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® Mission Objective: The player who controls more table quarters at the end of the game wins. To control a table quarter, you must have a unit with at least 50% of its starting unit size or a mobile vehicle (units falling back do not count) in the table quarter and there must be no enemy units at or above 50% of their original unit size or mobile vehicles in the table quarter. Line of Retreat: Forces that are forced to flee must move towards their nearest deployment table edge. Who Goes First? Both players roll a D6. The player with the highest result may elect to go first or second. Game Length: The game lasts 6 turns or until time is called. Battle Point Modifiers: +1 If you have units over 50% or undamaged vehicles in your opponent’s Deployment Zone at the end of the game. Fleeing units do not count. +1 If your General is still alive at the end of the game. +1 If your highest point unit is still at or above 50% and not fleeing at the end of the game. -1 If you control no table quarters at the end of the game. -1 If none of your opponent’s units are under 50% of their original unit size or none of your opponent’s vehicles were destroyed. Both players roll a D6. The player with the highest result places the first piece of terrain. Players alternate placing pieces of terrain. After terrain is placed, players roll a number of dice equal to their Strategy Rating and choose the highest die. The player with the highest result may select which Deployment Zone he/she wishes to deploy in. The opposing player places a unit on the table first. The players then take turns deploying one unit at a time until their entire forces are on the table. The units must be deployed in the following order: Heavy Support first, then Troops, Elites, HQ, and finally Fast Attack. We recommend a 6'x4' table for this scenario. If you are running this scenario on a different sized table you may have to adjust the sizes of the Deployment Zones accordingly. deployment: infiltrators deep strike mission: The above special rules are described in full on pp. 132-137 in the Scenario Special Rules section of the Warhammer 40,000 rulebook. special rules: 18" 18" ® “Mankind stands upon the brink; on the one hand lies a realm of unimaginable power, on the other awaits darkness, death and utter damnation. Only those that follow the guiding light of the Emperor may save their souls.” Inquisitor Damarn, Ordo Malleus Cleanse II 13440199917

40k Scenarios

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Mission Objective:The player who controls more table quarters at the endof the game wins. To control a table quarter, you musthave a unit with at least 50% of its starting unit size or amobile vehicle (units falling back do not count) in the table quarter and there must be no enemy units at orabove 50% of their original unit size or mobile vehiclesin the table quarter.Line of Retreat:Forces that are forced to flee must move towards theirnearest deployment table edge.Who Goes First?Both players roll a D6. The player with the highest resultmay elect to go first or second.Game Length:The game lasts 6 turns or until time is called.Battle Point Modifiers:+1 If you have units over 50% or undamaged vehicles

in your opponent’s Deployment Zone at the end of the game. Fleeing units do not count.

+1 If your General is still alive at the end of the game. +1 If your highest point unit is still at or above 50%

and not fleeing at the end of the game.-1 If you control no table quarters at the

end of the game.-1 If none of your opponent’s units are under 50% of

their original unit size or none of your opponent’s vehicles were destroyed.

Both players roll a D6. The player with the highestresult places the first piece of terrain. Players alternateplacing pieces of terrain.

After terrain is placed, players roll a number of diceequal to their Strategy Rating and choose the highestdie. The player with the highest result may select whichDeployment Zone he/she wishes to deploy in. Theopposing player places a unit on the table first. Theplayers then take turns deploying one unit at a timeuntil their entire forces are on the table. The units mustbe deployed in the following order: Heavy Support first,then Troops, Elites, HQ, and finally Fast Attack.

We recommend a 6'x4' table for this scenario. If you are running this scenario on a different sized table you may have to adjust the sizes of the Deployment Zones accordingly.

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The above special rules are described in full onpp. 132-137 in the Scenario Special Rulessection of the Warhammer 40,000 rulebook.

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“Mankind stands upon the brink; on the one hand lies arealm of unimaginable power, on the other awaits darkness,

death and utter damnation. Only those that follow theguiding light of the Emperor may save their souls.”

Inquisitor Damarn, Ordo Malleus

Cleanse II

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Mission Objectives:Use normal Victory Points rules found on p. 85 of the Warhammer 40,000 rulebook with the followingexception. If your General fought the enemy General in hand-to-hand combat and lived, and the enemyGeneral is dead at the end of the game, you receive+200 Victory Points.Line of Retreat:Forces that are forced to flee must move towards theirnearest deployment table edge.Who Goes First?Both players roll a D6. The player with the highest resultmay elect to go first or second.Game Length:The game lasts 6 turns or until time is called.Battle Point Modifiers:+1 If your General is still alive and is not fleeing or

has not fled off the table at the end of the game.+1 If you have a unit at least 50% of its starting unit

size in your opponent’s Deployment Zone.+1 If your highest point unit is still at or above 50%

and not fleeing at the end of the game.-1 If, at the end of the game, no enemy unit is

destroyed, is fleeing, or has fled off the board.-1 If you don’t control at least one table quarter.

