Professional Documents
Culture Documents
This is followed by 11 different mission objectives taken and/ -Which buildings are impassable?
or adapted from the 4th and 5th edition Warhammer 40,000
rule books. -What are the armour Values, fire points, access points and
capacity for any buildings?
The 8 different deployment types are presented next
again taken and/or adapted from the 4th and 5th edition
Warhammer 40,000 rule books.
DEFINE MISSION OBJECTIVES
It is standard practice for players to choose a single mission
Finally the last two pages present 14 mission special rules.
objective for a game and use this to define who wins at
the end of the game. If players wish to randomise which
DEFINE BOARD EDGES mission they players can simply roll a D12 and consult the
Original source: 5th Edition Rule Book Page 88 table below.
SCORING UNITS
Original source: 5th Edition Rule Book Page 90
Player B’s own table edge
Scoring units are those taken from an armies Troops
allowance, unless it is a vehicle has the swarm universal
special rule or a special rule that states it is never scoring.
SEIZE GROUND At the end of the game you control an objective if there is
The battlefield is strewn with discarded equipment, at least one of your scoring units, and no enemy unit (any
wounded comrades, supplies and other detritus of war unit whether scoring or not), within 3” of it. As different
that, for various reasons, you wish to recover. You must objectives vary in shape and size, it is important to agree
fight off the enemy while scouring the field to secure as at the beginning of the game exactly where this distance
many of these vital objectives as you can. will be measured from.
CAPTURE AND CONTROL The player controlling the most objectives wins.
Both sides are attempting to capture the enemy base If the players control the same number of objectives, the
of operations or another similarly vital objective, whilst game is a tactical draw.
defending your own.
Mission special rules
Victory Conditions Random game length
After deciding development zones, but before deploying Deep Strike
any unit, starting with the player that will deploy first, each Reserves
player chooses a point in his deployment zone to be an Seize the Initiative
objective (by placing a counter on it, choosing a detail of a
terrain feature, or any other method that is equally clear). Deployment Types
These objectives may not be in impassable terrain or Pitched Battle
within 24” of the other objective. Spearhead
Dawn Of War
After positioning the objectives, deployment of the forces Encircled
begins, as described in the type of deployment being Surprise Attack
used. Strong Point
Ambush
At the end of the game you control an objective if there is
at least one of your scoring units, and no enemy unit (any
unit whether scoring or not), within 3” of it. As different
objectives vary in shape and size, it is important to agree
at the beginning of the game exactly where this distance
will be measured from.
TAKE AND HOLD The player with the highest total of points wins. If the
You have to secure the battlefield prior to the arrival of players have the same total, the game is a tactical draw.
much greater numbers of friendly troops for a decisive
battle. the enemy are known to be moving to be moving Mission special rules
with similar intent. You are the vanguard - smash Random game length
the enemy aside, take the high ground and await Deep Strike
reinforcements. Reserves
Seize the Initiative
Victory Conditions
Deployment Types
At the end of the game, each player receives 1 point for Pitched Battle
each scoring unit that has been completely within 12” of Spearhead
the centre of the table. Dawn Of War
Encircled
Non-scoring units do not contest the objective. Surprise Attack
SABOTAGE At the end of the game the defender scores one point for
The attacker is engaged in a raid deep in enemy territory, each objective that has not been destroyed, whilst the
his mission is to push deep into enemy lines and destroy attacker receives one point for each objective destroyed.
an important installation.
Each objective counts as an Immobilised vehicle with AV
10. To destroy an objective it must suffer a penetrating
Victory Conditions
hit in close combat. Glancing hits and non-close combat
Before rolling for deployment zones one player must be
attacks have no effect on objectives.
assigned as the attacker the other the defender.
The player with the highest total of points wins.
After deciding development zones, but before deploying
any units, the defender must determine the position of 3
objectives within their deployment zone. Each objective Mission special rules
should be represented by a suitable marker or piece of Night Fighting
terrain. Random game length
Deep Strike
These objectives may not be in impassable terrain, nor Reserves
within 6” of a another objective or more than 12” from Seize the Initiative
another objective.
Deployment Types
After positioning the objectives, the attacker deploys his Pitched Battle
army first, followed by the defender, as described in the Spearhead
type of deployment being used. Dawn Of War
Encircled
The attacker takes first turn unless the defender Seizes Surprise Attack
The Initiative. The first turn is fought using the Night Strong Point
Fighting rules.
