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MISSION PACK

What is the Mission Pack?


The following document has been created to allow gamers a much wider scope of 40k gaming
through various new missions and new rules.

The level of difficulty will be set by you and your friends.

Choose your Mission Set Up! Choose your Objectives! Choose your Special Rules!
THEN ENJOY!

Select Mission Deploy Forces


You have THREE broad categories of Missions to Roll a d6 or simply agree
choose from! with your opponent which
mission you wish to play!
Option 1: Standard Mission Chart: Using the three missions
in the standard rule book ie: Seize Ground, Capture and Control
or Annihilation. 1. Breakthrough
Option 2: Advanced Mission Chart: Using the three 2. Take the Flank
Advanced Missions in this Mission Pack. 3. Entrenched
Option 3: Customized Mission Chart: Rolling for Primary, 4. Apocalypse
Secondary, Tertiary and/or Bonus Objectives. 5. Two to One
THEN- 6. Last Stand
Add any additional Special Rules for more
flavor!

Playing Area

?
There are 6 new field of battle set-ups.
However, we recommend not using
these with the advanced missions, until
you are more accustomed to them!

Since the field of deployment changes


so drastically from mission to mission,
please read each description carefully !
Mission Type
Select your Mission Type by choosing one of the three options below.

Option 1: Standard Mission Chart: Using the three missions in the standard rule book ie: Seize Ground,
Capture and Control or Annihilation.

Option 2: Advanced Mission Chart: Using the three Advanced Missions in this Mission Pack.

Option 3: Advanced Mission Chart: Rolling for Primary, Secondary,Tertiary and/or Bonus Objectives.

Advanced Mission Chart


1: Advanced Seize Ground:
Before deciding deployment zones, the players must determine the position of D3+2 Objectives. The winner of a roll-off chooses a point on
the table to be an objective by placing a counter on it, choosing a detail of terrain feature, or any other method that is equally clear). Then
the opponent does the same, and the players alternate choosing a point until the position of all the objectives has been determined.

These objectives may not be in impassable terrain, nor within 12” or a table edge or another objective.

After positioning the objectives, deployment of the forces begins, as described in rules for the type of deployment being used.

At the end of the game you control an objective if you have a scoring Troop unit PLUS at least ONE OTHER non HQ unit within 3” of the
objective (dedicated transports DO NOT count).

Additionally, you may only contest an objective if you have equal to or more units within 3” of the objective (dedicated transports DO count).

2: Advanced Capture and Control:


After deciding deployment zones, but before deploying any unit, starting with the player that will deploy first, each player chooses a point in
his own deployment zone to be an objective by placing a counter on it, choosing a detail of terrain feature, or any other method that is
equally clear).
These objectives may not be in impassable terrain, nor may they be within 24” of the other objective.

After positioning the objectives, deployment of the forces begins, as described in the type of deployment being used.

At the end of the game, you control an objective if you have a scoring Troop unit PLUS at least ONE OTHER unit of any type within 3” of the
objective (dedicated transports DO NOT count).

Additionally, if the additional controlling unit is an HQ unit, then that objective cannot be contested by anything other than an enemy HQ
PLUS one additional unit.

Otherwise , you may contest if you have an equal amount of or more units within 3” of the objective (dedicated transports DO count).

2: Advanced Annihilation
At the end of the game, each player receives “Kill Points” for the units that have been completely destroyed as per standard Annihilation
Mission:

Additionally,

Use the standard Seize Ground mission rules to set up 5 Objective tokens. (This number will not be rolled for-
you will always set up 5.)

Each objective claimed will be worth 2 Kill Points.

A contested objective will be worth 1 Kill Point to whoever is contesting the objective with a scoringTroop unit
(This may be one player or both).

The winner is the player with the most Kill Points


Over the next three pages you can choose to agree with your opponent which
Objectives you wish to play or you can simply let the dice decide.
Pick up to ONE Primary, up to ONE Secondary, up to ONE Tertiary and finally up to THREE Bonus Objectives!