Both players roll a D6. The player with the highestresult places the first piece of terrain. Players alternateplacing pieces of terrain.

After terrain is placed, players roll a number of diceequal to their Strategy Rating and choose the highestdie. The player with the highest result may select whichDeployment Zone he/she wishes to deploy in. Theopposing player places a unit on the table first. Theplayers then take turns deploying one unit at a timeuntil their entire forces are on the table. The units mustbe deployed in the following order: Heavy Support first,then Troops, Elites, HQ, and finally Fast Attack.

Units that may Infiltrate may make one more free movebefore the game begins.

We recommend a 6'x4' table for this scenario. If you are running this scenario on a different sized table, you may have to adjust the sizes of theDeployment Zones accordingly.

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victory pointsThe army commander must end each of hisMovement Phases closer to the enemy commander.If a commander can assault his rival, he must. Whenhe charges, he may ignore other enemy models toget to his target. He is not, however, required tomove full speed towards his rival. sp

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“The Strength of the Emperor is Humanity, And theStrength of Humanity is the Emperor. If one turns from the

other we shall become the Lost and the Damned.”

The Sermons of Sebastion Thor,Vol. XXVII, Ch. LXII

Arch Rivals

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Never-Ending Carnage®

Mission Objectives:Use normal Victory Points rules found on p. 85 of theWarhammer 40,000 rulebook. Remember every time aunit is removed and brought back, it is worth that manyVictory Points again (e.g., when a unit of 10 basic SpaceMarines is destroyed twice, it is worth 300 Victory Pointsnot 150).Line of Retreat:Forces that are forced to flee must move towards theirnearest deployment table edge.Who Goes First?Both players roll a D6. The player with the highest resultmay elect to go first or second.Game Length:This scenario uses the Random Game Length rules.Battle Point Modifiers+1 If you control more table quarters than

your opponent.+1 If your General is still alive at the end

of the game.+1 If you did not use Sustained Attack rules for

any of your units. -1 If all six of your Troop selections were wiped out

at least once during the game. -1 If you don’t control at least one table quarter.

Both players roll a D6. The player with the highestresult places the first piece of terrain. Players thenalternate placing pieces of terrain.

After terrain is placed, players roll a number of diceequal to their Strategy Rating and choose the highestdie. The player with the highest result may select whichDeployment Zone he/she wishes to deploy in. Theopposing player places a unit on the table first. Theplayers then take turns deploying one unit at a timeuntil their entire forces are on the table. The units mustbe deployed in the following order: Heavy Support first,then Troops, Elites, HQ, and finally Fast Attack.

Units that may Infiltrate may make one free morebefore the game begins.

We recommend a 6'x4' table for this scenario. If you are running this scenario on a different sized table, you may have to adjust the sizes of theDeployment Zones accordingly.

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sustainedattack

Deep Strike

infiltrators

The above special rules are described in full onpp. 84-85 in the Scenario Special Rules sectionof the Warhammer 40,000 rulebook.

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“The more I learn about these aliens, the more I come tounderstand what drives them, the more I hate them. I Hate

them for what they are and for what they may one daybecome. I hate them not because they hate us but because

they are incapable of good, honest human hatred.”

Inquisitor Angmar on Tyranids

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Mission Objectives:At the end of the game, players reveal their prioritymarkers. Check to determine if you control any of yourmarkers. There may be no enemy units at or above 50%of their original unit size or mobile vehicles within 6" ofthe marker, and you must have a unit with at least 50%of its starting unit size or mobile vehicles (units fallingback do not count) within 6" of the marker in order tocontrol it. Total up the value of the priority markers youcontrol. Whoever has more priority marker points wins. Ifboth players have the same number of points, the gameis a draw.Line of RetreatForces that are forced to flee must move towards theirnearest deployment table edge.Who Goes First?Both players roll a D6. The player with the highest resultmay elect to go first or second.Game Length:The game lasts 6 turns or until time is called.Battle Point Modifiers+1 If you control your opponent’s highest allotted

point priority marker.+1 If you control more table quarters than

your opponent. +1 If the enemy’s highest point selection is dead,

has been destroyed, is fleeing, or has fled off the table at the end of the game.

-1 If you don’t control any of your or your opponent’s priority markers.

-1 If your general is dead, is fleeing, or has fled off the board at the end of the game.

Both players roll a D6. The player with the highestresult places the first piece of terrain. Players thenalternate placing pieces of terrain.

After terrain is placed, players roll a number of diceequal to their Strategy Rating and choose the highestdie. The player with the highest result may select whichDeployment Zone he/she wishes to deploy in. Theopposing player places a unit on the table first. Theplayers then take turns deploying one unit at a timeuntil their entire forces are on the table. The units mustbe deployed in the following order: Heavy Support first,then Troops, Elites, HQ, and finally Fast Attack.

We recommend a 6'x4' table for this scenario. If you are running this scenario on a different sized table, you may have to adjust the sizes of theDeployment Zones accordingly.

