Reference home

Chapter Approved 2026-2027 Missions

App data version: 995

Primary Missions

Battlefield Dominance

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

FIRST AND SECOND BATTLE ROUND

When:

End of your turn.

Scorable periods: First battle round, Second battle round

  • 2 VP:

    You control more objectives than your opponent.

SECOND BATTLE ROUND ONWARDS

When:

End of your Command phase (or the end of your turn in the fifth battle round).

Scorable periods: Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 3 VP:

    For each objective you control.

  • 2 VP (cumulative):

    For each of those objectives (excluding your home objective) if you control your home objective.

Consecrate

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

Each time a friendly unit destroys a unit, that friendly unit becomes a consecration unit. At the end of your turn, for each of your consecration units, you can select one objective it is within range of (excluding your home objective) that has not been consecrated. If you do, place one of your operation markers within range of that objective – that objective is consecrated and that unit is no longer a consecration unit.

ANY BATTLE ROUND

When:

End of your turn.

Scorable periods: First battle round, Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 3 VP:

    One or two objectives are consecrated.

  • 6 VP (mutually exclusive):

    Three or more objectives are consecrated.

SECOND BATTLE ROUND ONWARDS

When:

End of your Command phase (or the end of your turn in the fifth battle round).

Scorable periods: Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 4 VP:

    You control one or more objectives (excluding your home objective).

  • 4 VP:

    You control more objectives than your opponent.

END OF THE BATTLE

Scorable periods: End of battle

  • 5 VP:

    Your opponent’s home objective is consecrated.

Death Trap

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

Action: BOOBY TRAP

Starts

Your Shooting phase.

Units

One friendly unit within range of one objective (excluding your home objective) or within one terrain area that is not within your deployment zone, that you have not yet trapped (see below).

Use limit

Unlimited. Each unit that starts this action this phase must be within a different terrain area.

Completes

Immediately.

Effect

That terrain area is trapped: place one of your operation markers within that terrain area.

ANY BATTLE ROUND

When:

End of your turn.

Scorable periods: First battle round, Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 2 VP:

    For each terrain area trapped this turn.

  • 3 VP (cumulative):

    For each of those terrain areas that is an objective.

ANY BATTLE ROUND

When:

End of your turn.

Scorable periods: First battle round, Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 3 VP:

    One or more enemy units that started the turn within a terrain area were destroyed, if that terrain area is trapped.

SECOND BATTLE ROUND ONWARDS

When:

End of your Command phase (or the end of your turn in the fifth battle round).

Scorable periods: Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 4 VP:

    You control one or more objectives (excluding your home objective).

Delaying Action

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

ANY BATTLE ROUND

When:

End of your turn.

Scorable periods: First battle round, Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 2 VP:

    For each enemy unit destroyed this turn.

SECOND BATTLE ROUND ONWARDS

When:

End of your Command phase (or the end of your turn in the fifth battle round).

Scorable periods: Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 4 VP:

    You control one or more objectives (excluding home objectives).

SECOND BATTLE ROUND ONWARDS

When:

End of your turn

Scorable periods: Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 3 VP:

    You control one or more central objectives and one or more expansion objectives.

Destroyer's Wrath

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

ANY BATTLE ROUND

When:

End of your turn.

Scorable periods: First battle round, Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 3 VP:

    One or more enemy units were destroyed this turn.

SECOND BATTLE ROUND ONWARDS

When:

End of your Command phase (or the end of your turn in the fifth battle round).

Scorable periods: Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 4 VP:

    You control one or more objectives (excluding your home objective).

  • 6 VP:

    You control more objectives than your opponent.

SECOND BATTLE ROUND ONWARDS

When:

End of your turn.

Scorable periods: Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 4 VP:

    More enemy units were destroyed this turn than friendly units were destroyed in the previous turn.

Determined Acquisition

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

ANY BATTLE ROUND

When:

End of your turn.

Scorable periods: First battle round, Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 2 VP:

    For each objective you control that you did not control at the start of the turn (excluding your home objective).

SECOND BATTLE ROUND ONWARDS

When:

End of your Command phase (or the end of your turn in the fifth battle round).

Scorable periods: Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 3 VP:

    For each objective you control.

