attacks made by SPACE WOLVES units from your army this battle round, score 1 victory point instead.
  • Score 3 victory points if any MONSTER or VEHICLE units were destroyed by a SPACE WOLVES unit from your army this battle round. If no MONSTER or VEHICLE units were destroyed, but a MONSTER or VEHICLE unit suffered 1 or more wounds as a result of attacks made by SPACE WOLVES units from your army this battle round, score 1 victory point instead.
A CHARACTER MONSTER or CHARACTER VEHICLE unit counts towards both parts of this objective. For example, if a SPACE WOLVES unit from your army destroyed a CHARACTER MONSTER unit, you would score 5 victory points as a result.
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.

If you select this objective, during the Resolve Pre-battle Abilities step of the mission, select one SPACE WOLVES CHARACTER model from your army to issue the challenge, then select one CHARACTER model from your opponent’s army to accept the challenge. 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 is 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 an attack made by the model that issued the challenge.
If the model that accepted the challenge is a Strategic Reserve or Reinforcement unit and is destroyed as a result of not arriving on the battlefield, all of the above conditions are considered to have been satisfied. If all three of these conditions are satisfied during the battle, you immediately gain 1 Command point.
LIGHTNING STRIKE
Progressive Objective

To slay with a single blow is the mark of a true hunter, and so the White Scars appear from nowhere, a blur of ivory armour and flashing blades, before they are gone, leaving only their headless foes in their wake.

At the end of your turn:
  • Score 3 victory points for each enemy CHARACTER or MONSTER unit that was destroyed by a melee attack made by a WHITE SCARS unit from your army that made a charge move this turn.
  • Score 1 victory point for each other enemy unit that was destroyed by a melee attack made by a WHITE SCARS unit from your army that made a charge move this turn.
  • Score 1 victory point for each enemy unit that was destroyed by a ranged attack made by a WHITE SCARS unit from your army that Advanced this turn.
You can score a maximum of 5 victory points per battle round from this secondary objective.
A FITTING CHALLENGE
Progressive and End Game Objective

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

If you select this objective, during the Resolve Pre-battle Abilities step of the mission, identify which three units from your opponent’s army have the highest points value, and make a note of them (if two or more units are tied, your opponent can choose between them). If your opponent’s army has three or fewer units, then you instead identify all the units in your opponent’s army. A unit’s points value includes the points of all weapons, wargear and upgrades it has.

At the end of the battle round, score a number of victory points for each identified unit that was destroyed during the battle by a CHAOS KNIGHTS unit from your army (to a maximum of 6 victory points per battle round). If a unit splits into several smaller units during the battle, all of those separate units must be destroyed for the original unit to count as being destroyed for the purposes of this secondary objective.

The number of victory points scored depends on the battle round during which each unit was destroyed, as shown in the table below.

A FITTING CHALLENGE
BATTLE ROUNDVICTORY POINTS
16
25
34
43
52

At the end of the battle, reduce the number of victory points you have scored from this secondary objective by 1 for each of the identified units that has not been destroyed. If a unit was destroyed, but was then resurrected or otherwise returned to the battlefield and subsequently destroyed again, then for the purposes of this secondary objective it was destroyed during the battle round in which it was last removed from the battlefield.

Example: If one of the identified units was destroyed during the first battle round, another was destroyed during the fourth battle round and the third was destroyed during the fifth battle round, you would score 11 victory points from this secondary objective. If two of the identified units were destroyed during the second battle round, but one was not destroyed at the end of the battle, you would score 9 victory points from this secondary objective.
SPECIMENS FOR THE SPIDER
Progressive and End Game Objective

Bile’s endless gruesome experiments require a constant influx of rarefied and exotic specimens. His creations are often dispatched to seize hulking xenos monstrosities, genetic aberrations or individuals carrying arcane knowledge or bio-tech artefacts.

At the end of the battle round:
  • Score 3 victory points if one or more CHARACTER or MONSTER units were destroyed by a melee attack made by a CREATIONS OF BILE model from your army this battle round.
  • Score 2 victory points if one or more units (excluding CHARACTER, MONSTER or VEHICLE units) were destroyed by a melee attack made by a CREATIONS OF BILE model from your army this battle round.
At the end of the battle, if one or more ADEPTUS ASTARTES, SANCTIC ASTARTES or HERETIC ASTARTES units were destroyed by a melee attack made by a CREATIONS OF BILE model from your army during the battle, score 1 additional victory point.
SORCEROUS PROWESS
End Game Objective

The foes witches must be slain as a priority, one by one, and their souls offered up in the name of greater glories.

At the end of the battle:
  • Score 5 victory points for each enemy PSYKER CHARACTER unit that was destroyed in the Psychic phase by a THOUSAND SONS PSYKER unit from your army.
  • Score 3 victory points for each other enemy PSYKER unit that was destroyed in the Psychic phase by a THOUSAND SONS PSYKER unit from your army.
  • Score 2 victory points for each other enemy unit that was destroyed in the Psychic phase by a THOUSAND SONS PSYKER unit from your army.
RISE TO GLORY
Progressive Objective

If the deeds of their champions are worthy enough, it is said the gaze of the Dark Gods will be drawn to the battlefield.

At the end of the battle round, score 2 victory points for each CHARACTER, MONSTER or VEHICLE model destroyed that battle round by a melee attack made by a TRAITORIS ASTARTES CHARACTER model from your army. If such a destroyed model had a Wounds characteristic of 10-19, score 1 additional victory point for destroying that model, or 2 additional victory points for destroying that model if it had a Wounds characteristic of 20 or more or it was the enemy WARLORD. You can score a maximum of 5 victory points per battle round from this secondary objective.

Each time a CHARACTER, MONSTER or VEHICLE model is destroyed by a melee attack made by a TRAITORIS ASTARTES CHARACTER model from your army, roll 2D6. If the result is less than the Wounds characteristic of the destroyed model, gain 1 Command point at the end of the phase.
SKULLS FOR THE SKULL THRONE
End Game Objective

Khorne demands the skulls of the enemy’s greatest champions. Issue your challenge, and claim the Blood God’s due.

If you select this objective, during the Resolve Pre-battle Abilities step of the mission, select one WORLD EATERS CHARACTER model from your army to issue the challenge, then select one CHARACTER model from your opponent’s army to accept the challenge. 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 is 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 an attack made by the model that issued the challenge.
If the model that accepted the challenge is a Strategic Reserve or Reinforcement unit and is destroyed as a result of not arriving on the battlefield, all of the above conditions are considered to have been satisfied. If all three of these conditions are satisfied during the battle, you immediately gain 1 Command point.
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 torturous 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.

At the end of the battle round:
  • Score 3 victory points for each enemy CHARACTER or MONSTER unit that was destroyed by a melee attack made by a DRUKHARI unit from your army this battle round.
  • Score 1 victory point for each other enemy unit that was destroyed by a melee attack made by a DRUKHARI unit from your army this battle round.
You can score a maximum of 5 victory points per battle round from this secondary objective.
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.

At the end of the battle, score 2 victory points for each enemy MONSTER, CAVALRY or BEAST unit that was destroyed by a melee attack made by a DRUKHARI unit from your army. For each of those enemy units that was destroyed by a <WYCH CULT> unit from your army, score 1 additional victory point, and for each of those enemy units that was a TITANIC unit, score 3 additional victory points.
AMBUSH
Progressive Objective

Subtlety, secrecy, stealth. By fighting the enemy and trapping them within one cunning ambush after another, we will overthrow the armies of oppression.

At the end of your turn, score victory points as follows (to a maximum of 4 victory points):
  • Score 1 victory point if one or more enemy units were destroyed this turn by units from your army while they had a crossfire marker.
  • Score 2 victory points if one or more enemy units were destroyed this turn by units from your army that were set up from ambush or from underground this turn.
  • Score 2 victory points 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 of that attack. Note, that enemy unit must have been Exposed as specified here, rather than by any other means (e.g. the Priority Target ability).
GRUDGE MATCH
End Game Objective

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

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

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

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

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

At the end of the battle:
  • Score 3 victory points for each enemy unit that was destroyed by a ranged attack made by a NECRONS NOBLE unit from your army during the battle.
  • Score 4 victory points for each enemy unit that was destroyed by a melee attack made by a NECRONS NOBLE unit from your army during the battle.
In addition, each time an enemy CHARACTER unit is destroyed by a melee attack made by a NECRONS NOBLE unit from your army, gain 1 Command point.
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.