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Deep Strike

After placing terrain and rolling for DeploymentZones, both players may allocate a total of 6 pointsto different areas of the table. These areas couldbe the top of a hill, a wooded area, or even anopen space. Players alternate placing pieces ofpaper with a secret points allotment between 1-3 atthe points they must control. Priority markers mustbe placed at least 6" outside the controllingplayer’s Deployment Zone (but may be in anopponent’s) and at least 10" away from thecontrolling player’s other priority markers.sp

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“Give me but a thousand men who are crazy enough towant to conquer hell and we will do it!”

Warmaster Solon

priorities

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Mission Objectives:Use the normal Victory Points rules found on p. 85 ofthe Warhammer 40,000 rulebook with the followingexceptions. After players have set the terrain andselected Deployment Zones, both players nominate oneenemy selection. This selection may be anything withthe exception of HQ. That selection is worth doubleVictory points if it is destroyed or flees off the table. Line of Retreat:Forces that are forced to flee must move towards theirnearest deployment table edge.Who Goes First?Both players roll a D6. The player with the highest resultmay elect to go first or second.Game Length:The game lasts 6 turns or until time is called.Battle Point Modifiers:+1 If your “hunted” selection nominated by your

opponent has not been destroyed, is not fleeing,or has not fled off the table at the end of the game.+1 If you have more units at or above 50% of their

original unit size in your enemy’s DeploymentZone

then he has in yours (note vehicles don’t count). +1 If all your opponent’s Troops selections are under

50% of their original unit size.-1 If you control no table quarters at the end

of the game. -1 If your general is dead, is fleeing, or has fled off

the table by the end of the game.

Both players roll a D6. The player with the highestresult places the first piece of terrain. Players thenalternate placing pieces of terrain.

After terrain is placed, players roll a number of diceequal to their Strategy Rating and choose the highestdie. The player with the highest result may select whichDeployment Zone he/she wishes to deploy in. Theopposing player places a unit on the table first. Theplayers then take turns deploying one unit at a timeuntil their entire forces are on the table. The units mustbe deployed in the following order: Heavy Support first,then Troops, Elites, HQ, and finally Fast Attack.

Units that may Infiltrate are deployed last and may bedeployed anywhere on the table but no closer than 20"to enemy models.

We recommend a 6'x4' table for this scenario. If you are running this scenario on a different sized table, you may have to adjust the sizes of theDeployment Zones accordingly.

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The above special rules are described in full onpp. 84-85 in the Mission Special Rules sectionof the Warhammer 40,000 rulebook.

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“Kill them - Kill them all!”Warlord Ghazghkull Thraha

The Hunted

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Triangulate the Perimeter®

Mission Objectives:Use normal Victory Points rules found on p. 85 of theWarhammer 40,000 rulebook with the followingadditions. Each messenger that is in one of the three fartable quarters at the end of the game is worth +150Victory Points. If all of the three far table quarters areoccupied by messengers, the controlling player gets+500 Victory Points (note: these Victory Points areawarded INSTEAD OF – not in addition to – the 150Victory Points for each messenger).Line of Retreat:Forces that are forced to flee must move towards theirnearest deployment table edge.Who Goes First?Both players roll a D6. The player with the highest resultmay elect to go first or second.Game Length:The game lasts 6 turns or until time is called.Battle Point Modifiers+1 If you control more table quarters than your opponent

at the end of the game. +1 If your enemy’s highest point selection is destroyed,

is fleeing, or has fled of the table by game’s end.+1 If all your messengers are still alive at the end

of the game. -1 If no enemy Troop selections are less then half of

their original unit size. -1 If none of your messenger models are alive at the

end of the game.

Both players roll a D6. The player with the highestresult places the first piece of terrain. Players thenalternate placing pieces of terrain.

After terrain is placed, players roll a number of diceequal to their Strategy Rating and choose the highestdie. The player with the highest result may select whichDeployment Zone he/she wishes to deploy in. Theopposing player places a unit on the table first. Theplayers then take turns deploying one unit at a timeuntil their entire forces are on the table. The units mustbe deployed in the following order: Heavy Support first,then Troops, Elites, HQ, and finally Fast Attack.

We recommend a 6'x4' table for this scenario. If you are running this scenario on a different sized table, you may have to adjust the sizes of theDeployment Zones accordingly.

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Messengers: Each army must use three messengermodels. If a player has appropriate models to use for themessengers, he/she may. If not, take three models of thecontrolling player’s choice from any units in the army.

Messengers are armed with a pistol (range 12", Strength3, AP-). Messengers have a 5+ Invulnerable save andare Fearless. Messengers count as a unit of one model.

