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Confused by Battlefield 6's campaign story? Our complete guide breaks down the timeline, explains Pax Armata, and reveals what really happened in that shocking ending.
If you’ve been jumping straight into Battlefield 6’s multiplayer modes, you might be missing out on one of the series’ more intriguing campaigns. Sure, the story jumps around in time and can feel a bit confusing at first, but stick with it—there’s a genuinely compelling conspiracy thriller hiding beneath all those explosions.
The campaign spans from September 2027 to September 2028, telling the story through flashbacks while your squad interrogates a CIA operative. It’s a bit like watching a crime thriller where you already know something went terribly wrong, and you’re piecing together exactly what happened.
Fair warning: This guide contains major spoilers for the entire campaign, including the ending. If you haven’t played through it yet, bookmark this for later!
Before diving into the mission breakdown, let’s talk about who you’re actually fighting. Pax Armata (Latin for “armed peace”—ironic, right?) is a Private Military Corporation filled with mercenaries from around the globe. Think of them as a fictional version of the PMCs we see in real-world headlines, except these guys have serious backing from various nation-states.

There are hints that Henry Blackburn—a character from previous Battlefield campaigns—might be pulling strings behind the scenes after feeling betrayed by his government. Whether this gets explored in future games remains to be seen, but it’s a tantalizing thread for series veterans.
Here’s where things get interesting. The game constantly cuts between past missions and present-day interrogation scenes, which can make following the story challenging. Let me break it down chronologically so everything makes sense.

Mission: Always Faithful
The story kicks off at a NATO base in the country of Georgia (not the U.S. state—important distinction). What should be a peaceful handover to Pax Armata turns into absolute chaos when Pax attacks their own supposed allies. Why? They’re after classified NATO data before it can be moved.
You play as Dylan Murphy, and your squad faces an impossible choice: protect the data or destroy it. Spoiler alert: you end up destroying it because there’s no other option.
The aftermath is catastrophic. Days later, NATO’s Secretary General is assassinated, with Pax Armata claiming responsibility. When NATO hesitates to respond, twelve countries actually withdraw from the alliance and throw their support behind Pax instead. This triggers a global conflict that sets up everything that follows.
Missions: The Rock & Operation Gladius
Six months into the war, NATO finally makes a move to retake the strategically vital Rock of Gibraltar. Control of this location means controlling access to the entire Mediterranean Sea—it’s that important.
Your squad, Dagger 1-3, splits up for a two-pronged assault:
The operation succeeds, but Kincaid escapes without leaving any useful intelligence behind. Frustrating, but this is just the beginning of your cat-and-mouse game with him. For more tactical approaches in the game, check out our best loadouts guide.
Mission: Night Raid
Egypt has fallen under Pax Armata control (much to most Egyptians’ displeasure), and there’s a biometrics CEO named Fayek Salim working with them. CIA operative Mills wants him extracted for intelligence purposes.
With help from Egyptian special forces, Dagger 1-3 goes in for what should be a clean extraction. Instead, everything falls apart, and Salim is killed. But before he dies, he reveals something crucial: the data is stored in his finger (biometric storage—pretty sci-fi, right?).
The intel is chilling: Pax Armata is planning an attack on Brooklyn, New York.
Mission: No Sleep
Racing against time before a NATO summit in New York, Dagger 1-3 infiltrates a Pax cell in Brooklyn. What they discover is nightmare fuel: Kincaid has compromised someone aboard the USS Artemis, a warship currently protecting the city.
The plan? The Artemis will launch missiles to destroy bridges and trap civilians before leveling the city itself.
The coordinates for this attack are being transmitted from an armored train. When your squad can’t destroy it conventionally, the call is made to bomb the train while it crosses the Brooklyn Bridge—a desperate move that shows just how high the stakes are.
In the rubble, Haz Carter manages to prevent most of the missile launches. Not all, but enough to save countless lives. If you’re struggling with vehicle sections like this, our vehicle loadouts guide might help.
Mission: Moving Mountains
With Brooklyn still reeling, Dagger 1-3 realizes Kincaid’s actual target: President Fernandez himself. The presidential motorcade comes under heavy attack, but Fernandez reaches a safe house where your squad and the Secret Service extract him successfully.
But here’s where it gets personal. At the mission’s end, Kincaid stabs Haz Carter to death—revenge for Carter abandoning him on a battlefield years ago. This isn’t just a military conflict anymore; it’s deeply personal for everyone involved.
President Fernandez responds by announcing a global response force and breathing new life into NATO. The tide is turning.
Mission: Nile Guard
As part of the worldwide pushback against Pax Armata, the Egyptian Army rolls into Cairo to reclaim their capital. You switch perspectives here, playing as Ibrahim Al-Khatib of Unit 777—the same Egyptian operator who helped you during the Night Raid mission.
This mission shows that the fight against Pax Armata is truly global, with nations reclaiming their sovereignty.
Mission: Operation Ember Strike
NATO is preparing a massive assault on Pax Armata’s headquarters in Tajikistan, but first, those air defenses need to go. Dagger 1-3, now led by Dylan Murphy following Carter’s death and with new member Hemlock, infiltrates to clear the way.
As a “bonus,” they also destroy a massive dam. The environmental implications are probably devastating, but desperate times and all that.
Mission: Always Forward
This is it—NATO’s all-out attack on Pax Armata’s Tajikistan base. Your objectives: find Kincaid and stop hypersonic missiles from launching.
Success is partial. Most missiles are shut down, but one detonates on-site, killing an entire allied team. You find Kincaid, and what he reveals changes everything: Pax Armata was created by Mills and the CIA. The entire conflict was manufactured to give NATO a common enemy to unite against.
As Kincaid reaches for his knife, Hemlock shoots him. When Hemlock confirms the kill over comms, Mills—now exposed as a traitor—orders NATO to bomb the bunker with you still inside. You escape via helicopter, but your communications are completely cut off. You’re on your own.
With nowhere else to turn and knowing Mills tried to bury you as loose ends, Dagger 1-3 raids her suburban home. This is where all those interrogation scenes throughout the campaign take place.
During the interrogation (which frames the entire campaign’s narrative structure), you even have to fight off Pax Armata operatives sent to either extract or kill Mills.
In the end, Dylan Murphy executes Mills. It’s a dark moment that shows how far your squad has fallen from their original mission.
The ending revelations during Mills’ interrogation are jaw-dropping if you’ve been paying attention:

Here’s what makes this ending particularly unsettling: Mills wasn’t some rogue agent. She had backing from the highest levels of government. The entire global conflict, all those deaths, the cities under siege—it was all part of a plan to revitalize NATO by giving them a manufactured enemy.
The campaign ends with ‘Gecko’ ominously stating: “The worst is still to come.”
This isn’t just dramatic flair. Think about it:
My take? This is clearly setting up for future Battlefield campaigns. The question isn’t whether the threat is over (it obviously isn’t), but rather how deep the conspiracy goes and who else is involved. That Henry Blackburn connection mentioned earlier could become crucial in future installments.
Look, I get it—most people buy Battlefield 6 for the multiplayer. But here’s why the campaign is worth your 6-8 hours:
The missions offer experiences you won’t get in multiplayer:
If you’re attempting Hardcore difficulty, the campaign becomes genuinely challenging and forces you to master game mechanics.
Planning to jump into the story mode? Here are some suggestions:
Battlefield campaigns have always been hit-or-miss, but Battlefield 6 delivers something genuinely engaging. Yes, the time-jumping narrative takes some getting used to, and yes, you’re essentially watching an extended flashback. But the conspiracy thriller angle works, the character dynamics feel earned (especially after Carter’s death), and that ending leaves you wanting more.
The fact that your squad goes from following orders to executing a CIA operative shows real character progression. Mills’ revelations recontextualize everything you’ve done throughout the campaign—suddenly, you realize you’ve been a pawn in a much larger game.
Whether you’re picking up Battlefield 6 on PlayStation, Epic Games Store, or any other platform, don’t skip the campaign. It’s the rare Battlefield story that actually sticks with you after the credits roll.
And if you’re looking for more ways to dominate in both campaign and multiplayer, check out our comprehensive tips and tricks guide and join the discussion over at the Battlefield 6 Reddit community.
The campaign is worth experiencing. Trust me on this one—you’ll be thinking about that ending long after you’ve finished.
Have you completed the Battlefield 6 campaign? What did you think of the ending? Share your theories about what’s coming next in the comments below!