At the end of the battle round, score 2 victory points for each of the following achieved by your ORKS WARLORD (to a maximum of 5 victory points per battle round):
  • An enemy CHARACTER, MONSTER or VEHICLE unit lost any wounds as the result of a melee attack made by your WARLORD this battle round.
  • 5 or more models were destroyed as the result of attacks made by your WARLORD this battle round.
  • An enemy unit was destroyed as the result of an attack made by your WARLORD this battle round.
  • Your WARLORD is within range of an objective marker you control that is not within your deployment zone.
CRANIAL FEASTING
End Game Objective

By cracking open the skulls of prey leaders and thrusting probosces or writhing tendrils into the gory bounty within, ravenous Tyranid organisms digest the very secrets and clans 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 result if that HIVE TENDRIL model has the FEEDER TENDRILS keyword, and adding 2 to the result if the destroyed model has the CHARACTER keyword: on a 6+, you gain 1 Command point.

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

No Mercy, No Respite

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.

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 (excluding VEHICLE, MONSTER or CHARACTER models), add a number of marks to this tally equal to the Wounds characteristic of the destroyed model. 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 tally is 100 or more, you score 2 additional victory points.
A LEAP OF FAITH
Progressive Objective

Faith alone can overturn the universe.

At the end of each players turn, if two Acts of Faith were performed by ADEPTA SORORITAS units from your army that turn, score 1 victory point if it is your turn, or 2 victory points if it is your opponent’s turn. If three or more Acts of Faith were performed by ADEPTA SORORITAS units from your army 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 a maximum of 12 victory points from this secondary objective per battle.
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.

At the end of the battle round, score victory points 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 this battle round.
  • Oath of Honour: Score 1 victory point provided no ADEPTUS ASTARTES units from your army failed a Morale test this battle round, and no ADEPTUS ASTARTES units from your army Fell Back this battle round.
  • Oath of Duty: Score 1 victory point if an ADEPTUS ASTARTES CORE or ADEPTUS ASTARTES CHARACTER unit from your army is wholly within 6" of the centre of the battlefield.
MIGHT OF TERRA
Progressive Objective

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

At the end of the battle round, score 4 victory points if one or more enemy units were destroyed this battle round by an ADEPTUS CUSTODES unit from your army and no ADEPTUS CUSTODES 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.

At the end of the battle round, score 3 victory points if more enemy units were destroyed by ADEPTUS MECHANICUS VEHICLE units from your army this battle round than the number of ADEPTUS MECHANICUS VEHICLE units from your army that were destroyed by enemy units this battle round.
INFLEXIBLE COMMAND
Progressive Objective

Victory often lies in following orders to the letter.

At the end of your turn:
  • Score 2 victory points if every ASTRA MILITARUM INFANTRY unit from your army that is on the battlefield is within 6" of a friendly OFFICER unit.
  • Score 1 victory point if every ASTRA MILITARUM VEHICLE unit from your army that is on the battlefield is within 12" of a friendly VEHICLE OFFICER unit.
  • Score 1 victory point if any enemy units were destroyed by an ASTRA MILITARUM unit from your army this turn while that ASTRA MILITARUM unit was being affected by an Order or Tank Order.
For the purposes of this secondary objective, while an OFFICER unit from your army is embarked within a TRANSPORT model, that TRANSPORT model is also considered to have the OFFICER keyword. In addition, for the purposes of this secondary objective, while an INFANTRY unit from your army equipped with a vox-caster is within 24" of a friendly OFFICER unit, it counts as being within 6" instead if that OFFICER unit is itself within 1" of a friendly COMMAND SQUAD or TEMPESTUS COMMAND SQUAD unit that is also equipped with a vox-caster.
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. For the purposes of the End Game component, you can only score victory points that apply for the Templar Vow you selected at the end of the Read Mission Briefing step, and not for any other vows you selected during the battle.

Progressive Component
At the end of the battle round, score 4 victory points if the number of enemy units destroyed by melee attacks made by BLACK TEMPLARS units from your army this battle round is greater than the number of BLACK TEMPLARS units from your army destroyed this battle round. You can score a maximum of 12 victory points per battle from this component.

End Game Component
At the end of the battle, score 3 victory points if any of the following conditions are satisfied:
  • You selected the Suffer Not the Unclean to Live vow before the battle, and the enemy WARLORD was destroyed by a melee attack made by a BLACK TEMPLARS CHARACTER unit from your army during the battle.
  • You selected the Uphold the Honour of the Emperor vow before the battle, and a BLACK TEMPLARS INFANTRY unit (excluding CHARACTER units) from your army that is not below Half-strength is in your opponent’s deployment zone at the end of the battle.
  • You selected the Abhor the Witch, Destroy the Witch vow before the battle, and one or more enemy PSYKER CHARACTER units were destroyed by a BLACK TEMPLARS unit from your army during the battle.
  • You selected the Accept Any Challenge, No Matter the Odds vow before the 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 by a BLACK TEMPLARS unit from your army 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.

At the end of the battle round:
  • Score 3 victory points if one enemy unit was destroyed by a DEATH COMPANY unit from your army this battle round. Score 4 victory points instead if two or more enemy units were destroyed by DEATH COMPANY units from your army this battle round.
  • Score 1 additional victory point if one or more DEATH COMPANY units from your army were destroyed by enemy unit’s this battle round.
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 opposition’s commanders can find safe haven from their wrath.

  • At the end of your turn, score 3 victory points 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 during the battle.
  • If any of those enemy units were destroyed in the same turn in which that BLOOD ANGELS unit was set up, score 1 additional victory point.
  • If any of those enemy units were CHARACTER units, score 1 additional victory point.
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 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
Progressive Objective

Every tool at their disposal, every scrap of hard-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 each time an enemy TYRANIDS, AELDARI, ORKS, Necrons or T’AU EMPIRE unit is destroyed by a DEATHWATCH unit from your army.
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 hammer blow of fury before the enemy has any chance to strike back.

At the end of the battle round, score 4 victory points 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 this battle round.
HONOUR OF THE HOUSE
Progressive and End Game Objective

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

At the end of the battle round, if you have 6 Honour points or if you have more Honour points than you had at the start of the battle round, score 2 victory points. In addition, at the end of the battle:
  • Score 3 additional victory points if your army is Virtuous.
  • Score 2 additional victory points if your army is Honoured.
  • If your army is Dishonoured, reduce the number of victory points you have scored from this secondary objective by 3.
COLD FURY
Progressive Objective

The honoured ancients and machine spirits have been roused to war - let the enemy feel their wrath.

At the end of your turn, score 1 victory point for each of the following conditions you satisfy (for a maximum of 4 victory points):
  • One or more IRON HANDS VEHICLE units (excluding AIRCRAFT units) from your army are wholly within your opponent’s deployment zone.
  • One or more IRON HANDS VEHICLE units (excluding AIRCRAFT units) from your army are wholly within 6" of the centre of the battlefield.
  • One or more enemy units were destroyed by ranged attacks made by IRON HANDS VEHICLE units from your army this turn.
  • One or more enemy units were destroyed by melee attacks made by IRON HANDS VEHICLE units from your army this turn.
THE PROMETHEAN CREED
Progressive Objective

The Salamanders’ tenets of battle utilise an unbreakable anvil of resilient troops to absorb the fury of the foe before several decisive hammer blow counter-attacks sweep the stymied enemy away and burn them to ash.

In your first Command phase, select one objective marker that is not within your deployment zone.
  • At the end of each of your Command phases, if you control that objective marker and a SALAMANDERS CORE INFANTRY unit from your army is within range of it, score 2 victory points.
  • Each time an enemy unit is selected to shoot or fight, if it selects a SALAMANDERS INFANTRY unit from your army that is within range of that objective marker as the target of one or more of its attacks, but it does not destroy that unit as a result of those attacks, score 1 victory point (to a maximum of 3 victory points per turn).
  • At the end of each player’s turn, if one or more enemy units were destroyed by attacks made by a SALAMANDERS INFANTRY unit from your army that turn while that SALAMANDERS INFANTRY unit was within range of that objective marker, score 1 victory point (score 2 victory points instead if one or more models in any of those destroyed units were destroyed as a result of attacks made with flame or melta weapons that turn).
A MIGHTY SAGA
Progressive Objective

The commanders of the Space Wolves are cunning strategists and savage combatants of exceptional skill, and prove it in every battle.