NOTE: If you find that multiple objectives are too complicated for casual gaming, feel free to simply use one main
objective out of these lists and play that!

Primary Objectives
PRIMARY OBJECTIVES ARE WORTH 15 POINTS (10points for a Draw)
2d6 Result: (Once again, feel free to just agree with an opponent!)
2: Board Quarter Capture – You may claim a board quarter by having a higher combined point cost of
scoring units than the enemy in that area. Claim the most quarters to win. A unit
may only claim one board quarter. The player must have more than 50% of
their current unit strength in the quarter to claim it. Use Victory Points to
determine the point cost of scoring units.

3: Assassination- Each player secretly writes down one of the opponent’s HQ on a piece of paper.
This is the target. Kill this unit to get the points. This unit must be dead, or
fleeing at the end of the game to win. Reveal the target at the end of the game.
4: Troop Killer - (Grab a calculator!) End with a higher ratio of scoring units than your opponent
to win. (Ratio = the number of scoring units at the end divided by the number of
scoring units at the start).
5: Specialist Killer- Kill more HQ, ELITE, HEAVY and FAST units than your opponent to win.
(Dedicated Transports are ignored and not counted in any way)
6: Victory Points – Old school VP! Follow the rules for VP as noted on page 108 of the rule book.

7: Marked for Death – Before deployment, inform your opponent which one squad (no single unit
model, except monstrous creatures) of his will be selected as the target. Kill this
unit to win.

8: Fight to Live – 50% or more of your army (in Victory Points) must survive to win this mission.

9: Relic Capture – Place one Relic (40mm base objective) in the middle of the board. Players will
win by claiming this Relic when they have more units within 6” of this objective
than their enemy at the end of the game. ANY unit (except Dedicated
Transports) may claim.

10: Break the Line - Have more scoring Troop units in your opponent’s deployment area than theirs
in yours!

11: Combined Board Capture-You may claim a board quarter by having a higher combined point cost of units
than the enemy in that area. You must combine a scoring Troop unit AND at
least one more unit of either Troops, Heavy, or Elite units than the enemy in
that area. Use Victory Points to determine the point cost of units. Ignore
dedicated transports.

12: Escort – Place one objective (40mm base) in the middle of the board. Roll a dice and
choose “Escort” and “Attacker” players. Escorts may move this objective up
to 6” (no running) in each movement phase, if at the start of their movement
phase they have any unit within 3”. The Escort must also finish its move within
3” of the objective if they have moved it. If the Escort moves the objective off
the table, they win. If they have the objective within 6” of the table edge, they
draw. If they do neither, they lose. Falling back, or going to ground will lose
possession of the objective.
Secondary Objectives
SECONDARY OBJECTIVES ARE WORTH 10 POINTS -1d6 Result:
1: Marked For Death – Kill one of your opponent’s HQs, openly chosen by your opponent after deployment.
(Half Points for them being wounded or Falling Back at the end of the game)
(Reroll this if Primary is Assassination)

2: Aspiring Champion- Select one upgraded squad member of any enemy Troop or Elite squad to be the
target. (If no such model exists, mark one of the identical models suitably to be a
target). “Upgraded” also refers to weapon upgrades. Kill this model to get the points.(No
Half Points)

3: Board Quarter Capture - You may claim a board quarter by having a higher combined point cost of
scoring units than the enemy in that area. Claim the most quarters to win. A unit
may only claim one board quarter. The player must have more than 50% of the
models of their current unit strength in the quarter to claim it. Use Victory
Points to determine the point cost of scoring units. (Half points for a draw)

4: Decimator- Kill 10% or more of the models of every enemy Troop and Elite unit.
(No Half Points)
5: Grunt Basher – Destroy all Enemy Troop units INCLUDING Dedicated Transports.
(Half Points for 75% or more of his total units VP )
6: Dig in- Determine how many terrain features your board has. Have INFANTRY and/or scoring
Troop units claiming more terrain features than your opponent to win. Claim a feature
by being in it, or having your model’s base touching it. Only other Infantry and/or
scoring Troop units may contest claiming.(Half Points for a Draw)

Tertiary Objectives
TERTIARY OBJECTIVES ARE WORTH 5 POINTS (No Half Points)
1d6 Result:
1: Head Hunter – Your opponents most expensive HQ must be dead(fleeing) at the end of the game.