MISSION OBJECTIVES
CLEANSE The player with the highest total of points wins. If the
Both sides are attempting to sweep the area clean of players have the same total, the game is a tactical draw.
opposing troops. Roving forces be on the lookout to seek
and destroy any enemies they encounter. Mission special rules
Random game length
Victory Conditions Deep Strike
At the end of the game, each player receives 1 point for Reserves
each table quarter that he controls. Seize the Initiative
You control a table quarter if you have more scoring units Deployment Types
wholly within that quarter than your opponent. Pitched Battle
Spearhead
Non-scoring units do not contest table quarters. Dawn Of War
Encircled
EVACUATION WS BS S T W I A LD Sv
The enemy has identified a key strategic asset to your
forces and is moving in eliminate it. Your only hope is to Evacuee 2 3 3 3 1 2 1 7 4+
hold them back the enemy hordes long enough for them
to make good their escape. The Evacuee has the following profile.
Special Rules:
Victory Conditions Slow and Purposeful, Independent Character.
Before rolling for deployment zones one player must be
assigned as the attacker the other the defender.
Mission special rules
At the end of the game, each player receives 1 ‘kill point’ Random game length
for each enemy unit that has been completely destroyed. Deep Strike
Reserves
If a character has a retinue, the character and his unit are Seize the Initiative
worth 1 kill point each.
Deployment Types
The Evacuee is worth 3 kill points to the defender if he Evacuation
gets into base contact with the departure point (where he
instantly makes good his escape). The attacker gains 3 kill
points if the Evacuee is removed as a casualty.
MISSION OBJECTIVES
After positioning the counters, deployment of the forces Mission special rules
begins, as described in the type of deployment being Random game length
used. Deep Strike
Reserves
After the deployment of all units but before the first turn a Seize the Initiative
D6 must be rolled to see the number of the counter which
is the real one. Deployment Types
Pitched Battle
To reveal a counter, the player must move a non-vehicle Spearhead
model into contact with it and halt the model’s movement. Dawn Of War
Turn the counter face up and see which number it has on Encircled
it. If the counter is the one with the number rolled at the Strong Point
start of the game, the model has located the objective,
and it is now in that model’s possession. If the counter is
any other number, discard it and keep hunting.
BREAKOUT The attacker’s units will leave the board as soon as one of
its model’s bases touches the defender’s board edge or
The attacker’s forces have been surrounded and are
facing complete destruction unless they can break through when its hull touches the board edge if it is a vehicle.
the enemy lines. They must act quickly to escape before
their foes can move up overwhelming forces to annihilate Once one of the attackers units has left the table it may
them. not return for any reason.
PITCHED BATTLE
In the most classic style of engagement, the two opposing
forces deploy in battle formation and advance head-to-
head, guns blazing.
AMBUSH
Your forces are lying in wait for a convoy of enemy
reserves heading for the front line or a scouting party
probing for holes in your defences, spring the trap and
destroy them whilst minimising your own losses.
DAWN OF WAR
A clash of patrols escalates into a major engagement as
the sun rises and reinforcements begin to pour in.
All units that were not deployed, and were not declared
to be in reserve during deployment, must enter the game
in the movement phase of their first turn by moving in
from their own table edge, just like units moving in from
reserve.
SPEARHEAD
Both armies are trying to outflank the enemy, when
contact is made and battle erupts.
The attacker then sets up his units at least 18” away from
the defender’s deployment zone (this is the attacker’s
‘deployment zone’).
SURPRISE ATTACK
The attacking army has taken an opportunity to isolate
and destroy key enemy units before reinforcements can 12”
arrive.
The defender may set up any of his units from his Troops 1 8” 6
and HQ selections anywhere within 8” of the centre of the
table (this is his ‘deployment zone’). He does not have to
set them all up, but he must deploy at least one unit. Any
units not deployed are held in reserve.
The defender then sets up his units at least 18” away from
the defender’s deployment zone (this is the attacker’s
‘deployment zone’). The defender may split his force
between deployment zones at either end of the board.
Deploy any infiltrators and make any scout moves.
The defender’s reserves may come on from either short
board edge and any of the defender’s units forced to fall Start the game. Once deployment has finished, the
back will do so towards the nearest short table edge. attacker starts game Turn 1 with his first player turn.
EVACUATION
Your spies have identified an opportunity for you destroy 8”
one of the enemies key strategic assets and your forces
are moving in eliminate it. Your enemies only hope is to 18”
hold you back long enough for them to make good their
escape.
Play game turn 6 on a 3+. Roll 2D6 x3 for the distance units can see once a target is
selected. If the target is outside the distance the shots are
Play game turn 7 on a 4+. wasted.
Game automatically ends after game turn 7. Barrage and ordinance weapons fire as normal but add +D6’
to their scatter if they fail to roll a hit.