At the end of the battle round, score 2 victory points for each of the following achieved by your SPACE WOLVES WARLORD (to a maximum of 5 victory points per battle round):
  • An enemy CHARACTER, MONSTER or VEHICLE unit lost any wounds as the result of a melee attack made by your WARLORD this battle round.
  • 5 or more models were destroyed as the result of attacks made by your WARLORD this battle round.
  • An enemy unit was destroyed as the result of an attack made by your WARLORD this battle round.
  • Your WARLORD is within range of an objective marker you control that is not within your deployment zone.
NOURISHED BY TERROR
Progressive Objective

As creatures born of extremes of emotion, daemons find themselves strengthened by unchecked thoughts and unguarded fears. With every victim who succumbs to panic, every mind that snaps beneath the weight of supernatural horror, the warp entities are further empowered.

  • Each time an enemy model flees the battlefield, score 1 victory point.
  • Each time an enemy unit is destroyed by a CHAOS DAEMONS unit from your army (excluding HERETIC ASTARTES units), before removing the last model in that destroyed unit from the battlefield, roll 2D6: if the result equals or exceeds the Leadership characteristic of that enemy model, score 1 victory point. A unit can, if it is resurrected for any reason (i.e. it was destroyed and subsequently returned to the battlefield), potentially contribute victory points due to this secondary objective several times (assuming it is resurrected and subsequently destroyed several times over, and your 2D6 result equals or exceeds that model’s Leadership characteristic each time).
PATH OF DESTRUCTION
Progressive Objective

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

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

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

  • At the end of each player’s turn, score 1 victory point if seven or more enemy models were destroyed by attacks made by DEATH GUARD models from your army that turn. If seven or more of those enemy models were destroyed by attacks made with plague weapons that turn, score 1 additional victory point.
  • At the end of each Morale phase, score 2 victory points if one or more enemy units failed a Morale test that phase. If any of those enemy units had one or more models destroyed by attacks made with plague weapons this turn, score 1 additional victory point.
ADORN THE CANVAS ECLECTIC
Progressive Objective

Since their foundation, the Emperor’s Children have sought to master every art of warfare. Each new war zone is treated as a gruesome canvas, one to be adorned with the most varied expressions of the Legion’s innate superiority.

At the end of the battle round, score 1 victory point for each of the following conditions you satisfy:
  • You control more objective markers than your opponent.
  • More enemy units were destroyed by ranged attacks made by EMPEROR’S CHILDREN units from your army this battle round than vice versa (i.e. the number of EMPEROR’S CHILDREN units from your army that were destroyed by ranged attacks made by enemy units this battle round was lower than the number of enemy units destroyed by ranged attacks made by EMPEROR’S CHILDREN units from your army this battle round).
  • More enemy units were destroyed by melee attacks made by EMPEROR’S CHILDREN units from your army this battle round than vice versa.
  • More enemy CHARACTER units were destroyed by attacks made by EMPEROR’S CHILDREN CHARACTER units from your army this battle round than vice versa.
If all four of the above apply at the end of a battle round, score 1 additional victory point at the end of that battle round (for a maximum of 5 victory points per battle round).
SOW THE SEED, REAP THE FEAR
Progressive Objective

Honouring the ways of their Primarch’s reign of terror on ancient Nostramo, the Night Lords use fear as a weapon as much as bolter and blade, reaping a harvest of bewildered panic and frenzied screams that can bring a war zone, hive city or even an entire world to its knees.

If you select this objective, score 1 victory point each time one of the following happens:
  • An enemy unit fails a Morale test.
  • An enemy unit Falls Back.
  • An enemy unit fails an action.
In addition, each time an enemy unit is destroyed by a melee attack made by a NIGHT LORDS model from your army, before removing the last model in that enemy unit from the battlefield, roll 2D6: if the result equals or exceeds the Leadership characteristic of that enemy model, score 1 victory point.

A model can, if it is resurrected for any reason (i.e. it was destroyed and subsequently returned to the battlefield), potentially contribute victory points due to this secondary objective several times (assuming it is resurrected and subsequently destroyed several times over, and your 2D6 result equals or exceeds that model’s Leadership characteristic each time).
WRATH OF MAGNUS
Progressive Objective

The Thousand Sons are the ultimate masters of sorcery. Magnus the Red demands they put to shame the feeble efforts of those psykers who refuse to recognise this fact.

You can only select this objective if your opponent’s army includes one or more PSYKER units. At the end of the battle round, score 1 victory point for each of the following conditions that have been satisfied:
  • THOUSAND SONS PSYKER units from your army manifested at least one Witchfire power this battle round, and manifested more Witchfire powers than enemy units did this battle round.
  • THOUSAND SONS PSYKER units from your army manifested at least one Blessing power this battle round, and manifested more Blessing powers than enemy units did this battle round.
  • THOUSAND SONS PSYKER units from your army manifested at least one Malediction power this battle round, and manifested more Malediction powers than enemy units did this battle round.
Psychic powers manifested by MAGNUS THE RED do not count towards this secondary objective.
THE LONG WAR
Progressive Objective

Chaos Space Marines have been razing cities and conquering worlds across the galaxy for millennia in their Long War against the False Emperor.

At the end of your turn:
  • Score 1 victory point for each enemy unit that was destroyed by a TRAITORIS ASTARTES unit from your army this turn and was within range of an objective marker at the start of this turn.
  • Score 2 victory points if you control any objective markers that were controlled by your opponent at the start of this turn and a TRAITORIS ASTARTES unit from your army is within range of any of those objective markers.
You can score a maximum of 3 victory points per turn from this secondary objective.
WRATH OF KHAINE
Progressive Objective

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

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

Sowing terror in the foes 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.

Score 1 victory point each time one of the following happens:
  • An enemy unit fails a Morale test.
  • An enemy unit Falls Back.
  • An enemy unit fails an action.
In addition, each time an enemy unit is destroyed by a melee attack made by a DRUKHARI model from your army, before removing the last model in that enemy unit from the battlefield, roll 2D6: if the result equals or exceeds the Leadership characteristic of that enemy model, score 1 victory point. A model can, if it is resurrected for any reason (i.e. it was destroyed and subsequently returned to the battlefield), potentially contribute victory points due to this secondary objective several times (assuming it is resurrected and subsequently destroyed several times over, and your 2D6 result equals or exceeds that models Leadership characteristic each time).
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 are satisfied:
  • You control an objective marker you did not control at the start of the turn and a HARLEQUINS unit from your army is within range of that objective marker.
  • A HARLEQUINS unit from your army is wholly within your opponent’s deployment zone.
  • Two or more enemy units were destroyed by an attack made with a ranged weapon by a HARLEQUINS model from your army this turn.
  • Two or more enemy units were destroyed by an attack made with a melee weapon by a HARLEQUINS model from your army this turn.
THE ANCESTORS ARE WATCHING
Progressive Objective

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

At the end of each phase, score 2 victory points if one of more enemy units that had 1 or more Judgement tokens was destroyed by a VOTANN unit from your army during that phase. Score an additional 1 victory point for each of those enemy units that had 3 or more Judgement tokens when it was destroyed. At the end of the battle, reduce the number of victory points you have earned from this secondary objective by 1 (to a minimum of 0) for each unit that is on the battlefield (or that is embarked on a TRANSPORT that is itself on the battlefield) that - has 1 or more Judgement tokens.
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 select this objective, during the Resolve Pre-battle Abilities step of the mission, your opponent must select 3 objective markers on the battlefield. When doing so, they cannot select objective markers that are in their deployment zone unless they have already selected all objective markers that are in no man’s land.

At the end of your turn, score victory points if you control one or more of those selected objective markers, as shown in the table below.

THE TREASURES OF AEONS
NUMBER OF SELECTED OBJECTIVE MARKERS YOU CONTROLVICTORY POINTS
12
23
35
STOMP’EM GOOD
Progressive Objective

Orks love crushing enemies with powered claws or mighty choppas.

At the end of the battle round:
  • Score 3 victory points if the number of enemy units destroyed by melee attacks made by ORKS units from your army this battle round is more than the number of non-GRETCHIN units from your army destroyed by melee attacks this battle round.
  • Score 1 additional victory point if the number of enemy units destroyed by melee attacks made by ORKS units from your army this battle round is at least 2 and is at least double the number of non-GRETCHIN units from your army destroyed by melee attacks this battle round.
A CLEAN VICTORY
End Game Objective

A sloppy and costly victory is, to the Tau, no victory at all.We must execute the battle plan with faultless efficiency, and in so doing avoid unnecessary losses.