WS BS S T W I A Ld S

3 3 3 4 2 3 1 8 5+Messenger

MESSENGERS

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18"Your Deployment Zone

Far Quarter 2

Far Quarter 1

Far Quarter 3

“The Adeptus Astartes is not a subtle instrument to bedelicately wielded like a surgeon’s knife. Rather it islikened to a mighty hammer which smashes asunder

that which stands in it’s way”

Tactica Imperium

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Mission Objectives:At the beginning of the game, the armies have not yetreceived their orders. At the beginning of Turn 3, roll aD6 and consult the table below.1-2 Hold the objectives. Whichever player controls

more terrain features wins. To control a featureyou must have a unit at 50% or above its originalunit size or a mobile vehicle within 6" of a terrainfeature. If your opponent also has a unit at orabove 50% of its original unit size or a mobilevehicle within 6" of a terrain feature, neither playercontrols the objective. Before starting the gameboth players should agree what will count asterrain and what won’t

3-4 Table Quarters (as in a Cleanse Mission).5-6 Use Victory Points to determine the winner. If the

difference in Victory Points is within 250, thegame results in a tie.

Line of Retreat:Forces that are forced to flee must move towards theirnearest deployment table edge.Who Goes First?Both players roll a D6. The player with the highest resultmay elect to go first or second.Game Length:The game lasts 6 turns or until time is called.Battle Point Modifiers:+1 If your General is still alive at the end of the game. +1 If you have more units at or above 50% of their

original unit size in your enemy’s Deployment Zonethan he has in yours (note: vehicles don’t count).

+1 If all your opponent’s Troops selections are under50% of their original unit size.

-1 If you control no table quarters at the end of thegame.

-1 If your General is dead, is fleeing, or has fled off thetable by the end of the game.

Both players roll a D6. The player with the highestresult places the first piece of terrain. Players thenalternate placing pieces of terrain.

After terrain is placed, players roll a number of diceequal to their Strategy Rating and choose the highestdie. The player with the highest result may select whichDeployment Zone he/she wishes to deploy in. Theopposing player places a unit on the table first. Theplayers then take turns deploying one unit at a time.Each player may only deploy their compulsory Troopsselections and units that can Infiltrate. All others areheld in Reserve.

Units that can Infiltrate are deployed after all otherunits (except Reserves) are deployed and may bedeployed anywhere on the table but not within 18" ofenemy models.

We recommend a 6'x4' table for this scenario. If you are running this scenario on a different sizedtable, you may have to adjust the sizes of the Deployment

Zones accordingly.

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The above special rules are described in full on pp.84-85 in the Scenario Special Rules section of theWarhammer 40,000 rulebook.sp

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Unplanned Assault

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Attacker:If the Emissary is killed or has left the table for anyreason, the Attacker gets +200 Victory Points.Defender: The Defender’s primary objective is to keep theEmissary alive. If the Emissary is alive and still on thetable at the end of the game, the Defender receives+150 Victory Points. The secondary objective is to getthe Emissary to the transport site. If, at the end of thegame, the Emissary is not fleeing and in any part of theenemy’s Deployment Zone, the Defender receives +150Victory Points. Note that these Victory Points are inaddition to the 150 for keeping him alive.Line of Retreat:Forces that are forced to flee must move towards theirnearest deployment table edge.Who Goes First?Both players roll a D6. The player with the highest resultmay elect to go first or second.Game Length:The game lasts 6 turns or until time is called.Battle Point Modifiers:+1 If your opponent’s General is dead, is fleeing, or has

fled off the table at the end of the game.+1 If you have units at or above 50% of their original

size in your opponent’s Deployment Zone.+1 If your highest-point unit is still at or above 50% of its

starting size and not fleeing at the end of the game.-1 If no enemy units are dead, are fleeing, or have fled

off the table at the end of the game.-1 If you control no table quarters at the end of

the game.

Both players roll a D6. The player with the highestresult places the first piece of terrain. Players thenalternate placing pieces of terrain.

After terrain is placed, players roll a number of diceequal to their Strategy Rating and choose the highestdie. The player with the highest result may select whichDeployment Zone he/she wishes to deploy in. Theopposing player places a unit on the table first. Theplayers then take turns deploying one unit at a timeuntil their entire forces are on the table. The units mustbe deployed in the following order: Heavy Support first,then Troops, Elites, HQ, and finally Fast Attack.

We recommend a 6'x4' table for this scenario. If you are running this scenario on a different sized table, you may have to adjust the sizes of theDeployment Zones accordingly.

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victory points

infiltrators(attackers only)

The Defenders have an Emissary to protect. Use anextra model (an extra from the army, messenger model,or whatever), or if no unused models are available, usea basic Troop model pulled from a squad of theDefender’s choice.

The Emissary is armed only with one close combatweapon. He is treated as an independent character andmay lead units if he joins them. He may ride in theTransport of a unit he joins only if there is enough roomin the transport for him to fit. The model uses none of thespecial rules for the army he is a part of.

WS BS S T W I A Ld S

2 2 2 3 2 2 1 9 4+Emissary

EMISSARY

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Emissary Escort

Identify your target. Concentrate your fire on it to the exclusion of all else. When it is destroyed choose another target. That is the way to secure victory.

