This section presents the Warhammer 40,000 missions: scenarios where the armies are of roughly the same size and the situation gives neither side a particular advantage.
Some mission sets have a Mission table to roll on. If the winner of the Choose a Mission
roll-off wants to use such a mission set, then the players can either agree which mission to play from those in the set, or can select the mission
randomly by rolling on the Mission table provided with the set.
Eternal War & Maelstrom of War Missions
Warhammer 40,000 rulebook includes two sets of missions:
Eternal War and
Maelstrom of War. These missions are specifically designed for games where the armies are of roughly the same size and the situation gives neither side a particular advantage. As a result, it is not necessary to know which of these missions you will be playing before selecting an army, only the agreed points value of the two battling armies. Once you know that, and you have selected your force, simply turn up and play.
If you and your opponent want to play a mission from either of the two sets presented in this section,
roll-off against each other. The winner can decide which mission table to use.
Then, if you are playing Eternal War, you and your opponent can either pick which mission to play from those on the Eternal War mission table to the right, or select the mission
randomly by rolling on the table. If you are playing Maelstrom of War, you and your opponent can either pick which mission to play from the mission table below, or select the mission randomly by rolling on the table.
Eternal War Mission Table |
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Maelstrom of War Mission Table |
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This table introduces six
Siege War missions that explore the kind of conflicts that revolve around fortifications, as well as rules for linking them together in an epic campaign of prolonged siege warfare. The missions illustrate the different sorts of strategies used to attack and defend fortifications, and provide new tests of your tactical ability as a commander.
If you and your opponent wish to play a Siege War mission, then at the start of
The Mission step of
Preparing for Battle (as described in Warhammer 40,000: The Rules), you can roll on the table below, or choose the mission you wish to fight, to determine which mission is used for the battle.
Carnage! 4 Player Mission
Carnage! is a special mission designed to be played by four armies of equal size, each fighting against one another to lay claim to a powerful artefact. Though far from essential, we find this mission even more exciting when it is fought between armies selected from four different
codexes.
Cataclysm of War Missions
Cataclysm of War missions represent desperate battles fought between the galaxy’s mightiest armies during the tumultuous period of the Gathering Storm. To stand a chance of emerging victorious, players must overcome perilous battlefield events and esoteric anomalies, and make cunning use of
Stratagems by expending Command Points. If you wish to play a Cataclysm of War mission, you can either select one of the three missions, or roll a dice to randomly select one by using the table below:
This section includes four Warhammer 40,000 missions inspired by some of the pivotal battles that took place in the epic first instalment of Gathering Storm: Fall of Cadia. These missions enable players to reenact the exciting events they have just read about and provide them with new ways to use their armies and a wealth of new tactical options to master.
Fracture of Biel-Tan Missions
This section includes four Warhammer 40,000 missions inspired by the pivotal battles that took place during the rise of the
Ynnari. As well as enabling players to reenact the exciting events they have just read about, these missions provide players with new ways to use their armies and a wealth of new tactical options to master.
Rise of the Primarch Missions
This section includes five Warhammer 40,000 missions inspired by the pivotal battles that took place during
Roboute Guilliman’s return. As well as enabling players to reenact the exciting events they have just read about, these missions provide players with new ways to use their armies and a wealth of new tactical options to master.
FAQ
Missions
Q: | Can a unit go back into Reserve the same player turn that it came onto the board from Reserve? |
A: | No, unless the rules specifically state otherwise. |
Q: | Mission rules question. We were playing the Maelstrom of War: Contact Lost mission, and you generate new Tactical Objectives for each objective you control at the start of a player’s turn. If I Deep Strike a unit onto an objective at the start of my turn, does it allow me to take an extra objective card? Both Deep Striking and objectives count as happening at the same time – am I correct in thinking that I can decide the sequence? |
A: | |
Q: | What books/codexes/supplements are the most current? |
A: | The copyright date (which is usually beneath the contents) will let you know which book is the most recent. |
Q: | Does Warhammer 40,000: The Rules (7th edition) override Codex: Stronghold Assault? |
A: | Yes. This is an exception to the normal rules, in which expansions override the rulebook. |
Q: | In a game of Carnage, can you shoot into a close combat which involves other players’ forces but none of yours? |
A: | No. |
Q: | In a game of Carnage, how many Warp Charges points do players get when it’s not their turn? |
A: | |
Q: | Do allies who are not Battle Brothers contest objectives? |
A: | Yes, they will contest objectives against the enemy – but they will never stop your units from claiming objectives, regardless of the level of alliance. |
Q: | If your Warlord is in Reserves, can you use their traits for re-rolling Reserves? |
A: | Yes. |
Q: | Do non-scoring and non-Victory Point units such as Spore Mines count as ‘units destroyed’ on Tactical Objective cards? |
A: | Yes, unless specifically stated otherwise. |
Q: | Since a player automatically loses at the end of any game turn in which he has no models on the table, does a player taking a Detachment that requires him to start all his models in Reserve (such as the Ravenwing Strike Force with Flyers) automatically lose every game he plays? |
A: | A player who takes an army that consists entirely of units and/or Detachments which must be set up in Reserve, with no special rule that allows them to arrive in the first game turn, will automatically lose the game. We do not recommend choosing an army like this! |
Q: | On deployment. Online and at our club, we tend to roll for who takes which side of the table first, then roll for who will deploy first. Is this ok? |
A: | This is fine. |
Q: | Can you clarify the term ‘deploy’? |
A: | ‘Deploy’ is a word for setting up a unit on the battlefield – this is something you do during deployment, but also when units arrive from Reserve and so on. ‘Deployment’ is the stage in ‘ Preparing For Battle’ where the players set up their armies on the battlefield. |
Q: | Does a unit always enter the game from Reserves when Deep Striking? The rules for Deep Striking seem to imply that being the case, even when a unit is already on the table. As an example, does a unit of Warp Talons that is using Gate of Infinity trigger its Warpflame Strike each time they use the psychic power? |
A: | Not unless explicitly stated – in the example you use, Gate of Infinity has the unit arrive anywhere on the board using the rules for Deep Strike. This doesn’t mean that it goes into Deep Strike Reserve, or that you have to make a Reserve Roll for the unit and so on, and it means that you don’t get to use the Warpflame Strike each time you do this. |
Q: | What points level do you suggest for a standard game? |
A: | Games can be of any size – the larger the game, the longer it will take. We find it best to discuss the size of game you want to play with your opponent. |
Q: | If a unit enters the battlefield using Outflank, are they considered to have moved for the purposes of firing heavy weapons? |
A: | Units moving on from Reserve do so at the start of the Movement phase, before any other units can move. This means that they are always considered to have moved in the turn they arrive. |