At the end of the battle round:
  • Score 1 victory point if one or more enemy units were destroyed by T’AU EMPIRE units from your army this battle round.
  • Score 3 victory points if three or more enemy units were destroyed by T’AU EMPIRE units from your army this battle round.
If you selected the Mont’ka Tactical Philosophy at the start of the battle, you can only score victory points from this secondary objective at the end of battle rounds one, two and three. If you selected the Kauyon Tactical Philosophy at the start of the battle, you can only score victory points from this secondary objective at the end of battle rounds three, four and five.
SYNAPTIC INSIGHT
Progressive Objective

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

If you select this objective, keep a Synaptic Kill points tally. Reset your Synaptic Kill points tally to 0 at the start of each battle round. Each time an enemy model is destroyed by a SYNAPSE model from your army:
  • If that enemy model had a Wounds characteristic of 3-5, gain 1 Synaptic Kill point.
  • If that enemy model had a Wounds characteristic of 6-9, gain 2 Synaptic Kill points.
  • If that enemy model had a Wounds characteristic of 10 or more, gain 3 Synaptic Kill points.
At the end of the battle round, score 3 victory points if your Synaptic Kill points tally is 4 or more. You can score a maximum of 12 victory points per battle from this secondary 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 Ritual Points tally; add 1 to that tally each time a unit from your army 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 Points tally is 1, score 7 victory points if your tally is 2, or score 12 victory points if your tally is 3 or more.
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.

In addition, if the result of the Psychic test is equal to or greater than the Leadership characteristic of any enemy CHARACTER models within 24" of the PSYKER unit that completed this psychic action, you gain 1 Command point at the end of the phase.
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.

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

Purifying Ritual (Psychic Action - Warp Charge 5): One or more GREY KNIGHTS PSYKER units from your army can attempt to perform this psychic action in your Psychic phase. Each unit from your army that starts to perform this psychic action must be within range of a different objective marker you control that has not been purified by your army this turn. If this psychic action is completed, that objective marker is said to have been purified by your army this turn.

At the end of your turn, score victory points depending on the number of objective markers purified by your army this turn, as shown in the table below.

PURIFYING RITUAL
OBJECTIVES PURIFIED BY YOUR ARMY THIS TURNVICTORY POINTS
11
22
34
4+5
MUTATE LANDSCAPE
Progressive Objective

Where the Thousand Sons tread, the once stable nature of reality unravels, flora, fauna and even the very land itself erupting into uncontrolled mutation.

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

Mutate Landscape (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 you control that has not yet been mutated by your army. If this psychic action is completed, that objective marker is said to have been mutated by your army.

Score 3 victory points each time a unit from your army completes this psychic action.
SCRY FUTURES
Progressive Objective

By touching certain battlefield artefacts, the seers of the craftworlds can ascertain those objects’ future roles in the many paths of fate.

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

Scry Futures (Psychic Action - Warp Charge 4): One ASURYANI 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 you control that has not yet been scried by your army (see below). If this psychic action is completed, that objective marker is said to have been scried by your army.

Score 3 victory points each time a unit from your army completes this 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, SHADOWSEER units from your army can attempt the following psychic action:

Weave Veil (Psychic Action - Warp Charge 3): One SHADOWSEER model from your army can attempt to perform this psychic action in your Psychic phase if it is within 18" of an enemy unit that has not yet been veiled by your army (see below). If this psychic action is completed, select one enemy unit that has not yet been veiled by your army and is within 18" of the SHADOWSEER model that completed this psychic 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 this psychic action.

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" away from any other table quarter. 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" away from any other table quarter. A qualifying unit is one that has a Starting Strength of 3 or more models, or one that contains 1 or more VEHICLE or MONSTER models (excluding AIRCRAFT models).
DEFEND THE SHRINE
Progressive and End Game Objective

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

If you select this objective, during the Resolve Pre-battle Abilities step of the mission, select one objective marker on the battlefield not in your deployment zone to be the Sacred Shrine objective marker (if the only objective marker on the battlefield is in your deployment zone, then this must be the Sacred Shrine objective marker).
  • At the end of your turn, score 3 victory points if you control the Sacred Shrine objective marker and an ADEPTUS MINISTORUM unit from your army is within range of that objective marker.
  • At the end of the battle, if your opponent controls the Sacred Shrine objective marker, reduce the number of victory points you have scored from this secondary objective by 3 (to a minimum of 0).
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.

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

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

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

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

If you select this objective, during the Resolve Pre-battle Abilities step of the mission, 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 and an ADEPTUS MECHANICUS unit from your army is within range of that objective marker.
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.

If you select this objective, during the Resolve Pre-battle Abilities step of the mission, your opponent must select one objective marker on the battlefield not within their deployment zone to be the Hidden Archeovault objective marker (if the only objective marker on the battlefield is in the enemy’s deployment zone, then this must be the Hidden Archeovault objective marker).

At the end of the battle round, score 4 victory points if you control the Hidden Archeovault objective marker and an ADEPTUS MECHANICUS unit from your army is within range of that objective marker.
BOOTS ON THE GROUND
Progressive Objective

Casualties are of minor importance when more waves of soldiery can be hurled forward to flood the war zone.

At the end of each of your turns (excluding the first):
  • Score 1 victory point for each table quarter that has one or more <REGIMENT> INFANTRY units from your army wholly within it (excluding CHARACTER models and units that are within 6" of the centre of the battlefield).
  • Score 1 victory point if one or more units from your army equipped with a regimental standard are either wholly within 6" of the centre of the battlefield or wholly within your opponent’s deployment zone.
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.

At the end of your turn, score 2 victory points for each objective marker you control that was controlled by your opponent at the start of that turn, and that has a BLACK TEMPLARS CORE or BLACK TEMPLARS CHAPLAIN unit from your army within range of it.
RELENTLESS ASSAULT
Progressive Objective

The Blood Angels are loathe to resort to defensive strategies, preferring to take the fight to the foe by way of decisive strikes into the heart of the opposition’s lines. To the Blood Angels, enemy territory must be taken and held, the opponent left with nowhere to hide.

At the end of your turn, score 4 victory points if there are more BLOOD ANGELS units from your army in your opponent’s 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 Chapters reputation for indomitability.

In your first Command phase, select one objective marker that is not within your deployment zone. At the end of each of your Command phases, if you control that objective marker and a DARK ANGELS unit from your army with the Objective Secured ability is within range of it, score a number of victory points based on the consecutive number of your Command phases you have controlled that objective marker for and had that unit within range of it, as follows:

STUBBORN DEFIANCE
CONSECUTIVE NUMBER OF YOUR COMMAND PHASESVICTORY POINTS
11
22
33
44
55

Example: At the end of your third Command phase, if you have controlled the selected objective marker for three of your Command phases consecutively, and the same DARK ANGELS unit with the Objective Secured ability was within range of that objective marker at the end of each of those Command phases, you will score 3 victory points from this secondary objective.
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.

At the start of your Command phase, score 4 victory points if there are no enemy units (excluding AIRCRAFT units) wholly within your deployment zone and there is at least one DEATHWATCH unit (excluding AIRCRAFT units) from your army wholly within your deployment zone. You cannot score this secondary objective during the first battle round.
YIELD NO GROUND
Progressive Objective

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

At the end of your turn, score 1 victory point for each of the following conditions you satisfy (for a maximum of 3 victory points):
  • 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.
  • No enemy units (excluding AIRCRAFT units) are wholly within your deployment zone.
  • No IMPERIAL KNIGHTS units from your army ended that turn closer to your battlefield edge than they were at the start of that turn, and no IMPERIAL KNIGHTS units from your army Fell Back that turn.
WARRIOR PRIDE
Progressive Objective

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

At the end of your turn, score 3 victory points if two or more SPACE WOLVES units from your army are within Engagement Range of any enemy units or completed a charge move this turn, and neither of those units are within your deployment zone.
REALITY REBELS
Progressive Objective

The mere presence of daemons is anathema to realspace. The energies of the warp radiate from their unnatural forms, causing the landscape to writhe and mutate insanely at their touch. The more monstrously the landscape is twisted, the less habitable - or even comprehensible - it becomes for mortal beings. The daemons seek to spread this corruptive influence across the galaxy, the better to create an environment that can sustain their otherworldly forms.

At the end of your turn:
  • Score 1 victory point for each table quarter that has one or more CHAOS DAEMONS units from your army (excluding HERETIC ASTARTES units) wholly within it, provided your opponent does not have more units wholly within the same table quarter. For the purposes of this bullet point, exclude any units that are within 6" of the centre of the battlefield.
  • Score 1 victory point if one or more CHAOS DAEMONS units from your army (excluding HERETIC ASTARTES units) are wholly within 6" of the centre of the battlefield.
RUTHLESS TYRANNY
Progressive Objective

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

At the end of your turn:
  • Score 2 victory points if you control half or more of the total number of objective markers on the battlefield and one or more CHAOS KNIGHTS models from your army are within range of each of those objective markers.
  • Score 1 victory point if half or more of the total number of objective markers on the battlefield are within Dread range of one or more CHAOS KNIGHTS models from your army.
  • Score 1 victory point if every objective marker on the battlefield is within Dread range of one or more CHAOS KNIGHTS models from your army.
DESPOILED GROUND
End Game Objective

To the Death Guard, spreading Nurgle’s gifts extends not just to the beings and creatures they fight, but also to the very landscapes they tread upon.