  • 3 VP (cumulative):

    For each of those objectives that is within your opponent’s territory.

Extract Relic

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

Action: SENSOR SWEEP

Starts

Your Shooting phase.

Units

One friendly unit within range of one central objective.

Use limit

Once per turn.

Completes

End of your turn, if your unit controls that objective.

Effect

Your unit performs a sensor sweep: remove one operation marker from the battlefield.

Restrictions

A unit cannot start this action if there is only one operation marker on the battlefield.

ANY BATTLE ROUND

When:

End of your turn.

Scorable periods: First battle round, Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 4 VP:

    A friendly unit performed a sensor sweep this turn.

  • 3 VP:

    One or more enemy units that started the turn within range of one or more objectives are destroyed.

  • 4 VP:

    Only one of your opponent’s operation markers is on the battlefield, if one or more of your units are within the same terrain area as that operation marker, and no enemy units are within that terrain area.

SECOND BATTLE ROUND ONWARDS

When:

End of your Command phase (or the end of your turn in the fifth battle round).

Scorable periods: Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 4 VP:

    You control one or more objectives (excluding your home objective).

END OF THE BATTLE

Scorable periods: End of battle

  • 5 VP:

    Only one of your opponent’s operation markers is on the battlefield, if one or more of your units are within the same terrain area as that operation marker, and no enemy units are within that terrain area.

Gather Intel

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

Action: EXTRACT INTELLIGENCE

Starts

Your Shooting phase, from the second battle round onwards.

Units

One unit within range of one objective (excluding your home objective) that does not have any of your operation markers within range of it.

Use limit

Unlimited. Each unit that starts this action this phase must be within range of a different objective.

Completes

End of your turn, if your unit controls that objective.

Effect

Place one of your operation markers within range of that objective.

FIRST BATTLE ROUND

When:

End of your turn.

Scorable periods: First battle round

  • 6 VP:

    You control one or more central objectives.

SECOND BATTLE ROUND ONWARDS

When:

End of your Command phase (or the end of your turn in the fifth battle round).

Scorable periods: Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 4 VP:

    You control one or more objectives (excluding your home objective).

SECOND BATTLE ROUND ONWARDS

When:

End of your turn.

Scorable periods: Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 7 VP:

    For each friendly unit that completed the Extract Intelligence action this turn.

END OF THE BATTLE

Scorable periods: End of battle

  • 5 VP:

    Three or more of your operation markers are on the battlefield.

  • 5 VP:

    One of your operation markers is within range of your opponent’s home objective.

Immovable Object

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

ANY BATTLE ROUND

When:

End of your turn.

Scorable periods: First battle round, Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 3 VP:

    You control one or more central objectives.

SECOND TO FOURTH BATTLE ROUND

When:

End of your Command phase

Scorable periods: Second battle round, Third battle round, Fourth battle round

  • 5 VP:

    For each objective you control (excluding your home objective).

FIFTH BATTLE ROUND

When:

End of your turn.

Scorable periods: Fifth battle round

  • 5 VP:

    For each objective you control (excluding your home objective).

Inescapable Dominion

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

ANY BATTLE ROUND

When:

End of your turn.

Scorable periods: First battle round, Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 4 VP:

    You control three or more objectives.

SECOND BATTLE ROUND ONWARDS

When:

End of your Command phase (or the end of your turn in the fifth battle round).

Scorable periods: Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 5 VP:

    You control two or more objectives.

  • 4 VP:

    You control more objectives than your opponent.

END OF THE BATTLE

Scorable periods: End of battle

  • 5 VP:

    You control your opponent’s home objective.

Locate and Deny

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

START OF THE BATTLE: Select five terrain areas not within your deployment zone; for each one, place one of your operation markers within it. If you cannot, do so for each terrain area that is not within your deployment zone.

Action: SENSOR SWEEP

Starts

Your Shooting phase.

Units

One friendly unit within range of one central objective.

Use limit

Once per turn.

Completes

End of your turn, if your unit controls that objective.

Effect

Your unit performs a sensor sweep: remove one operation marker from the battlefield.

Restrictions

A unit cannot start this action if there is only one operation marker on the battlefield.

ANY BATTLE ROUND

When:

End of your turn.