2: Aspiring Champion- Select one upgraded squad member of any enemy Troop or Elite squad to be the
target. (If no such model exists, mark one of the identical models suitably to be a
target). “Upgraded” also refers to weapon upgrades. Kill this model to get the points.
(Choose a DIFFERENT MODEL if Secondary is the same)

3: Retrieval Duty - Have a non immobilised vehicle or non-HQ monstrous creature (with MORE than half its
wounds) to assist with post battle salvage retrieval.
(You get the points if you have a unit like this- you don’t have to actually do anything
with it.)
(Re-roll if one army has no vehicles or MCs)

4: Priority Unit- Your opponent must choose one of his own Troop units to be the priority unit at the start
of the game. If this unit is destroyed or fleeing end game you get the points ( This
includes the unit’s Dedicated Transport if applicable).

5: Damned if you do – Before deployment, inform your opponent which one weapon, psychic power or ranged
ability (in the case of demonic weapons) on one of his models will be the “marked
action”. If your “marked action” is NOT used/fired the entire game you receive 5points.
If it is used, you receive nothing.
6: Troop detail – Have all your Troop units surviving at the end of the game.
BONUS POINTS
Select up to THREE Bonus Point Items.

Each Bonus Point is worth an additional TWO points.


Don’t worry if the Bonus Point mission is the same as one of the three main missions. It just makes it all the more
exciting!!
Once again if you find that multiple objectives are too complicated for casual gaming, feel free to simply use one
main objective out of the previous lists.

2d6 Result:

2: Destroy an enemy HQ in hand to hand. (Run down by sweeping advance counts)

3: Destroy your opponent’s lowest point unit *

4: Keep all your Troops above 50% VP level.

5: If your highest point unit is still at above 50%VP or undamaged. *

6: All enemy HQs are at least wounded or damaged at the end of the game. *

7: Destroy your enemy’s highest point unit. *

8: Destroy your enemy’s lowest point TROOP unit (Dedicated Transports do not count) *

9: Destroy an enemy HQ by shooting (or breaking and fleeing as a result of shooting).

10: Destroy an enemy vehicle or monstrous creature in close combat.

11: Have all your HQs alive at the end of the game.

12: One unit chosen by you at any time, may not voluntarily move or fire (before or after chosen) the entire
game.
* Points marked with an asterisk include units broken/fleeing at the end of the game.

EXAMPLE MISSIONS:

1- Surgical Strike:
a. Primary Mission: Specialist Killer
b. Secondary Mission: Aspiring Champion
c. Tertiary Mission: Priority Unit
i. Bonus: 7,3,11
2- Tactical Positioning:
a. Primary Mission: Break the Line
b. Secondary Mission: Board Quarters
c. Tertiary Mission: Retrieval
i. Bonus: 2,3,12
3- War Games:
a. Primary Mission: Escort
b. Secondary Mission: Dig In
c. Tertiary Mission: Damned if you do
i. Bonus: 5,8,10
Additional Special Rules.
The Special Rules are divided into 2 sets of Event Tables.

The first set is “Locational Events” – these Tables should only be rolled on if you have agreed to have your game set
in these locations as part of your background story, or if you think it will make for a challenging game.

The second set is “Controlled Events” – these are events that the players have some form of arguable control over.

 Players may roll on whichever Table they have chosen at the START of the game, before set up is done. The
item they roll is what effects them(or their enemy) - be it to their benefit or detriment.

 They may only roll once each per table, with no re-rolls.