At the end of the battle, score 3 victory points for each of the following conditions you satisfy:
  • One or more DEATH GUARD units from your army are wholly within your opponent’s deployment zone and one or more DEATH GUARD units from your army are wholly within your deployment zone.
  • One or more DEATH GUARD units from your army are wholly within three different table quarters, and those units are all more than 6" from any other table quarter.
  • One or more DEATH GUARD units from your army are wholly within four different table quarters, and those units are all more than 6" from any other table quarter.
  • You control half or more of the total number of objective markers on the battlefield and there are DEATH GUARD units from your army within range of each of those objective markers.
  • Every objective marker on the battlefield is within Contagion range of one or more Contagion abilities that DEATH GUARD 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 you control that WEBWAY GATE. You control it if there is one ASURYANI unit with the Objective Secured ability within 3" of it, or if there are more ASURYANI models from your army within 3" of it than there are enemy models (excluding WEBWAY GATE models).
  • If your army does not include a WEBWAY GATE unit, score a number of victory points equal to the current battle round number if you control the selected objective marker and an ASURYANI unit from your army is within range of that objective marker.
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 meatgrinders 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.

At the end of your turn, score 1 victory point for each table quarter that does not have any enemy units (excluding AIRCRAFT units) wholly within it.
BROODSWARM
Progressive Objective

Our enemies must be driven from every corner of our realm until there is nowhere left for them to flee.

At the end of your turn, score 1 victory point for each of the following conditions you satisfy (for a maximum of 5 victory points):
  • You have more models on the battlefield than your opponent does.
  • You have more models within your opponent’s 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 within no man’s land than your opponent does.
  • All four of the above bullet points apply.
TAKE YOUR PLACES
Progressive Objective

For the Harlequins, every battlefield is an opportunity to tell a story, every player taking their place on the stage at the correct moment.

If you select this objective, during the Resolve Pre-battle Abilities step of the mission, set up one additional objective marker in your opponent’s 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 your Harlequins must take up 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, score 2 victory points if you control two of your Take Your Places objective markers and one or more HARLEQUINS units from your army are within range of each of those objective markers.
  • At the end of your turn, score 4 victory points instead if you control all three of your Take Your Places objective markers and one or more HARLEQUINS units from your army are within range of each of those objective markers.
LAY CLAIM
End Game Objective

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

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

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

At the end of your turn:
  • Score 1 victory point for each table quarter that has no enemy units (excluding AIRCRAFT units) wholly within it.
  • Score 1 victory point if there are no enemy units (excluding AIRCRAFT units) wholly within your deployment zone.
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 end of your turn, score 1 victory point for each table quarter that contains 10 or more ORK models from your army (excluding models that are within 6" of any other table quarter).
DECISIVE ACTION
Progressive Objective

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

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

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

Shadow Operations

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, units from your army can attempt 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 within range of a different objective marker you control and that does not have one of your banners raised on it (see below). The action is completed at the end of your turn. If 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 Command 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 on it.
RETRIEVE NEPHILIM 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 from your army can attempt 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 performing it is still within the same table quarter. If 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.
SACRED GROUNDS
Progressive Objective

Reclaim the Emperor’s dominion and consecrate it.

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

Sacred Grounds (Action): One or more ADEPTA SORORITAS INFANTRY or CULT IMPERIALIS PRIEST 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 range of a different objective marker you control that has not been consecrated by your army (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 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 (it is not considered to be a terrain feature for any other rules purposes).

Each time a unit from your army completes this action, if the objective marker that was consecrated by that action is wholly within your deployment zone, score 1 victory point; otherwise, score 5 victory points.
SPECIAL ORDERS
End Game Objective

Crucial intelligence logged in data-stores has been lost in the field. Secure or expunge this material at all costs.

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

Expunge Intel (Action): One ASTRA MILITARUM INFANTRY unit from your army can start to perform this action at the end of your Movement phase if it is within 12" of a friendly OFFICER unit and it is within range of an objective marker you control that is not within your deployment zone and has not already been expunged by your army (see below). The action is completed at the end of the turn. If completed, that objective marker is said to have been expunged by your army. Roll one D6 each time an objective marker is expunged by your army: on a 6, you gain 1 Command point.

At the end of the battle, score a number of victory points based on how many objective markers have been expunged by your army, as shown in the table below.

SPECIAL ORDERS
NUMBER OF EXPUNGED OBJECTIVE MARKERSVICTORY POINTS
12
25
310
4+15
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 select this objective, during the Resolve Pre-battle Abilities step of the mission, your opponent must select one objective marker on the battlefield not within their deployment zone to be the Stronghold objective marker (if the only objective marker on the battlefield is in the enemy’s deployment zone, then this must be the Stronghold objective marker).

If you select this objective, 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 you control that objective marker. This action is completed at the end of your turn provided the unit performing the action is still within range of the same objective marker.

Each time a unit from your army completes this action, score 4 victory points and roll one D6: on a 6, your opponent loses 1 Command point (to a minimum of 0).
BOLSTER BARRICADES
Progressive Objective

Each warrior of the Imperial Fists is adept at assessing battlefield debris at a glance and finding suitable pieces to drag together into makeshift barricades. Upon taking a position of importance, these defensive maestros will quickly fortify their position with nearby materials, creating an impregnable beachhead to strike onwards from.

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

Bolster Barricades (Action): One IMPERIAL FISTS CORE INFANTRY 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 you control that has not been barricaded by your army (see below). 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 barricaded by your army.

Each time a unit from your army completes this action:
  • If the objective marker that was barricaded by that action was within your deployment zone, score 1 victory point.
  • If the objective marker that was barricaded by that action was not within either player’s deployment zone, score 4 victory points.
  • Until the end of the battle, each time an enemy unit makes an attack that targets an IMPERIAL FISTS INFANTRY unit from your army that is wholly within 6" of an оbiective marker that has been barricaded by your army, that unit receives the benefits of Light Cover and Heavy Cover against that attack.
RENEW THE OATHS
Progressive Objective

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

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

Renew the Oaths (Action): One IMPERIAL KNIGHTS model from your army can start to perform this action at the end of your Movement phase if it is within 6" of the centre of the battlefield. This action is completed at the end of your turn provided the unit performing it is still within 6" of the centre of the battlefield.

Each time a unit from your army completes this action:
  • Score 3 victory points if the action was completed by a non-TITANIC model.
  • Score 4 victory points if the action was completed by a TITANIC model.
  • Score 1 additional victory point if the action was completed by a CHARACTER model.
  • Roll one D6: on a 4+, you gain 1 Honour point.
SECURE OR SABOTAGE
End Game Objective

The enemy are in possession of ammo caches, comms relays and fuel stores. Secure these if you can, or rip them from the foes grasp if not.

If you select this objective, RAVEN GUARD units from your army can attempt the following action:

Plant Explosives (Action): One or more RAVEN GUARD CORE 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 range of a different objective marker you control that does not have explosives planted on it by your army (see below). The action is completed at the end of your turn. If completed, that objective marker is said to have explosives planted on it by your army.

At the end of any player’s turn, for each objective marker that has explosives planted on it by your army, if that objective marker is controlled by your opponent, you can perform a controlled explosion with it. If you do so, that objective marker is no longer said to have explosives planted on it by your army, and for each unit within range of that objective marker roll one D6: on a 2+, that unit suffers 3 mortal wounds. You cannot perform a controlled explosion with an objective marker in the same turn it had explosives planted on it by your army.

At the end of the battle, score 3 victory points for each objective marker that still has explosives planted on it by your army.
WE MARCH FOR MACRAGGE
Progressive Objective

With discipline and training the dauntless sons of Guilliman will execute while they still draw breath. They know a victory can be won by inches or taken in great strides, and so they march to meet the foe no matter the odds, determined to claim the battlefield in the name of Macragge or die in the attempt.

If you select this objective, ULTRAMARINES CORE INFANTRY units from your army can attempt the following action:

Claimed for Macragge (Action): One or more ULTRAMARINES CORE 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 range of a different objective marker you control that is not within your deployment zone and has not been claimed for Macragge by your army. 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 claimed for Macragge by your army.

