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SECONDARY OBJECTIVES NO MERCY, NO RESPITE SHADOW OPERATIONS

PURGE THE ENEMY


THIN THEIR RANKS PLAYER 1 PLAYER 2 RAISE THE BANNERS HIGH PLAYER 1 PLAYER 2
END GAME OBJECTIVE END GAME OBJECTIVE
Each time an enemy model is destroyed gain 1 Kill Point. If a destroyed enemy If you select this Secondary Objective then units in your army can perform the following
ASSASSINATE PLAYER 1 PLAYER 2
model has a Wound characteristic of 10 or more that model grants 10 Kill Points action:
END GAME OBJECTIVE instead of 1. Resurrected models can add multiple Kill Points for being destroyed Raise Banners (Action)
Score 3VPs at the end of the battle for each enemy CHARACTER model that is multiple times. At the end of the battle divide your Kill Points by 10 and round One or more INFANTRY units from your army can start to perform this action at the end of
destroyed. down, the result is the number of VPs you score for this Secondary Objective. your Movement phase. Each unit from your army that starts to perform this action must be
in range of an objective marker that does not have one of your banners raised upon it (see
below). A unit cannot start this action while there are enemy units (excluding AIRCRAFT) in
BRING IT DOWN PLAYER 1 PLAYER 2 ATTRITION PLAYER 1 PLAYER 2 range of the same objective marker. The Action is completed at the end of your turn. If this
Action is successfully completed, that objective marker is said to have one of your army’s
END GAME OBJECTIVE PROGRESSIVE OBJECTIVE banners raised on it (and the banner is ‘removed’ if your opponent controls the objective
Score 2VPs at the end of the battle for each enemy MONSTER or VEHICLE with a Score 4VPs at the end of the battle round if more enemy units than friendly units marker at the start of any phase). You score 1VP at the end of each of your Command
Wounds characteristic of 10 or less that is destroyed, and 3VPs for each enemy were destroyed this battle round. phases, and 1 additional VP at the end of the battle, for each objective marker in the
MONSTER or VEHICLE model with a Wounds characteristic of 11 or more that is battlefield that has one of your banners raised upon it.
destroyed.
WHILE WE STAND, WE FIGHT PLAYER 1 PLAYER 2
END GAME OBJECTIVE INVESTIGATE SITES PLAYER 1 PLAYER 2
TITAN SLAYERS PLAYER 1 PLAYER 2 Identify the 3 models from your army (excluding Fortifications) that have the PROGRESSIVE OBJECTIVE
END GAME OBJECTIVE highest points value and make a note on your roster (if two or models are tied Score 3VPs each time a unit from your army successfully completes the following
Score 10VPs at the end of the battle if one enemy TITANIC model is destroyed, you can choose between them). Score 5VPs for each of these models that are on action:
or 15VPs if two or more enemy TITANIC models are destroyed. the battlefield at the end of the battle. Investigate Site (Action):
One INFANTRY unit (excluding CHARACTERS) from your army can start to perform
this action at the end of your Movement phase if it is within 6” of the centre
SLAY THE WARLORD PLAYER 1 PLAYER 2 FIRST STRIKE PLAYER 1 PLAYER 2
of the battlefield and no enemy units (excluding AIRCRAFT) are within 6” of the
END GAME OBJECTIVE END GAME OBJECTIVE centre of the battlefield. The action is completed at the end of your turn.
Score 6VPs at the end of the battle if the enemy WARLORD is destroyed. Score 5VPs at the end of the battle if any enemy units were destroyed in the first
battle round, and score an additional 3VPs if more enemy units than friendly

WARPCRAFT
units were destroyed in the first battle round. REPAIR TELEPORT HOMER PLAYER 1 PLAYER 2
PROGRESSIVE OBJECTIVE
BATTLEFIELD SUPREMACY Score 5VPs each time a unit from your army successfully completes the following
MENTAL INTERROGATION PLAYER 1 PLAYER 2 action:
PROGRESSIVE OBJECTIVE Repair Teleport Homer (Action):
Score 3VPs each time you successfully complete the following psychic action: ENGAGE ON ALL FRONTS PLAYER 1 PLAYER 2 One INFANTRY unit from your army can start to perform this Action at the end
Mental Interrogation (Psychic Action - Warp Charge 4): PROGRESSIVE OBJECTIVE of your Movement phase if it is wholly within your opponent’s deployment zone.
One PSYKER CHARACTER from your army can attempt to perform this psychic Score 2 VPs at the end of your turn if you have one or more units from you army This Action is completed at the of your next Command phase provided the unit
action in your Psychic phase if it is within 18” of any enemy CHARACTER models. wholly within three different table quarters, and those units are all more than attempting it is still wholly within your opponent’s Deployment zone.
6” from the centre of the battlefield. Score 3 VPs instead if you have one or more
units from your army wholly within each table quarter, and those units are more
PSYCHIC RITUAL PLAYER 1 PLAYER 2 than 6” from the centre of battlefield.
END GAME OBJECTIVE
Score 15VPs at the end of the battle if any unit from your army successfully
completed the following psychic action 3 times during the battle: LINEBREAKER PLAYER 1 PLAYER 2 SCORING
Psychic Ritual (Psychic Action - Warp Charge 3): PROGRESSIVE OBJECTIVE
Score 4VPs at the end of your turn if two or more units from your army
PLAYER 1 PLAYER 2
One PSYKER CHARACTER unit from your army can attempt to perform this psychic
(excluding AIRCRAFT) are wholly within your opponents deployment zone. ROUND 1 ROUND 1
action in your Psychic phase if it is within 6” of the centre of the battlefield.
ROUND 2 ROUND 2

ABHOR THE WITCH PLAYER 1 PLAYER 2 DOMINATION PLAYER 1 PLAYER 2 ROUND 3 ROUND 3
END GAME OBJECTIVE PROGRESSIVE OBJECTIVE ROUND 4 ROUND 4
You cannot select this Secondary Objective if your army includes any PSYKER Score 3VPs if you control more than half the total number of objective markers
units. Score 5VPs at the end of the battle for each enemy PSYKER CHARACTER ROUND 5 ROUND 5
on the battlefield at the end of your turn.
that is destroyed, and 3VPS for every other enemy PSYKER unit that is destroyed.
FINAL SCORE FINAL SCORE

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