Tacticus Imperium

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Mission Objectives:Use the normal Victory points rules found on p. 85 of the Warhammer 40,000 rulebook with the followingadditions. If you kill the traitor model (the one youropponent controls), you receive +150 Victory Points.Line of Retreat:Forces that are forced to flee must move towards theirnearest deployment table edge.Who Goes First?Both players roll a D6. The player with the highest resultmay elect to go first or second.Game Length:The game lasts 6 turns or until time is called.Battle Point Modifiers:+1 If you control more table quarters than youropponent at the end of the game. +1 If the enemy General is dead, is fleeing, or hasfled off the table by the end of the game. +1 If none of your Troop selections are destroyed,are fleeing, or have fled off the table by the end of thegame. -1 If no enemy units are under 50% of their originalunit size. -1 If the Traitor model you control is in yourDeployment Zone at the end of the game.

Both players roll a D6. The player with the highestresult places the first piece of terrain. Players thenalternate placing pieces of terrain.

After terrain is placed, players roll a number of diceequal to their Strategy Rating and choose the highestdie. The player with the highest result may select whichDeployment Zone he/she wishes to deploy in. Theopposing player places a unit on the table first. Theplayers then take turns deploying one unit at a timeuntil their entire forces are on the table. The units mustbe deployed in the following order: Heavy Support first,then Troops, Elites, HQ, and finally Fast Attack.

Units that can Infiltrate are deployed after all othermodels are deployed and may be placed anywhere onthe table but not within 18" of an enemy model.

We recommend a 6'x4' table for this scenario. If you are running this scenario on a different sized table, you may have to adjust the sizes of the DeploymentZones accordingly.

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Traitor. Players must nominate one model fromany of their Elites selections. If you have no Elitesselections, choose a Troops selection instead. Ifyou don’t have any Troop selections, stop playing;you are cheating. The nominated model hasbetrayed your army! Give it to your opponent (forthe game only – you’ll get him back). Treat thetraitor as an independent character with all thestats, special rules, and equipment he hadoriginally in the parent army.

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The Daemonic leads two crimes. You turn away from the

path of righteousness and you abandon the Emperor as the

object of your devotion. For the first death is merely a just

retribution. The second is a Heresy so terrible that no

punishment can be sufficient. Yet the search for an

appropriate penalty continues, and it shall be found.

-Ecclesiarch Issus

Traitor

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Suicide Squad ®

Mission Objectives:Use the normal Victory Points rules found on p. 85 of the Warhammer 40,000 rulebook with the followingadditions. If your Suicide Squad dies, you receive +150 Victory Points. If they survive, you lose 150 Victory Points.Line of Retreat:Forces that are forced to flee must move towards theirnearest deployment table edge.Who Goes First?Both players roll a D6. The player with the highest resultmay elect to go first or second.Game Length:The game lasts 6 turns or until time is called.Battle Point Modifiers:+1 If your Suicide Squad killed at least one enemy

unit or destroyed at least one enemy vehicle.+1 If you have a unit at 50% or more of its starting

unit size in your opponent’s Deployment Zone.+1 If your highest point unit (not counting the Suicide

Squad) is still at or above 50% and not fleeing by the end of the game.

-1 If, at the end of the game, no enemy unit is destroyed, is fleeing, or has fled off the board.

-1 If you don’t control at least one table quarter.

Both players roll a D6. The player with the highestresult places the first piece of terrain. Players thenalternate placing pieces of terrain.

After terrain is placed, players roll a number of diceequal to their Strategy Rating and choose the highestdie. The player with the highest result may select whichDeployment Zone he/she wishes to deploy in. Theopposing player places a unit on the table first. Theplayers then take turns deploying one unit at a timeuntil their entire forces are on the table. The units mustbe deployed in the following order: Heavy Support first,then Troops, Elites, HQ, and finally Fast Attack.

Units that can Infiltrate deploy after all other selectionsare deployed and may be placed anywhere on thetable at least 18" away from an enemy model or unit.

We recommend a 6'x4' table for this scenario. If you are running this scenario on a different sized table, you may have to adjust the sizes of the DeploymentZones accordingly.

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Both armies must choose one unit to be theSuicide Squad. The unit must be either a Troopsor an Elites choice. This unit hates the enemy andwill always hit the enemy on a 3+ in hand-to-handregardless of WS. The unit will also automaticallypass any Morale or Pinning checks and will neverfall back (they are suicidal, after all).

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“You are not free whose liberty is won by the rigor ofother, more righteous souls. You are merely protected. Yourfreedom is parasitic, you suck the honorable man dry and

offer nothing in return. You have enjoyed freedom, who havedone nothing to earn it, your time has come.

This time you will stand alone and fight for yourselves. Now you will fight for your freedom the currency of honest

toil and human blood.