Score 4 victory points each time a unit from your army completes this action.
INFILTRATE AND SUBVERT
Progressive Objective

Use guile and cunning to infiltrate enemy positions that they foolishly think are safe. Let them discover that all crucial targets behind their front lines have already been secured, and now serve only the Alpha Legion.

If you select this objective, ALPHA LEGION INFANTRY units from your army can attempt the following action:

Subvert (Action): One ALPHA LEGION INFANTRY unit (excluding CHARACTER units) from your army can start to perform this action at the end of your Movement phase if it is wholly within 6" of your opponent’s deployment zone. The action is completed at the end of your next Command phase, provided the unit performing it is still wholly within 6" of your opponent’s deployment zone. If completed, if the unit that performed the action is within range of an objective marker, roll one D6 to see if that objective marker has been subverted. If that unit was a CULTISTS unit, on a 5+ that objective marker is said to have been subverted by your army; otherwise, on a 3+ that objective marker is said to have been subverted by your army. Enemy units can never control objective markers that have been subverted by your army, and can never perform actions while they are within range of any objective markers that have been subverted by your army.

Each time a unit from your army completes this action, score 3 victory points. Score 4 victory points instead if that unit completed this action while wholly within your opponent’s deployment zone.
DESPOIL DOMINIONS
Progressive Objective

The Black Legion leave a trail of destruction in their wake, laying waste to empires and civilisations and paving their path to dominion with acts of savage desolation.

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

Despoil Dominions (Action): One BLACK LEGION INFANTRY or BLACK LEGION BIKER 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 already been despoiled by your army (see below). A unit cannot start this action while there are any enemy units (excluding AIRCRAFT units) within 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 despoiled by your army, and until the end of the battle, each time an enemy unit starts to perform an action while it is within range of that despoiled objective marker, roll one D6: on a 4+, that action immediately fails.

Each time a unit from your army completes this action, if the objective marker that was despoiled by that action was wholly within your deployment zone, score 1 victory point; otherwise, score 4 victory points.
DESPOILERS OF REALITY
Progressive Objective

When the daemonic legions spill through into realspace they bring the Great Game of their dark masters with them. Each daemon seeks to lay claim to reality in their own fashion, extending the realm of their patron deity by corrupting all they touch. Whether it be raising mounds of bloodied skulls, saturating places of power with the raw energies of sorcery or excess, or sowing the seeds of supernatural disease and decay, each such act brings the final victory of the Dark Gods a little closer.

If you select this objective, CHAOS DAEMONS INFANTRY units from your army (excluding HERETIC ASTARTES units) can attempt the following action:

Dark Ritual (Action): One or more CHAOS DAEMONS INFANTRY units from your army (excluding HERETIC ASTARTES units) 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 range of a different objective marker you control that is not within your deployment zone and has not been corrupted by your army (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 completed, that objective marker is said to have been corrupted by your army.

Score 4 victory points each time a unit from your army completes this action.
STORM OF DARKNESS
Progressive Objective

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

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

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

Score 3 victory points each time a unit from your army completes this action.
SPREAD THE SICKNESS
Progressive 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, DEATH GUARD INFANTRY units from your army can attempt the following action:

Spread the Sickness (Action): One DEATH GUARD INFANTRY 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 you control that has not been contaminated by your army (see below). The action is completed at the end of your turn. If completed, if the unit that performed the action has the Objective Secured ability, that objective marker is said to have been contaminated by your army. Otherwise, roll one D6: on a 4+, that objective marker is said to have been contaminated by your army.

Score 3 victory points each time an objective marker in your deployment zone is contaminated by your army, and score 4 victory points each time an objective marker not in your deployment zone is contaminated by your army.
MASTERS OF DEMOLITION
End Game Objective

Perturabo’s sons see every enemy structure as an affront.

If you select this objective, during the Resolve Pre-battle Abilities step of the mission, your opponent must set up three objective markers anywhere on the battlefield that are on ground level, not within 9" of each other, and not within 6" of any battlefield edge. These objective markers cannot be set up on terrain features with the Unstable Position terrain trait, and no more than one of them can be set up within 6" of your opponent’s deployment zone. If it is impossible to set up an objective marker, it is not set up. Each represents a demolition site, but does not count as an objective marker for any rules purposes other than for this objective. IRON WARRIORS INFANTRY units from your army can attempt the following action:

Total Demolition (Action): One IRON WARRIORS INFANTRY unit (excluding CHARACTER units) from your army can start to perform this action at the start of your Movement phase if it is within range of a demolition site objective marker and no enemy units (excluding AIRCRAFT units) are within range of that objective marker. This action is completed at the end of the turn, provided the unit performing it is still within range of the same objective marker. If completed, that objective marker is said to have been demolished by your army, and is removed from the battlefield.

At the end of the battle, score 4 victory points for each demolition site objective marker that was demolished by your army. Score an additional 3 victory points if a demolition site objective marker that was within 6" of your opponent’s deployment zone was demolished by your army.
RAID AND REAVE
Progressive and End Game Objective

Many Red Corsairs assaults have as their foundation the plundering of the foe’s resources. Weapons, fuel, technology, information and slaves are prized trophies, fuelling the warbands next vicious attack.

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

Raid and Reave (Action): One or more RED CORSAIRS INFANTRY or RED CORSAIRS BIKER 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 range of a different objective marker that has not been raided by your army (see below). A unit cannot start this action while there are any enemy units (excluding AIRCRAFT units) within 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 raided by your army, and until the end of the battle the unit that performed the action is said to be carrying spoils of war.

Each time a unit from your army completes this action, if the objective marker that was raided as a result was wholly within your deployment zone, score 1 victory point; if that objective marker was wholly within your opponent’s deployment zone, score 3 victory points; otherwise, score 2 victory points.

At the end of the battle, score 1 victory point for each RED CORSAIRS unit from your army that is carrying spoils of war (score 2 victory points instead if that unit, or a TRANSPORT model it is embarked within, is wholly within your deployment zone).
BURN EMPIRES
Progressive 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, THOUSAND SONS INFANTRY units from your army can attempt the following action:

Burn Empires (Action): One or more THOUSAND SONS INFANTRY units (excluding CHARACTER 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 range of a different objective marker you control that is not within your deployment zone and has not been burned by your army (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 completed, that objective marker is said to have been burned by your army.

Score 4 victory points each time a unit from your army completes this action.
FOR THE DARK GODS
End Game Objective

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

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

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

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

At the end of the battle, score 2 victory points if your For the Dark Gods tally is 1; score 5 victory points if that tally is 2; score 9 victory points if that tally is 3; score 14 victory points if that tally is 4.
EXALT THE DARK GODS
End Game Objective

Lorgar’s sons are driven to venerate the empyrean through vile words and unspeakable deeds. Dark rituals, undertaken at carefully divined sites of power, praise the Chaos Gods and draw the power of the warp to a world.

If you select this objective, keep an Exalt the Dark Gods tally; add 1 to that tally each time a WORD BEARERS unit from your army completes the following action:

Exalt the Dark Gods (Action): One WORD BEARERS INFANTRY unit from your army 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. WORD BEARERS PSYKER units can attempt to manifest psychic powers while performing this action without this action failing. If the unit performing this action is a WORD BEARERS ICON, WORD BEARERS DARK APOSTLE or WORD BEARERS MASTER OF POSSESSION unit, this action is completed at the end of your turn; otherwise, it is completed at the start of your next Command phase. In any case, the action is only completed if the unit performing 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.

At the end of the battle, score 2 victory points if your Exalt the Dark Gods tally is 1; score 5 victory points if that tally is 2; score 9 victory points if that tally is 3; score 15 victory points if that tally is 4 or more.
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 warhosts commanders.

ASURYANI units from your army can attempt the following action:

Scout the Enemy (Action): One ASURYANI 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 Command phase or at the end of the battle (whichever comes first). If 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

ObjectiveIn order to keep our enemies off balance, 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...

If you select this objective, during the Resolve Pre-battle Abilities step of the mission, your opponent must place 2 critical location markers on the battlefield. Each 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, GENESTEALER CULTS and BROOD BROTHERS units from your army can attempt the following action:

Sabotage Critical Location (Action): One or more GENESTEALER CULTS INFANTRY, BROOD BROTHERS INFANTRY or GENESTEALER CULTS 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 range of a different one of your opponent’s critical location markers that you control. 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 completed, you have sabotaged that critical location; remove it from the battlefield.

Score victory points each time a unit from your army completes this action, as shown in the table below.