Scorable periods: First battle round, Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 4 VP:

    One or more enemy units that started the turn within range of one or more objectives are destroyed.

  • 4 VP:

    Only one of your operation markers is on the battlefield, if one or more of your units are within the same terrain area as that marker, and no enemy units are within that terrain area.

SECOND BATTLE ROUND ONWARDS

When:

End of your Command phase (or the end of your turn in the fifth battle round).

Scorable periods: Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 4 VP:

    You control one or more objectives (excluding your home objective).

END OF THE BATTLE

Scorable periods: End of battle

  • 5 VP:

    Only one of your operation markers is on the battlefield, if one or more of your units are within the same terrain area as that marker, and no enemy units are within that terrain area.

Meatgrinder

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

ANY BATTLE ROUND

When:

End of your turn.

Scorable periods: First battle round, Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 3 VP:

    One or more enemy units were destroyed this turn.

SECOND BATTLE ROUND ONWARDS

When:

End of your Command phase (or the end of your turn in the fifth battle round).

Scorable periods: Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 4 VP:

    You control one or more objectives (excluding your home objective).

SECOND BATTLE ROUND ONWARDS

When:

End of your turn.

Scorable periods: Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 5 VP:

    More enemy units were destroyed this turn than friendly units were destroyed in the previous turn.

  • 5 VP:

    You control your opponent’s home objective.

Outmanoeuvre

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

ANY BATTLE ROUND

When:

End of your turn.

Scorable periods: First battle round, Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 10 VP:

    You control your opponent’s home objective.

FIRST BATTLE ROUND

When:

End of your turn.

Scorable periods: First battle round

  • 4 VP:

    For each objective you control (excluding your home objective).

SECOND AND THIRD BATTLE ROUND

When:

End of your Command phase.

Scorable periods: Second battle round, Third battle round

  • 5 VP:

    For each objective you control (excluding your home objective).

FOURTH BATTLE ROUND ONWARDS

When:

End of your turn.

Scorable periods: Fourth battle round, Fifth battle round

  • 6 VP:

    For each objective you control (excluding your home objective).

Punishment

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

START OF YOUR TURN: Select one to three enemy units that are on the battlefield and within range of objectives and/or that destroyed one or more friendly units in the previous turn. If you cannot, select one enemy unit that is on the battlefield. Until the start of your next turn, those units are condemned.

ANY BATTLE ROUND

When:

End of a turn.

Scorable periods: First battle round, Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 5 VP:

    One or more condemned enemy units left the battlefield this turn.

SECOND BATTLE ROUND ONWARDS

When:

End of your Command phase (or the end of your turn in the fifth battle round).

Scorable periods: Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 4 VP:

    You control one or more objectives (excluding your home objective).

  • 5 VP:

    You control more objectives than your opponent.

END OF THE BATTLE

Scorable periods: End of battle

  • 8 VP:

    You control your opponent’s home objective.

Purge and Secure

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

ANY BATTLE ROUND

When:

End of your turn.

Scorable periods: First battle round, Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 3 VP:

    One or more enemy units were destroyed this turn by a friendly unit that was within range of one or more objectives.

  • 3 VP (mutually exclusive):

    One or more enemy units that started the turn within range of one or more objectives were destroyed this turn.

SECOND BATTLE ROUND ONWARDS

When:

End of your Command phase (or the end of your turn in the fifth battle round).

Scorable periods: Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 4 VP:

    For each objective you control (excluding your home objective).

SECOND BATTLE ROUND ONWARDS

When:

End of your turn.

Scorable periods: Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 3 VP:

    You control one or more objectives you did not control at the start of the turn (excluding your home objective).

Reconnaissance Sweep

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

ANY BATTLE ROUND

When:

End of your turn.

Scorable periods: First battle round, Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 3 VP:

    Three or more friendly units are wholly within three different table quarters and not within 6" of the centre of the battlefield.

  • 6 VP (mutually exclusive):

    Four or more friendly units are wholly within four different table quarters and not within 6" of the centre of the battlefield.

ANY BATTLE ROUND

When:

End of your turn.

Scorable periods: First battle round, Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 1 VP:

    For each enemy unit destroyed this turn.

SECOND BATTLE ROUND ONWARDS

When:

End of your Command phase (or the end of your turn in the fifth battle round).