Inquisitor Czevak - Address to the council of Ryanti

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Mission Objectives:Use the normal Victory Points rules found on p. 85 of the Warhammer 40,000 rulebook with the followingaddition. The army that is in control of the objectivemarker at the end of the game receives +300 Victory Points.Line of Retreat:Forces that are forced to flee must move towards theirnearest deployment table edge.Who Goes First?Both players roll a D6. The player with the highest resultmay elect to go first or second.Game Length:The game lasts 6 turns or until time is called.Battle Point Modifiers:+1 If your opponent’s highest-point HQ selection is

dead, is fleeing, or has fled off the table by the end of the game.

+1 If you have units at or above 50% of their starting size or undamaged vehicles in your opponent’s Deployment Zone. Fleeing units do not count.

+1 If you control more terrain features than your opponent at the end of the game.

-1 If no enemy unit is dead, is fleeing, or has fled off the table at the end of the game.

-1 If you have no units at or above 50% of their starting size or no mobile vehicles.

Both players roll a D6. The player with the highestresult places the first piece of terrain. Players thenalternate placing pieces of terrain.

After terrain is placed, players roll a number of diceequal to their Strategy Rating and choose the highestdie. The player with the highest result may select whichDeployment Zone he/she wishes to deploy in. Theopposing player places a unit on the table first. Theplayers then take turns deploying one unit at a timeuntil their entire forces are on the table. The units mustbe deployed in the following order: Heavy Support first,then Troops, Elites, HQ, and finally Fast Attack.

We recommend a 6'x4' table for this scenario. If you are running this scenario on a different sized table, you may have to adjust the sizes of theDeployment Zones accordingly.

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Deep Strike

victory pointsSix markers will be placed on the battlefield toindicate potential locations where the archeotechmay be hidden. To inspect a marker, a model mustend its turn in contact with the marker. In theShooting Phase, instead of shooting, the modelalong with its unit may inspect the marker. Roll aD6. On a result of 5-6, you have found theobjective; on a 2-4, you have found nothing ofconsequence (remove the marker); on a 1, youhave set off a booby trap! Center the large blasttemplate on the model inspecting the objective. Allmodels completely under the template suffer a S3,AP- hit; those partially under the template suffer ahit on a 4+.

A unit may inspect only one objective marker perturn. Once the objective has been found, removeall other markers. The objective may not be movedby any means. If all the objective markers havebeen inspected, and none of them is the objective,you are both on a "Wild Zoat Chase" (now don’tyou both feel silly), and there is no objective.

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“Look upon this hammer I hold before me, for it is far more then a weapon. It is a symbol of the Imperial justice that smitesthe diabolic enemies of the Imperium wherever they are found, just as I. Though it has banished even a mighty Greater Daemon tothe hell from which it was spawned, it remains true and pure, just as I. Furthermore it is a symbol of my order and my office, of theauthority granted to me by the divine will of the Emperor. By that authority, I am commanding you and your entire regiment to obey

me without question or hesitation. Advance, or it will not be daemonic blood that stains my hammer this day.”

Inquisitor Lord Hephasestos Grudd,Addressing Colonel Molian of the 223rd Gudrunite Rifles.

Archeotech Excavation

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Battle in the Eye of Terror®

Mission Objectives:Use the normal Victory Points rules found on p. 85 ofthe Warhammer 40,000 rulebook.Line of Retreat:Forces that are forced to flee must move towards theirnearest deployment table edge.Who Goes First?Both players roll a D6. The player with the highest resultmay elect to go first or second.Game Length:This scenario uses the Random Game Length rules.Battle Point Modifiers:+1 If you control more table quarters than

your opponent.+1 If your General is still alive at the end of the game.+1 If your highest point unit is still at or above 50%

and not fleeing by the end of the game.-1 If you control no table quarters at the end

of the game.-1 If none of your opponent’s units are under 50% of

their original unit size or none of your opponent’s vehicles were destroyed.

Both players roll a D6. The player with the highestresult places the first piece of terrain. Players thenalternate placing pieces of terrain.

After terrain is placed, players roll a number of diceequal to their Strategy Rating and choose the highestdie. The player with the highest result may select whichDeployment Zone he/she wishes to deploy in. Theopposing player places a unit on the table first. Theplayers then take turns deploying one unit at a timeuntil their entire forces are on the table. The units mustbe deployed in the following order: Heavy Support first,then Troops, Elites, HQ, and finally Fast Attack.

Units that can Infiltrate deploy after all other selectionsare deployed and may be placed anywhere on thetable at least 18" away from an enemy model or unit.

We recommend a 6'x4' table for this scenario. If you are running this scenario on a different sized table, you may have to adjust the sizes of the DeploymentZones accordingly.

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Random gameLength

At the beginning of a player’s Movement Phasethe player whose turn it is may remove anysingle friendly model (not a vehicle) or unit fromthe board and redeploy it immediately per theDeep Strike rules. When placing the unit back onthe table, any model whose base is notcompletely covered by the template is lost in thewarp and considered destroyed.