SABOTAGE CRITICAL LOCATION
BATTLE ROUND IN WHICH THE ACTION WAS COMPLETEDVICTORY POINTS
29
37
46
54
PROSPECTS OF WEALTH
Progressive and End Game Objective

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

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

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

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

Countless worlds across the galaxy harbour quiescent Necron technology waiting to be roused to wakefulness.

If you select this secondary objective, NECRONS CORE and NECRONS CANOPTEK units from your army can attempt the following action:

Awaken Ancient Machinery (Action): At the end of your Movement phase, one NECRONS CORE or NECRONS CANOPTEK unit from your army can start to perform this action if it is within range of an objective marker you control that is not within your deployment zone and which has not already been awakened by your army (see below). If the unit performing this action has the Objective Secured ability, the action is completed at the end of your turn; otherwise, it is completed at the start of your next Command phase or at the end of the battle (whichever comes first). In any case, the action is only completed if the unit performing it is still within range of the same objective marker. If completed, that objective marker is said to have been awakened by your army.

Score 4 victory points each time a unit from your army completes this action.
GET DA GOOD BITZ
Progressive Objective

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

If you select this secondary objective, 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 within range of a different objective marker you control that is not in either player’s deployment zone. If a LOOTAS or GRETCHIN unit is performing this action, it is completed at the end of your turn; otherwise, it is completed at the start of your next Command phase or at the end of the battle (whichever comes first). In any case, the action is only completed if the unit performing it is still within range of the same objective marker.

Score 3 victory points each time a unit from your army completes this action (to a maximum of 5 victory points per battle round).
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 halfway along each battlefield edge. T’AU EMPIRE INFANTRY units from your army can attempt the following action:

Install Targeting Relay (Action): One or more T’AU EMPIRE 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 a different Aerospace Designation marker that has not had a targeting relay installed at it by your army (see below). If a FIRE WARRIOR TEAM unit is performing this action, it is completed at the end of your turn; otherwise, it is completed at the start of your next Command phase or at the end of the battle (whichever comes first). If completed, that Aerospace Designation marker is said to have had a targeting relay installed at it by your army.

At the end of the battle, score a number of victory points based on how many targeting relays were installed by your army, as shown in the table below.

AEROSPACE 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.

If you select this objective, HIVE TENDRIL Troops units from your army can attempt the following action:

Seed Spore Node (Action): One HIVE TENDRIL 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 (see below). The action is completed at the end of your turn. If 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.

Score 4 victory points each time a unit from your army completes this action.

Incursion Missions


War Zone Nephilim: 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
Battle-forged CP Bonus: In this mission, at the start of each player’s Command phase, both players gain 1CP, not just the player whose turn it is. These CPs are Battle-forged CP bonuses, and so the limit of gaining a maximum of 1CP per turn does not apply to CPs gained as a result of this rule.

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 within 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 player’s 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 player’s 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 they did not control at the start of their turn.
  • They destroyed at least one enemy unit that was within range of an objective marker at the start of their turn.

War Zone Nephilim: 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
Battle-forged CP Bonus: In this mission, at the start of each player’s Command phase, both players gain 1CP, not just the player whose turn it is. These CPs are Battle-forged CP bonuses, and so the limit of gaining a maximum of 1CP per turn does not apply to CPs gained as a result of this rule.

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 marker 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 player’s 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 they control that is in no man’s land, as shown below (note that the victory points scored change depending on 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 Nephilim: Grand Tournament — Incursion

Desperate Raid
 13

MISSION BRIEFING
The fighting throughout the Nephilim Sub-sector rages on and on, through haunted cities scoured of inhabitants. As armies become increasingly isolated, they must launch desperate raids into each other’s territories to secure the means to keep fighting on.

MISSION RULES
Battle-forged CP Bonus: In this mission, at the start of each player’s Command phase, both players gain 1CP, not just the player whose turn it is. These CPs are Battle-forged CP bonuses, and so the limit of gaining a maximum of 1CP per turn does not apply to CPs gained as a result of this rule.

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 within 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 player’s 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 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).
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 in their opponent’s deployment zone.

War Zone Nephilim: Grand Tournament — Incursion

Sacred Ground
 21

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

MISSION RULES
Battle-forged CP Bonus: In this mission, at the start of each player’s Command phase, both players gain 1CP, not just the player whose turn it is. These CPs are Battle-forged CP bonuses, and so the limit of gaining a maximum of 1CP per turn does not apply to CPs gained as a result of this rule.

Secure the Rear: In this mission, player A only receives a Battle-forged CP bonus at the start of the Command phase if they control objective marker A, and player B only receives the Battle-forged CP bonus at the start of the 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 player’s 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 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 they control.
Neither player’s victory points can ever be reduced to less than 0.

War Zone Nephilim: Grand Tournament — Incursion

Ascension
 22

MISSION BRIEFING
This battlefield houses 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.

MISSION RULES
Battle-forged CP Bonus: In this mission, at the start of each player’s Command phase, both players gain 1CP, not just the player whose turn it is. These CPs are Battle-forged CP bonuses, and so the limit of gaining a maximum of 1CP per turn does not apply to CPs gained as a result of this rule.

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 the Command phase if their WARLORD is on the battlefield, or if their WARLORD is 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 player’s 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 that 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 Nephilim: 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’ armies 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 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 units) are within range of the same objective marker. The action is completed at the end of your turn, provided the unit performing it is still within range of the same objective marker.

Battle-forged CP Bonus: In this mission, at the start of each player’s Command phase, both players gain 1CP, not just the player whose turn it is. These CPs are Battle-forged CP bonuses, and so the limit of gaining a maximum of 1CP per turn does not apply to CPs gained as a result of this rule.

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 player’s 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 completes the Surge of Faith action (see above), 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 Nephilim: 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’ armies 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 units) are within 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 within range of the same objective marker. If a unit with the Objective Secured ability or a similar rule 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.

Battle-forged CP Bonus: In this mission, at the start of each player’s Command phase, both players gain 1CP, not just the player whose turn it is. These CPs are Battle-forged CP bonuses, and so the limit of gaining a maximum of 1CP per turn does not apply to CPs gained as a result of this rule.

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 player’s 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 players army completed the Inload Data-psalm action this turn, that player scores 1 victory point for each objective marker they currently control (to a maximum of 3 victory points per player per turn).

War Zone Nephilim: 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
Battle-forged CP Bonus: In this mission, at the start of each player’s Command phase, both players gain 1CP, not just the player whose turn it is. These CPs are Battle-forged CP bonuses, and so the limit of gaining a maximum of 1CP per turn does not apply to CPs gained as a result of this rule.

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 players 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 player’s 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 the battle round, each player scores 1 victory point for each enemy unit that was destroyed that battle round (to a maximum of 3 victory points per player per battle round).

War Zone Nephilim: 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, while your supporting forces destroy any hostiles you encounter.

MISSION RULES
In this mission, units from both players’ armies 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 units) within 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 within 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 comes first), provided the unit that is performing this action is still within range of the same objective marker. If completed, that objective marker is said to have been reconnoitred by your army.

Battle-forged CP Bonus: In this mission, at the start of each player’s Command phase, both players gain 1CP, not just the player whose turn it is. These CPs are Battle-forged CP bonuses, and so the limit of gaining a maximum of 1CP per turn does not apply to CPs gained as a result of this rule.

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 player’s 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 left), as shown in the following table:

OBJECTIVE MARKERS RECONNOITRED BY YOUR ARMYVICTORY POINTS
13
26
310
415

Strike Force Missions


War Zone Nephilim: 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
Battle-forged CP Bonus: In this mission, at the start of each player’s Command phase, both players gain 1CP, not just the player whose turn it is. These CPs are Battle-forged CP bonuses, and so the limit of gaining a maximum of 1CP per turn does not apply to CPs gained as a result of this rule.

Recover Relics: In this mission, a player only receives the Battle-forged CP bonus at the start of the Command phase if they control either one or more objective markers in their opponents 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 player’s 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 the battle round, each player scores 1 victory point for each enemy unit that was destroyed that battle round (to a maximum of 3 victory points per player per battle round).

War Zone Nephilim: Grand Tournament — Strike Force

Tear Down Their Icons
 12

MISSION BRIEFING
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’ armies 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 opponent’s 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 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 units) are within range of the same Primed Explosives objective marker. This action is completed at the end of your turn provided the unit performing it is still within range of the same Primed Explosives objective marker. If 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.

Battle-forged CP Bonus: In this mission, at the start of each player’s Command phase, both players gain 1CP, not just the player whose turn it is. These CPs are Battle-forged CP bonuses, and so the limit of gaining a maximum of 1CP per turn does not apply to CPs gained as a result of this rule.

