Clash of Patrols
Your forces have been dispatched to a crash site in search of vital intelligence stored in surviving data-cores in the wreckage. High command insists you do not return empty-handed, but warns of enemies converging on the crash site. Secure the area, and the data, at all costs.
Mission Rule: Retrieve Intelligence: In each player's Command phase from the second battle round onwards, the player whose turn it is can select one objective marker they control and recover data from that objective marker. Each time a player recovers data from an objective marker, if their Warlord is on the battlefield (or is embarked within a Transport that is on the battlefield), they gain 1CP. Each objective marker can only be selected for this rule once (by either player).
Primary Objective: Take and Hold: In the second, third, and fourth battle rounds, at the end of each player's Command phase, the player scores 5VP for each objective marker they control (to a maximum of 15VP per turn). In the fifth battle round, the first player scores VP as described above. The second player scores VP at the end of their turn instead of their Command phase.
Archeotech Recovery
Your forces are moving to retrieve valuable archeotech. Augur readings indicate the artefacts' power cells are being irradiated by battlefield emissions. If they succumb, you will be left with mere shards of scrap. Secure and extract any active archeotech, before it degrades.
Mission Rule: Irradiated Power Cells: At the start of the third battle round, the Defender randomly selects one objective marker in No Man's Land to be the Gamma objective. At the start of the fourth battle round, the Gamma objective is removed. The Attacker then randomly selects one of the two remaining No Man's Land objectives to be the Beta objective, which is removed at the start of the fifth battle round.
Primary Objective: Recover Archeotech: In rounds 2-5, at the end of each player's Command phase, the player scores 5VP for each objective marker they control (to a maximum of 15VP per turn). At the end of the battle, if a player controls the last objective marker in No Man's Land, they score 10VP.
Forward Outpost
Our observation post has spotted a similar enemy station within striking distance, likely filled with comms augurs that we can sabotage. Take a small force under the cover of darkness and cripple the outpost. But beware, the enemy have likely spotted us in return.
Mission Rule: Sabotage Enemy Comms: At the end of each player's turn, if they control the objective marker in their opponent's deployment zone, their opponent cannot use the Command Re-roll Stratagem for the rest of the battle.
Primary Objective: Vital Ground: In rounds 2-4, at the end of each player's Command phase, they score 5VP for each objective marker they control in No Man's Land and 10VP if they control the objective in their opponent's deployment zone (max 15VP). In the fifth battle round, the first player scores VP as described. The second player scores VP at the end of their turn instead of their Command phase.
Scorched Earth
The time for a decisive strike against the foe is nigh. Key targets have been identified and their continued existence can no longer be tolerated. Spread ruination throughout the enemy's territory and leave nothing but heaped corpses and blazing wreckage in your wake!
Mission Rule: Raze and Ruin: At the start of each player's Command phase from the second battle round onwards, if two or more objectives are on the board, the player can select one objective they control to be razed and removed from the battlefield. Restrictions apply to objectives A and B.
Primary Objective: Raze and Ruin: In rounds 2-4, at the end of each Command phase, the player scores 5VP for controlling one or more objectives, 5VP for controlling more objectives than their opponent, and 10VP for razing an objective this turn. In the fifth battle round, the first player scores VP as described. The second player scores VP at the end of their turn.
Sweeping Raid
Grinding stalemate has paralysed the battle lines, but a decisive blow can lance through the enemy defences. Drive a spearhead through this area, clearing enemy objectives of resistance as you push forwards, but do not allow the enemy to encircle us and cut off our supply lines.
Mission Rule: Supply Lines: At the start of each player's Command phase, if they control the objective in their deployment zone, they roll a D6. On a 4+, they gain 1CP.
Primary Objective: Priority Targets: In rounds 2-4, at the end of each Command phase, the player scores 5VP for each objective marker they control (max 15VP). At the end of the battle, the Attacker scores 5VP for controlling Objective C and 10VP for Objective D. The Defender scores 5VP for Objective B and 10VP for Objective A.
Display of Might
Glorious victory in battle is a demonstration of our superiority, and the weakness of our foes. Such an opportunity has arisen. Wrest control of the enemy's symbolic sites of resistance and we can crush their fighting spirit — but beware the foe's spiteful resilience on the back foot.
Mission Rule: Break Their Spirit: Players cannot use the Insane Bravery Stratagem unless the unit is within 6" of their Warlord. Claim Sites: Objective markers in No Man's Land can be "claimed" by a Character model.
Primary Objective: Symbolic Sites: In rounds 2-4, at the end of each player's Command phase, they score 5VP for each of the following conditions they satisfy: control one or more objectives; control two or more objectives; one or more symbolic sites are claimed by a Character; one or more symbolic sites have been claimed by the same model for two consecutive turns. In round 5, the second player scores VP at the end of their turn instead of their Command phase.