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Deep Strike

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Mission Objectives:Use the normal Victory Points rules found on p. 85 ofthe Warhammer 40,000 rulebook.Line of Retreat:Forces that are forced to flee must move towards theirnearest deployment table edge.Who Goes First?Both players roll a D6. The player with the highest resultmay elect to go first or second.Game Length:The game lasts 6 turns or until time is called.Battle Point Modifiers:+1 If your opponent’s General is dead, is fleeing, or

has fled off the table at the end of the game.+1 If your opponent’s highest-cost unit is dead, is

fleeing, or has fled off the board by the end of the game.

+1 If you control more hills than your opponent does. [To control a hill, you must have a unit with at least 50% of its starting strength or mobile vehicles (units falling back don’t count) on the hill; in addition, no enemy units at or above 50% of their original size and no mobile enemy vehicles may be on the hill].

-1 If no enemy units are dead, are fleeing, or have fled off the table at the end of the game.

-1 If you control no table quarters at the end of the game.

Both players roll a D6. The player with the highestresult places the first piece of terrain. Players thenalternate placing pieces of terrain.

After terrain is placed, players roll a number of diceequal to their Strategy Rating and choose the highestdie. The player with the highest result may select whichDeployment Zone he/she wishes to deploy in. Theopposing player places a unit on the table first. Theplayers then take turns deploying one unit at a timeuntil their entire forces are on the table. The units mustbe deployed in the following order: Heavy Support first,then Troops, Elites, HQ, and finally Fast Attack.

Units that can Infiltrate deploy after all other selectionsare deployed and may be placed anywhere on thetable at least 18" away from an enemy model or unit.

We recommend a 6'x4' table for this scenario. If you are running this scenario on a different sized table, you may have to adjust the sizes of the DeploymentZones accordingly.

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At the start of the 4th turn, roll a D6; on a 4+, nighthas fallen. If not, roll again at the start of the 5th turn;on a 3+, night has fallen. On the 6th turn, night fallson a 2+. After night has fallen, players must use theNight Fighting rule found on p. 134 of theWarhammer 40,000 rulebook for the remainder ofthe game.

infIltrators

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Preliminary Bombardment

(both players)

Night Fight(see rules below)

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The Emperor is out guiding light, a beacon of hope for

humanity in a galaxy of darkness. As we serve him, he is

our greatest servant. As we pray to him, his thoughts are

only for us. And in the dark when the shadows threaten, the

Emperor is with us, in spirit and in fact.

twilight

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SCouting Engagement®

Mission Objectives:Use the normal Victory Points rules found on p. 85 ofthe Warhammer 40,000 rulebook.Line of Retreat:Forces that are forced to flee must move towards theirnearest deployment table edge.Who Goes First?Both players roll a D6. The player with the highest resultmay elect to go first or second.Game Length:The game lasts 6 turns or until time is called.Battle Point Modifiers:+1 If you have units over 50% or undamaged vehicles

in your opponent’s Deployment Zone at the end of the game. Fleeing units do not count.

+1 If your highest-point Troops selection is still alive and still at 50% or more of its original unit size.

+1 If you control more terrain features than your opponent at the end of the game.

-1 If no enemy unit is dead, is fleeing, or has fled off the table by the end of the game.

-1 If you have no units at or above 50% of their starting unit size or mobile vehicles in your own Deployment Zone.

Both players roll a D6. The player with the highestresult places the first piece of terrain. Players thenalternate placing pieces of terrain.

After terrain is placed players roll a number of diceequal to their Strategy Rating and choose the highest die. The player with the highest result mayselect which Deployment Zone he/she wishes todeploy in. The opposing player places a unit on thetable first. The players then take turns deploying oneunit at a time. Each player may only deploy his/hercompulsory Troops selections. All other selections are held in Reserve.

We recommend a 6'x4' table for this scenario. If you are running this scenario on a different sized table, you may have to adjust the sizes of theDeployment Zones accordingly.

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reserves

All Reserves rolls receive a +1. This bonus is in addition to any other bonuses the army normally receives.sp

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“There is no art

more beautiful and diverse

than the art of

Death”

Laconfir of Beil-tan

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Mission Objectives:The Mission uses the normal Victory Point rules with thefollowing exceptions:• If the Defender has control of the hostage and he

is still in the Defender’s Deployment Zone, the Defender receives +250 Victory Points.

• If the Attacker has control of the hostage and he is in the neutral zone, the Attacker gains +150 Victory Points. If the Attacker has control of the hostage and he is in the Attacker’s Deployment Zone, the Attackergets +300 Victory Points.

Line of Retreat:Forces that are forced to flee must move towards theirnearest deployment table edge.

Who Goes First?Both players roll a D6. The player with the highest resultmay elect to go first or second.

Game Length:The game lasts 6 turns or until time is called.

Battle Point Modifiers:+1 If you have units over 50% of their starting size or

undamaged vehicles in your opponent’s Deployment Zone at the end of the game. Fleeing units do not count.