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 player’s 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 Nephilim: 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’ armies 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 deployment zone and no enemy units (excluding AIRCRAFT units) are within range of that objective marker. This action is completed at the end of your turn, provided the unit performing 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 within 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.

Battle-forged CP Bonus: In this mission, at the start of each player’s Command phase, both players gain 1CP, not just the player whose turn it is. These CPs are Battle-forged CP bonuses, and so the limit of gaining a maximum of 1CP per turn does not apply to CPs gained as a result of this rule.

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 player’s 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 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).
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 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 Nephilim: 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
Battle-forged CP Bonus: In this mission, at the start of each player’s Command phase, both players gain 1CP, not just the player whose turn it is. These CPs are Battle-forged CP bonuses, and so the limit of gaining a maximum of 1CP per turn does not apply to CPs gained as a result of this rule.

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 player’s 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 Nephilim: 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
Battle-forged CP Bonus: In this mission, at the start of each player’s Command phase, both players gain 1CP, not just the player whose turn it is. These CPs are Battle-forged CP bonuses, and so the limit of gaining a maximum of 1CP per turn does not apply to CPs gained as a result of this rule.

Leading from the Front: In this mission, a player only receives the Battle-forged CP bonus at the start of the Command phase if their WARLORD is on the battlefield, or if their WARLORD is 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 player’s 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 Nephilim: 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’ armies 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 units) within 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 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 scanned by your army.

Battle-forged CP Bonus: In this mission, at the start of each player’s Command phase, both players gain 1CP, not just the player whose turn it is. These CPs are Battle-forged CP bonuses, and so the limit of gaining a maximum of 1CP per turn does not apply to CPs gained as a result of this rule.

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 player’s 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 Nephilim: 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
Battle-forged CP Bonus: In this mission, at the start of each player’s Command phase, both players gain 1CP, not just the player whose turn it is. These CPs are Battle-forged CP bonuses, and so the limit of gaining a maximum of 1CP per turn does not apply to CPs gained as a result of this rule.

Supply Lines: In this mission, a player only receives the Battle-forged CP bonus at the start of the Command phase if they control the objective marker in their 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 player’s 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 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).
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 opponent’s territory.

At the end of the battle, each player scores 4 victory points if they control the objective marker in their opponent’s deployment zone, and 2 victory points for each other objective marker they control that is in their opponent’s territory (for a maximum of 8 victory points per player).

War Zone Nephilim: 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, while 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
Battle-forged CP Bonus: In this mission, at the start of each player’s Command phase, both players gain 1CP, not just the player whose turn it is. These CPs are Battle-forged CP bonuses, and so the limit of gaining a maximum of 1CP per turn does not apply to CPs gained as a result of this rule.

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 within 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 player’s 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 player’s 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 they did not control at the start of their turn.
  • They destroyed at least one enemy unit that was within range of an objective marker at the start of their turn.

War Zone Nephilim: 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
Battle-forged CP Bonus: In this mission, at the start of each player’s Command phase, both players gain 1CP, not just the player whose turn it is. These CPs are Battle-forged CP bonuses, and so the limit of gaining a maximum of 1CP per turn does not apply to CPs gained as a result of this rule.

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 marker 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 opponents 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 player’s 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.
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.
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.
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.
WARLORD TRAIT1CP
Core Stratagem – Requisition Stratagem

The noble, treacherous or brutal champions who lead armies across the galaxy have skills that mark them as the greatest of their kind.

Use this Stratagem before the battle, when you are mustering your army, after selecting your WARLORD. If your WARLORD is a CHARACTER model, determine a Warlord Trait for them (this must be a Warlord Trait they could have). You can only use this Stratagem once.
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.
Allegiance Keywords
Most of the datasheets in this book have an Allegiance keyword. The following are Allegiance keywords:
  • KHORNE
  • TZEENTCH
  • NURGLE
  • SLAANESH
If a unit instead has the <ALLEGIANCE> Faction keyword, then when you add that unit to your army, you must select one of the listed Allegiance keywords above and replace the <ALLEGIANCE> keyword in all instances on that Datasheet with the selected Allegiance keyword.

Example: If you include a Daemon Prince in your army, and you decide it is a Daemon Prince of Khorne, its <ALLEGIANCE> keyword becomes KHORNE and its Prince of Chaos ability reads, ‘While a friendly LEGIONES DAEMONICA KHORNE CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.’
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.
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.
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.
Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

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

  • Points values: Detailed measure of a unit's efficacy.
Obstacles
Obstacles include Barricades, Ruined Walls and other battlefield debris that your models have to move over or around. Models can move up, over and down Obstacles following the normal rules for movement. A model on or behind an Obstacle uses the normal rules for determining if another model is visible to it, or if it is visible to another model. Obstacles cannot be chosen as the target of an attack.

An INFANTRY, BEAST or SWARM model receives the benefits of cover from an Obstacle while it is within 3" of that terrain feature unless, when you resolve an attack that targets that model's unit, you can draw straight lines, 1mm in thickness, to every part of that model’s base from a single point on the attacking model’s base (or hull) without any of those lines passing over or through any part of this terrain feature.

  • Models move over Obstacles using normal rules for movement.
  • Models use normal rules to determine if model behind an Obstacle is visible.
  • Obstacles cannot be attacked.
  • INFANTRY, BEASTS and SWARM models receive the benefits of cover while within 3", unless a Straight line can be drawn from the attacker to all parts of the target model without it passing over or through this terrain feature.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

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

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

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

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

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

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

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

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

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

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

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

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

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

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

Devastator Doctrine

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

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

Tactical Doctrine

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

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

Assault Doctrine

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

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

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

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

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

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

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

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

The PRIMARCH keyword is used in the following datasheets:

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

Dedicated Transport
Fast Attack

The datasheets using DAEMON and PRIMARCH keywords can be found in the following Factions:

Chaos: Death Guard, Thousand Sons, World Eaters.

The DAEMON and PRIMARCH keywords are used in the following datasheets:

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

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

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

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

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

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

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

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

Dedicated Transport
Heavy Support
Crossfire

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

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

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

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

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

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

Fast Attack

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

Dedicated Transport
Heavy Support
Conceal

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

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

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

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

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

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

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

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

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

Heavy Support
Acts of Faith

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

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

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

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

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

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

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

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

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

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

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

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

The VEHICLE and OFFICER keywords are used in the following Astra Militarum datasheets:

The COMMAND SQUAD keyword is used in the following Astra Militarum datasheets:

Teleport Strike

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

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

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

Heavy Support

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

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

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

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

GATE OF INFINITY

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

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

Plague Weapon

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

Each time an attack is made with this weapon, re-roll a wound roll of 1.

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

Lords of War

The HARLEQUINS keyword is used in the following Aeldari datasheets:

Troops
Dedicated Transport
Fast Attack
Heavy Support
Fortifications

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

Fast Attack

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

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

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

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

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

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

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

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

Note, if an attack automatically wounds the target as the result of this ability, then for the purposes of any other rules that are triggered on a particular wound roll, that attack is never considered to have been made with an unmodified wound roll of 6.
Embark
If a unit makes a Normal Move, an Advance or it Falls Back, and every model in that unit ends that move within 3" of a friendly TRANSPORT model they can embark within it. A unit cannot embark within a TRANSPORT model that is within Engagement Range of enemy models, and it cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within the model.

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

  • Units can embark in a friendly TRANSPORT if every model ends a Normal Move, an Advance or a Fall Back within 3" of it.
  • A unit cannot embark within a TRANSPORT that is within Engagement Range of any enemy models.
  • A unit cannot embark and disembark in the same phase.
  • Units cannot do anything, or be affected in any way, while they are embarked within a TRANSPORT.

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

Heavy Support

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

The SHADOWSEER keyword is used in the following Aeldari datasheets:

The <REGIMENT> and INFANTRY keywords are used in the following Astra Militarum datasheets:

Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.
Dreaded Abilities
Some abilities in this book are abilities, which affect enemy models or units within Dread range. At the start of battle this range is 12", but can be increased through certain rules. The effects of multiple, identically named abilities are not cumulative (i.e. if an enemy unit is within range of two models with the same ability, that ability only applies to the enemy unit once). Note that while similar in many regards to Aura abilities, abilities are not affected by abilities that affect Aura abilities, and vice versa.
  • - Dreaded.
  • Dreaded abilities affect units within Dread range.
  • Dread range = 12" at start of battle.
  • Dreaded abilities are unaffected by rules that affect Aura abilities, and vice versa.
Contagions of Nurgle

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

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

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

Contagion Abilities
Cont