Scorable periods: Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 3 VP:

    You control one or more objectives (excluding your home objective).

Sabotage

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

Action: SABOTAGE

Starts

Your Shooting phase.

Units

One unit within range of one objective (excluding your home objective).

Use limit

Unlimited. Each unit that starts this action this phase must be within range of a different objective.

Completes

End of your turn, if that unit controls that objective.

Effect

Your unit commits sabotage.

ANY BATTLE ROUND

When:

End of your turn.

Scorable periods: First battle round, Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 3 VP:

    For each friendly unit that committed sabotage this turn.

  • 2 VP (cumulative):

    For each of those units that is within range of one or more objectives in your opponent’s territory.

SECOND BATTLE ROUND ONWARDS

When:

End of your Command phase (or the end of your turn in the fifth battle round).

Scorable periods: Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 4 VP:

    You control one or more objectives (excluding your home objective).

Search and Scour

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

ANY BATTLE ROUND

When:

End of your turn.

Scorable periods: First battle round, Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 3 VP:

    You control one or more central objectives.

  • 2 VP:

    One or more enemy units that started the turn within a terrain area are destroyed.

SECOND BATTLE ROUND ONWARDS

When:

End of your Command phase (or the end of your turn in the fifth battle round).

Scorable periods: Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 4 VP:

    For each objective you control (excluding your home objective).

END OF THE BATTLE

Scorable periods: End of battle

  • 5 VP:

    No enemy units are wholly within your territory.

Secure Asset

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

Action: SECURE ASSET

Starts

Your Shooting phase.

Units

One friendly unit within range of one objective (excluding your home objective).

Use limit

Once per turn.

Completes

End of your turn, if your unit controls that objective.

Effect

Your unit secures the asset.

ANY BATTLE ROUND

When:

End of your turn.

Scorable periods: First battle round, Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 4 VP:

    A friendly unit secured the asset this turn.

  • 2 VP:

    One or more enemy units that started the turn within range of one or more central objectives are destroyed.

SECOND BATTLE ROUND ONWARDS

When:

End of your Command phase (or the end of your turn in the fifth battle round).

Scorable periods: Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 4 VP:

    You control one or more objectives (excluding your home objective).

  • 4 VP:

    You control three or more objectives.

Smoke and Mirrors

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

Action: DECOY

Starts

Your Shooting phase.

Units

One friendly unit within range of one objective (excluding your home objective) that is not decoyed (see below).

Use limit

Unlimited. Each unit that starts this action this phase must be within range of a different objective.

Completes

End of your turn, if your unit controls that objective.

Effect

That objective is decoyed: place one of your operation markers within range of that objective.

ANY BATTLE ROUND

When:

End of your turn.

Scorable periods: First battle round, Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 2 VP:

    For each objective that is decoyed.

  • 2 VP (cumulative):

    For each of those objectives that is within your opponent’s territory.

SECOND BATTLE ROUND ONWARDS

When:

End of your Command phase (or the end of your turn in the fifth battle round).

Scorable periods: Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 4 VP:

    You control one or more objectives (excluding your home objective).

END OF THE BATTLE

Scorable periods: End of battle

  • 10 VP:

    Four or more objectives are decoyed.

Surveil the Foe

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

Each time a friendly unit ends a move within range of one objective that has any of your opponent’s operation markers within range of it, remove those operation markers from the battlefield.

Action: SURVEIL THE FOE

Starts

Your Shooting phase.

Units

One friendly unit.

Use limit

Unlimited.

Completes

Immediately.

Effect

Select one enemy unit within 18" of and visible to your unit that has not been surveilled this turn: until the end of the turn, that enemy unit is surveilled.

ANY BATTLE ROUND

When:

End of your turn.

Scorable periods: First battle round, Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 4 VP:

    One or more enemy units were surveilled this turn, unless each of those units is within range of one or more objectives that have one or more operation markers within range of them.

SECOND BATTLE ROUND ONWARDS

When:

End of your Command phase (or the end of your turn in the fifth battle round).

Scorable periods: Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 4 VP:

    You control one or more objectives (excluding your home objective).

  • 4 VP:

    You control more objectives than your opponent.