 For all results marked with an asterisk * roll an additional d6. Results 1-5 indicate the game turn the event
comes into play. If a result of 6 is rolled, the player rolling may choose which game turn (1-5) the event will
transpire!

Locational Events Tables


WARP RIFT WORLD: Roll a D6. DEATH WORLD: Roll a D6.

1. Incalculable Warp Storm * – Roll a D6. The 1 Ash Eruption* - A gigantic eruption hours earlier
result is the Invulnerable Save granted to every non- eventually blocks out the sun with ash. From time of play,
vehicle model on the table, for one full turn. Friend and all turns are fought using Night Fight rules
Foe alike(Result of 1 simply gives the units a nice glow
but no in game effect). 2 Unstable Ground* – Because of earthquakes,
quicksand, lava pools or mud pits on this death world, all
2. Warp Creature* - A hideous warp creature springs units test for Difficult Terrain wherever they are.
forth from a rift and attacks. One unit, chosen by your
opponent takes d6 wounds before the creature is 3 Acid Rain* -For one turn, every non-vehicle unit on the
destroyed –all saves apply. board must make a Dangerous Terrain check (Skillful
Rider ability ignored!) as putrid, lethal toxins rain from the
3. Rift* - Place the large blast marker anywhere on the sky.
board so that it is not touching any model or objective.
4 Problematic Wildlife - At the start of any one turn,
Every turn this vortex will move d6” in a random direction.
one unit chosen by your opponent is attacked by
Any model or objectives touched by this rift are sucked
unfriendly inhabitants of the planet. This unit may not
into the warp on a 3+ and removed from play.
move, shoot or charge for its turn as it fends off the
4. Warp Flux* –At the start of your turn, any one unit of gribblies.
yours must be removed from the table. They
5 Dust Storm*– From time of play, a horrible dust storm
immediately return using the Deep Strike rules. With the
blocks sensors and hinders lines of sight. All units on the
exception that- a result of “HIT” is rerolled!” However, the
board benefit from a 5+ cover save, and all fighting is
warp flux greatly slows time for them and as a result may
done using Night Fight rules.
either fire twice (vehicles count as stationary) or shoot as
normal and charge. 6 Acid/Lava Spouts* – Acid or Lava spurts up from
5. Warp Visage of Terror* - From time of play, all the crust of the planet. At time of play D3 Small Blast
Templates are placed on the board so that it is not
non-fearless models wishing to move must first make an
touching any model. These templates move 2d6” in a
Ld check. If they fail they may not fire, more or charge
random direction every player turn. If one moves off
for the rest of their turn.
board, replace it so that there are always 3. The
6. Psychic Soul Storm – All psychic tests throughout Lava/Acid spout has a profile as follows: S6, AP5.
the game automatically pass without the possibility of
being nullified, but they automatically generate a “Perils”
result on the Psyker.
Controlled Events Tables
Tech Events: Roll a D6. Strategy Events: Roll a D6.

1. Experimental Weapon – At the start of the game 1. Delayed Behind the Line – enemy scouting
1 Heavy Weapon/Tyranid Monstrous Creature weapon is forces successfully delay the arrival of one of your units.
chosen by your opponent. When fired, this weapon fires One unit, chosen by your opponent must be placed into
twice its regular rate, but has the “Gets Hot” rules. Strategic Reserve.

2. Orbital Communications- Through extensive 2. Synchronised Timers/Bioclocks – You may re-


communications with forces on the ground, orbital forces roll the reserve roll result for one unit every turn.
have relayed enough information on the enemies
movement for you to track. You may measure all ranges 3. Early Arrival – One unit must be placed into Strategic
all game. Reserve. This unit will enter play on the first turn.