+1 If your General is still alive at the end of the game.+1 If your highest-point unit is still at or above 50%

and not fleeing at the end of the game.-1 If you control no table quarters at the

end of the game.-1 If none of your units are at or over 50% of their

original unit size.

Both players roll a D6. The player with the highestresult places the first piece of terrain. Players thenalternate placing pieces of terrain.

The player with more points used in Fast Attackselections is the Attacker (for Saim-Hann, count the“Troops” Fast Attack selections). The other player isthe Defender. In the case of a tie, players roll off andadd their Strategy Rating; the winner may choosewhether he wants to attack or defend. Make anexception to this rule when one army is always theAttacker (e.g., Dark Eldar). If both armies have rulessaying they are always the Attacker use the rulesabove to determine Attacker/Defender. The Attackingplayer places the hostage, which is a model from anyTroops selection of his choice, 6" up in the center ofthe Defender’s Deployment Zone.

After terrain is placed, players roll a number of diceequal to their Strategy Rating and choose the highestdie. The player with the highest result may select whichDeployment Zone he/she wishes to deploy in. Theopposing player places a unit on the table first. The

players then take turns deploying one unit at a time untiltheir entire forces are on the table. The units must bedeployed in the following order: Heavy Support first, thenTroops, Elites, HQ, and finally Fast Attack.

We recommend a 6'x4' table for this scenario. If you arerunning this scenario on a different sized table, you mayhave to adjust the sizes of the Deployment Zonesaccordingly.

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WS BS S T W I A Ld S

3 3 3 3 1 3 1 9 5+Hostage

HOSTAGE

Place a model representing the hostage in theDefender’s Deployment Zone (see Deployment). Thehostage may NOT move until the Attacker gains controlof him. To gain control of the hostage, the attackingplayer must get any model with a WS in base contactwith the hostage. The hostage can then move freely withthe unit (or model) that rescued him. The hostage mustremain in base-to-base contact with the unit or modelthat freed him. The hostage may only move 6" a turnand may not make any additional movement unless theunit he is with is assaulting. The hostage has a 5+invulnerable save, is unarmed, and may not lead a unithe joins. If the model carrying the hostage flees or isdestroyed, the hostage will then move D6" in a randomdirection during both players’ Movement Phases until heis picked up my any model with a WS.

DO NOT KILL THE HOSTAGE! He has pricelessinformation BOTH armies need. If the hostage dies, thearmy responsible for his death loses 300 Victory Points,even if it is an accidental death (e.g., deviating barrages,etc.). The Hostage may not be targeted by the owningplayer if the unit he is with takes enemy fire.

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Hostage placed 6" up in the center

Defender’s Deployment Zone 18" up

Hostage Retrieval

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“This is heavy, Doc.”®

Mission Objectives:Use the normal Victory Points rules found on p. 85 ofthe Warhammer 40,000 rulebook.Line of Retreat:Forces that are forced to flee must move towards theirnearest deployment table edge.Who Goes First?Both players roll a D6. The player with the highest resultmay elect to go first or second.Game Length:The game lasts 6 turns or until time is called.Battle Point Modifiers:+1 If the enemy General is dead, is fleeing, or has

fled off the table by the end of the game.+1 If your highest point selection is still alive, is not

fleeing, and has not fled off the table by the end of the game.

+1 If all of your opponent’s Troop selections are destroyed, have fled off the table, or are under 50% of their original unit size.

-1 If you control no table quarters. -1 If have no units in your enemy’s Deployment Zone

at the end of the game.

Both players roll a D6. The player with the highestresult places the first piece of terrain. Players proceedalternating placing pieces of terrain.

After terrain is placed, players roll a number of diceequal to their Strategy Rating and choose the highestdie. The player with the highest result may select whichDeployment Zone he/she wishes to deploy in. Theopposing player places a unit on the table first. Theplayers then take turns deploying one unit at a timeuntil their entire forces are on the table. The units mustbe deployed in the following order: Heavy Support first,then Troops, Elites, HQ, and finally Fast Attack.

We recommend a 6'x4' table for this scenario. If you are running this scenario on a different sized table, you may have to adjust the sizes of theDeployment Zones accordingly.

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Gravitational Instability: At the beginning of eachturn Roll 2D6+N where N what turn number it is inthe game and consult the table below:

3-10 High Gravity -D6" movement for eachmodel, unit or vehicle movement

11-12 Normal Gravity no special rules apply

13+ Low Gravity +D6" movement for eachmodel, unit or vehicles movement

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“I have received your messages, acquainting me that

these worlds belong to your Emperor, your master. In

return I am to inform you that the said worlds belong to his

Ethereal Majesty. Aun’O Bork’an Vral, my master, by

right and settlement. Should you wish to gain similar rights

you must submit yourselves to his wisdom as members of

the Tau Empire.”

Por’el Tau’n Ukos, Water Cast Negotiator

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