SECOND BATTLE ROUND ONWARDS

When:

End of your turn.

Scorable periods: Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 5 VP:

    None of your opponent’s operation markers are on the battlefield.

Triangulation

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

Action: TRIANGULATE

Starts

Your Shooting phase, from the second battle round onwards.

Units

One friendly unit within range of one objective (excluding your home objective).

Use limit

Once per turn.

Completes

End of your turn, if your unit controls that objective.

Effect

That objective is triangulated: place one of your operation markers within range of that objective.

SECOND BATTLE ROUND ONWARDS

When:

End of your Command phase (or the end of your turn in the fifth battle round).

Scorable periods: Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 4 VP:

    You control one or more objectives (excluding your home objective).

SECOND BATTLE ROUND ONWARDS

When:

End of your turn.

Scorable periods: Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 3 VP:

    One objective is triangulated.

  • 6 VP (mutually exclusive):

    Two objectives are triangulated.

  • 10 VP (mutually exclusive):

    Three or more objectives are triangulated.

END OF THE BATTLE

Scorable periods: End of battle

  • 10 VP:

    You control four or more objectives.

Unstoppable Force

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

ANY BATTLE ROUND

When:

End of your turn.

Scorable periods: First battle round, Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 3 VP:

    One or more enemy units were destroyed this turn.

SECOND BATTLE ROUND ONWARDS

When:

End of your Command phase (or the end of your turn in the fifth battle round).

Scorable periods: Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 4 VP:

    For each objective you control (excluding your home objective).

SECOND BATTLE ROUND ONWARDS

When:

End of your turn.

Scorable periods: Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 3 VP:

    You control one or more objectives you did not control at the start of the turn (excluding your home objective).

END OF THE BATTLE

Scorable periods: End of battle

  • 5 VP:

    You control one or more central objectives.

Vanguard Operation

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

Action: VANGUARD OPERATION

Starts

Your Shooting phase.

Units

One friendly unit within one terrain area that is within your opponent’s territory.

Use limit

Once per turn.

Completes

End of your turn, if no enemy units are within that terrain area.

Effect

Your unit performs a vanguard operation.

ANY BATTLE ROUND

When:

End of your turn.

Scorable periods: First battle round, Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 4 VP:

    A friendly unit performed a vanguard operation this turn.

  • 2 VP:

    One or more enemy units were destroyed this turn.

SECOND BATTLE ROUND ONWARDS

When:

End of your Command phase (or the end of your turn in the fifth battle round).

Scorable periods: Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 4 VP:

    You control one or more objectives (excluding your home objective).

END OF THE BATTLE

Scorable periods: End of battle

  • 10 VP:

    You control your opponent’s home objective.

Vital Link

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

Action: MAINTAIN CONTROL

Starts

Your Shooting phase.

Units

One friendly unit within range of one central objective.

Use limit

Once per turn.

Completes

End of your turn, if your unit controls that objective.

Effect

Place one of your operation markers within range of that objective.

ANY BATTLE ROUND

When:

End of your turn.

Scorable periods: First battle round, Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 2 VP:

    You control one or more central objectives.

  • 1 VP (cumulative):

    For each of your operation markers within range of one of those objectives.

SECOND BATTLE ROUND ONWARDS

When:

End of your Command phase (or the end of your turn in the fifth battle round).

Scorable periods: Second battle round, Third battle round, Fourth battle round, Fifth battle round

  • 4 VP:

    You control one or more objectives (excluding your home objective).

  • 4 VP (cumulative):

    One or more of those objectives is a central objective.

END OF THE BATTLE

Scorable periods: End of battle

  • 10 VP:

    You control your opponent’s home objective.

Secondary Missions

A Grievous Blow

Available as fixed secondary: Yes · Scorable first turn: Yes

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

WHEN DRAWN: If there are no enemy units with a starting strength of 13+ on the battlefield, you can discard this card and draw one new Secondary Mission card.

ANY BATTLE ROUND

When:

End of a turn.

  • 4 VP (Fixed):

    For each enemy unit with a starting strength of 13+ destroyed this turn.

  • 5 VP (Tactical, maximum 5 VP):

    For each enemy unit with a starting strength of 13+ destroyed this turn.