3. Weapon Malfunction* – One of your squads 4. Leopard Crawl - One infantry squad of your choice,
chosen by your enemy has a batch of bad weapons. All chosen at the start of the game, may move at full speed
the ranged weapons in that squad use the “gets hot” rule. and shoot, but not charge, while “gone to ground”. They
will remain in cover as long as they elect to keep
4. Terrain Clearance Drones –All of you squads “crawling”.
may move through Difficult Terrain with no penalty.
Vehicles do not test for immobilization and Jump or Jet 5. Strategic Advisor – Your advisor is adept at
Packs/Bikes don’t make dangerous terrain tests. fighting your current foe. Because of his advice, you may
However, your cover saves from terrain are decreased by reroll the dice when choosing deployment areas.
1 for the whole game.
6. Ambush – Your pre battle planning machinations have
5. Experimental Armour – One model in your army allowed you to set up an ambush for your opponent. You
with an armour save has the “Feel No Pain” special rule may seize the initiative on a roll of 5+ .
thanks to their experimental armour. This model may not
be a Unique or Special Character.

6. Too Venerable – One unit, chosen by your


opponent, with an armour value is your force’s resident
old faithful. Due to its age and problems, all attacks
against this vehicle use the “Tank Hunter” special rule.
Units already with the Tank Hunter special rule get no
additional bonus –they’re too busy laughing.

Events of Fate: Roll a D6.

1. Mulligan – The powers that be have given you a


second chance. You may re-roll any one dice of any kind
at any point in the game. You may only do this once! And
of course, you may not re-roll a re-roll.

2. Last-ditch courage – Re-roll one failed Ld check in


the game.

3. Flesh Wound – Re-Roll one of your failed


invulnerable, cover or armour saves in the game

4. Jinxed weapon – Your opponent may force you to


re-roll one hit result in the game.

5. Big Rock – Your opponent may force you to re-roll one


dice from a successful Difficult or Dangerous Terrain
check.

6. Forced Mulligan – The powers that be have taken


away hope of a second chance. Your opponent may force
you to re-roll any one dice of any kind at any point in the
game. They may only do this once! And of course, you
may not re-roll a re-roll.
Alternate Battlefield Deployments

1. Breakthrough

With boundaries already


drawn, both armies fight to
push forward into an
unguarded enemy flank.

1. The middle circle


has a diameter of
12”.

2. No unit may deploy


within 12” of the
centre of the board

3. The left half of your


deployment area
extends from the
centre of the table
s to your board edge.
The right half
extends 12” from
the centre to your
board edge.

4. No unit may deploy


within 18” of an
enemy unit.

DEPLOYMENT DETAILS
The players roll off and the winner chooses to go first or second.

The player that goes SECOND then chooses one of the long board edges to be his own table edge.

The player that goes FIRST then deploys his force in his demarcated area.

The opponent then deploys in their own demarcated area, following the rules guidelines.

Finally, deploy any infiltrators and make any scout moves.

The player that deployed first will have the first turn.

“Steal the Initiative” however is at a +1 for this mission! (ie: a regular roll of 5+, not 6+ will steal the
initiative in this case. These are cumulative with any other bonuses for Steal the Initiative)
Alternate Battlefield Deployments

2. Take The Flank

1st Your recon. units have managed to


gain ground into no-man’s land.
Use it to your advantage!! But, did
your enemies allow them to do so?

2nd 1. There are two main


deployment blocks.

2. The 1st block is along your


long board edge and 12”
up.

nd
3. The 2 block is from the
right corner of your
deployment area 24” up
and 24” across.

4. Up to ONE Troop, ANY


Fast Attack choice and
ANY unit with the Scout
or Infiltrate ability may
nd
deploy in the 2 block.

5. No unit may deploy within


18” of an enemy.

DEPLOYMENT DETAILS
The players roll off and the winner chooses to go first or second.

The player that goes SECOND then chooses his deployment zone and one of the long board edges to
be his own table edge.

The player that goes FIRST then deploys his force in his demarcated area.

His opponent then deploys in his own demarcated area, following the rules guidelines.

Finally, deploy any infiltrators and make any scout moves.

The player that deployed first will have the first turn.
Alternate Battlefield Deployments

3. Entrenched

Fighting for ground you’ve both


managed to seize a decent area of
the battleground. It’s up to you to
further your hold on the area you
have and increase your area of
control!