RESERVES
Original source: 5th Edition Rule Book Page 94
PRELIMINARY BOMBARDMENT
Original source: 5th Edition Rule Book Page 258
Players may choose to keep any or all of their units in
reserve at the start of the game. Though they must declare
At the start of the game roll a D6 for each unit and terrain
what method the unit will be using when it becomes
piece on the table, on a roll of a 6 they are hit.
available (e.g. Deep Strike, Outflank, etc.) when they state
the unit will be held in reserve.
Non-vehicle units take D6 Str 5 AP4 hits that cause pinning.
Reserve table
Vehicles suffer a Crew - Stunned damage result. Vehicles in
Turn Roll to arrive
a squadron are rolled for individually.
1 N/A
2 4+
Obstacles are removed if hit.
3 3+
4 2+
Pieces of area terrain, such as small woods or power
5+ Automatic
generators etc, can be replaced with a crater if the players
feel this is appropriate.
Outflank
Units with the Scout and/or Infiltrate universal special rules
Buildings and ruins are not effected by the Preliminary
may arrive from reserve on the short board edges. Roll a D6
Bombardment, nor are units inside them.
when they become available:
Units in reserve cannot be hit and are not rolled for.
D6 Short board edge
1-2 Controlling players left
3-4 Controlling players right HIDDEN SETUP
5-6 Controlling players choice of either edge Original source: 5th Edition Rule Book Page 269
Place the rest of the unit in base contact around the first Hidden Movement:
to form a circle, when the first circle is complete a second Markers may move around the table, moving as infantry,
should be started with the models in base contact with the until they are revealed as described opposite. Markers are
circle inside it. Each circle must include as many models as subject to the slow and purposeful universal special rule.
will fit.
Detecting Ambushers:
Models landing in difficult terrain must take dangerous Whenever a defending unit wishes to fire on or assault a
terrain tests. marker, you must first test to see if the unit can detect the
ambushers. Make a night fighting roll, and if the marker
If any of the models cannot be placed because they would is within the distance rolled, it is removed if a dummy, or
land off table, in impassable terrain, on top of friendly the unit placed if it is not a dummy. At least one of the
models/enemy models or within 1” of enemy models the unit ambushing models must replace the marker, with the rest
is not placed and the controlling player rolls on the Mishap in unit coherency and further away from the spotting enemy
Table and applies the result. than the marker.
The defender gets D3+3 mine field markers to place Just before the player that should go first begins his first
anywhere outside the attackers deployment zone. turn, the opponent can decide to steal the initiative. If he
decides to do so , he rolls a dice. On a result of a 6, he will
Each marker extends 3” in all directions with this area go first instead, immediately beginning his first turn (the
counting as difficult and dangerous terrain. Units suffering opponent cannot then try to seize the initiative back again.)
casualties must take a pinning test.
VACUUM
OBSTACLES Original source: 5th Edition Rule Book Page 271
Original source: Cities of Death Book Page 39
Models with more than one wound on their profile lose not
A player using the Obstacles special rule gets D3+3 of any one but D3 wounds when they suffer an unsaved wound.
of the obstacle types listed below, and each one may be up
to 6” long. All attacks, both shooting and close combat, use the
Rending rule.
Obstacles may be setup anywhere on the table.
Barricades
LOW GRAVITY
Original source: 5th Edition Rule Book Page 271
Provides a 4+ cover save, are difficult terrain for all models
apart from skimmers, but are removed if moved through by
Infantry models may move over terrain in the same manner
a non-skimmer vehicle.
as jump infantry (though they still move 6”). Any such
movement that ends in area terrain will result in a dangerous
Razor Wire
terrain test
Difficult terrain for all non-vehicle models. Vehicles may
move over it with no effect.
Models that run must roll two dice and pick the highest
result, but if a double is rolled the entire unit must make a
Tank Traps
dangerous terrain test.
Impassable terrain to all vehicles except skimmers. They do
not affect non-vehicle movement, but provide a 5+ Cover
Save for non-vehicle models sheltering behind them. SUSTAINED ATTACK
Modified from the original source: 4th edition Rule Book
FORTIFICATIONS Page 193
Modified from the original source: 4th edition Rule Book
Page 193 A player using the Sustained Attack special rule is able to
‘recycle’ units that have been destroyed during the battle to
A player using the Fortifications special rule may deploy up represent wave after wave of reinforcements.
to one bunker, or intact building, in his deployment zone
for each infantry unit he will be deploying in his deployment Any of the players Troops units that are wiped out may
zone during his set up. move on from the attacking player’s own board edge, or use
that Outflank rule if they have the Scout or Infiltrate universal
When the player using the Fortifications special rule deploys special rule. They move on at the beginning of the player’s
his army he must deploy a unit in each of the bunkers or next turn.
intact buildings he deployed. These units may move freely
once the game starts. Destroyed vehicles without a WS may not be recycled.