A Tempting Target

Available as fixed secondary: No · Scorable first turn: Yes

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

WHEN DRAWN: Your opponent selects one objective (excluding home objectives) within No Man’s Land to be your tempting target.

ANY BATTLE ROUND

When:

End of your turn.

  • 5 VP (Standard):

    You control your tempting target.

Assassination

Available as fixed secondary: Yes · Scorable first turn: Yes

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

ANY BATTLE ROUND

When:

End of a turn.

  • 3 VP (Fixed):

    For each enemy CHARACTER model destroyed this turn.

  • 1 VP (Fixed, cumulative):

    For each of those models with a W of 4 or more.

  • 5 VP (Tactical):

    One or more enemy CHARACTER models were destroyed this turn, or all enemy CHARACTER models have been destroyed during the battle.

Beacon

Available as fixed secondary: No · Scorable first turn: Yes

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

WHEN DRAWN: Select one friendly unit on the battlefield or embarked within a TRANSPORT on the battlefield to be your beacon unit.

ANY BATTLE ROUND

When:

End of your opponent’s turn or the end of the fifth battle round (whichever comes first).

  • 3 VP (Standard):

    Your beacon unit is on the battlefield and not within your deployment zone.

  • 5 VP (Standard, mutually exclusive):

    Your beacon unit is on the battlefield and not within your territory.

Behind Enemy Lines

Available as fixed secondary: No · Scorable first turn: Yes

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

WHEN DRAWN: If it is the first battle round, you can draw one new Secondary Mission card and shuffle this card back into your Secondary Mission deck.

ANY BATTLE ROUND

When:

End of your turn.

  • 3 VP (Standard, maximum 5 VP):

    For each friendly unit (excluding AIRCRAFT and battle‑shocked units) wholly within your opponent’s deployment zone.

Bring It Down

Available as fixed secondary: Yes · Scorable first turn: Yes

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

WHEN DRAWN: If there are no enemy models with a W of 10 or more on the battlefield, you can discard this card and draw one new Secondary Mission card.

ANY BATTLE ROUND

When:

End of a turn.

  • 4 VP (Fixed):

    For each enemy model with a W of 10 or more destroyed this turn.

  • 5 VP (Tactical, maximum 5 VP):

    For each enemy model with a W of 10 or more destroyed this turn.

Burden Of Trust

Available as fixed secondary: No · Scorable first turn: Yes

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

WHEN DRAWN/START OF YOUR TURN: For each objective, you can select one friendly unit on the battlefield to guard that objective. Until the start of your next turn, while that unit is within range of that objective and while you control that objective, that objective is guarded by your army.

ANY BATTLE ROUND

When:

End of your opponent’s turn or the end of the fifth battle round (whichever comes first).

  • 2 VP (Standard, maximum 5 VP):

    For each objective guarded by your army.

Centre Ground

Available as fixed secondary: No · Scorable first turn: Yes

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

ANY BATTLE ROUND

When:

End of your turn.

  • 3 VP (Standard):

    One or more friendly units (excluding AIRCRAFT and battle‑shocked units) are within 3" of the centre of the battlefield, and no enemy units are within 3" of the centre of the battlefield.

  • 5 VP (Standard, mutually exclusive):

    One or more friendly units (excluding AIRCRAFT and battle‑shocked units) are within 3" of the centre of the battlefield, and no enemy units are within 6" of the centre of the battlefield.

Cleanse

Available as fixed secondary: No · Scorable first turn: Yes

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

WHEN DRAWN: If the Plunder Secondary Mission is active for you, you can draw one new Secondary Mission card and shuffle this card back into your Secondary Mission deck.

Action: CLEANSE

Starts

Your Shooting phase.

Units

One friendly unit within range of one objective (excluding your home objective).

Use limit

Unlimited. Each unit that starts this action this phase must be within range of a different objective.

Completes

End of your turn, if that unit is controlling that objective.

Effect

That objective is cleansed by your army.

ANY BATTLE ROUND

When:

End of your turn.

  • 2 VP (Standard):

    One objective was cleansed by your army this turn.

  • 5 VP (Standard, mutually exclusive):

    Two or more objectives were cleansed by your army this turn.