1. Choose one of the SHORT


board edges as your own
board edge.

2. Your deployment zone is


from your board edge
until 24” in.

3. Your opponent chooses


the opposite board edge

DEPLOYMENT DETAILS
The players roll off and the winner chooses to go first or second.

The player that goes FIRST then chooses one of the long board edges to be his own table edge.

The player that goes FIRST then deploys his force in one of the demarcated areas.

His opponent then deploys in his own demarcated area, following the rule guidelines.

Finally, deploy any infiltrators and make any scout moves.

The player that deployed first will have the first turn.
Alternate Battlefield Deployments

4. Apocalypse
The battlefield is divided – and each force
fights to gain ground over almost half the
battlefield!

1. Just like the set-up rules for


Apocalypse, roll a scatter dice.

2. Place a marker on the point of


the table edge where the
direction arrow is pointing.

3. Then place a second marker as


far as it is possible to get from
the first point.

4. If there are two or more such


points, use the one that most
closely splits the playing area
into half.

5. Now draw a straight line directly


between the two points – No
Man’s Land stretches 6” either
side of this line.

DEPLOYMENT DETAILS
The players roll off and the winner chooses to go first or second.

The player that goes FIRST then chooses his deployment zone.

The player will also have two board edges. The short board edge in his zone, and a long board edge
– chosen at will. However, forces moving on from the long board edge may ONLY do so from the
edge within your deployment zone.

The player that goes FIRST then deploys his force in his demarcated area.

His opponent then deploys in his own demarcated area, following the rule guidelines.

Finally, deploy any infiltrators and make any scout moves.

The player that deployed first will have the first turn.

Note: All units must deploy at least 18” away from an enemy unit.
Alternate Battlefield Deployments

5. Two to One
In a tactical battle of wits, you will
try and gain or give more ground
than your rival general. Use fate to
your advantage!

1. The board is divided into


THREE 24” wide sections.

st
2. NOTE: 1 turn player-
ONLY units that are able
to deepstrike, may be
held in Strategic Reserve,
and then they MUST enter
play from deepstrike.

3. Models may not be


deployed within 18” of an
enemy unit.

DEPLOYMENT DETAILS
The players roll off.

The player that rolled highest then chooses ONE of the THREE zones to be his primary deployment
zone.

The player that rolled lowest then chooses ONE of the remaining TWO zones to be his primary
deployment zone.

The players roll off again to decide who will go first as follows:

The winner may choose to take the remaining zone, or give it to his opponent!

Then, the player with only ONE zone, then deploys his force in one of the demarcated areas.

His opponent then deploys in his own demarcated area, no less than 18” away from the enemy.

Finally, deploy any infiltrators and make any scout moves.

The player that deployed first (and therefore has 1 Zone) will have the first turn.

There is no “Seize the Initiative”.


Alternate Battlefield Deployments

6. LAST STAND!
The attackers have converged on a
small warband of defenders,
desperately holding their ground. It
will be a fight to the finish.

1. The board is divided into


THREE long sections.

2. There are TWO 12” zones


from the long board edge
and ONE 24” wide middle
zone

3. NOTE: For the


DEFENDER, only units that
are able to deepstrike,
may be held in Strategic
Reserve, and then they
MUST enter play from
deepstrike.

4. NOTE: Demons and


armies that must deploy
entirely from reserve are
automatically the
ATTACKER.

DEPLOYMENT DETAILS
The players roll off.

The player that rolled highest then chooses to be the ATTACKER or the DEFENDER.

The DEFENDER then sets up anywhere in the MIDDLE zone.

The ATTACKER may set up any FAST attack in his two deployment zones – not within 18” of an
enemy unit!

The remaining ATTACKER forces will enter battle from either of the TWO long board edges in the
FROM STRATEGIC RESERVE.

Finally, deploy any infiltrators and make any scout moves.

The ATTACKER will have the first turn.

Steal the initiative applies as usual!

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