Defend Stronghold

Available as fixed secondary: No · Scorable first turn: No

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

WHEN DRAWN: If it is the first battle round, draw one new Secondary Mission card and shuffle this card back into your Secondary Mission deck.

SECOND BATTLE ROUND ONWARDS

When:

End of your opponent’s turn or the end of the fifth battle round (whichever comes first).

  • 3 VP (Standard):

    You control your home objective.

  • 2 VP (Standard, cumulative):

    No enemy units are within your deployment zone.

Display of Might

Available as fixed secondary: No · Scorable first turn: Yes

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

ANY BATTLE ROUND

When:

End of your turn.

  • 2 VP (Standard):

    There are more friendly units than enemy units (excluding AIRCRAFT and battle‑shocked units) wholly within No Man’s Land.

ANY BATTLE ROUND

When:

End of your opponent’s turn.

  • 5 VP (Standard):

    There are more friendly units than enemy units (excluding AIRCRAFT and battle‑shocked units) wholly within No Man’s Land.

Engage On All Fronts

Available as fixed secondary: Yes · Scorable first turn: Yes

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

If one or more friendly units (excluding AIRCRAFT and battle‑shocked units) are wholly within a table quarter, and those units are not within 6" of the centre of the battlefield, you have a presence in that table quarter.

ANY BATTLE ROUND

When:

End of your turn.

  • 2 VP (Fixed):

    You have a presence in three table quarters.

  • 3 VP (Tactical):

    You have a presence in three table quarters.

  • 4 VP (Fixed, mutually exclusive):

    You have a presence in four table quarters.

  • 5 VP (Tactical, mutually exclusive):

    You have a presence in four table quarters.

Forward Position

Available as fixed secondary: No · Scorable first turn: Yes

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

WHEN DRAWN: If it is the first battle round, you can draw one new Secondary Mission card and shuffle this card back into your Secondary Mission deck.

ANY BATTLE ROUND

When:

End of your turn.

  • 5 VP (Standard):

    You control your opponent’s home objective and/or each expansion objective.

No Prisoners

Available as fixed secondary: No · Scorable first turn: Yes

Show no mercy. Exterminate your enemies.

ANY BATTLE ROUND

When:

End of a turn.

  • 2 VP (Standard, maximum 5 VP):

    For each enemy unit destroyed this turn.

Outflank

Available as fixed secondary: No · Scorable first turn: Yes

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

Designer’s Note: Opposite battlefield edges are those parallel to each other.

ANY BATTLE ROUND

When:

End of your turn.

  • 3 VP (Standard):

    One or more friendly units (excluding AIRCRAFT and battle‑shocked units) are within 6" of one or more battlefield edges and not within your territory.

  • 5 VP (Standard, mutually exclusive):

    Two or more friendly units (excluding AIRCRAFT and battle‑shocked units) are within 6" of opposite battlefield edges and one or more of those units is not within your territory.

Overwhelming Force

Available as fixed secondary: No · Scorable first turn: Yes

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

ANY BATTLE ROUND

When:

End of a turn.

  • 3 VP (Standard, maximum 5 VP):

    For each enemy unit that started the turn within range of one or more objectives and is destroyed.

Plunder

Available as fixed secondary: No · Scorable first turn: Yes

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

WHEN DRAWN: If the Cleanse Secondary Mission is active for you, you can draw one new Secondary Mission card and shuffle this card back into your Secondary Mission deck.

Action: PLUNDER

Starts

Your Shooting phase.

Units

One unit within a terrain area that is not within your territory.

Use limit

Once per turn.

Completes

Immediately.

Effect

That terrain area is plundered.

ANY BATTLE ROUND

When:

End of your turn.

  • 5 VP (Standard):

    A terrain area was plundered this turn.

Secure No Man's Land

Available as fixed secondary: No · Scorable first turn: Yes

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

ANY BATTLE ROUND

When:

End of your turn.

  • 5 VP (Standard):

    You control two or more objectives within No Man’s Land (excluding your home objective).

Primary Missions by Force Disposition

Choose your force disposition and the opponent’s force disposition to find the primary mission.

Disruption

Priority Assets

Purge the Foe

Reconnaissance

Take and Hold