Appendix‎ > ‎Missions‎ > ‎

Cataclysm of War

As the Warp storms continue to intensify in ferocity and rifts between the Empyrean and realspace tear open across the breadth of the galaxy, war breaks out on every front and warriors of every race fight for survival. Yet commanders of every ilk must learn new strategies to overcome their enemies in these apocalyptic times, for to fail to adapt is to invite destruction.


How to Use 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:


Stratagems

When you field a Battle-forged army in a Cataclysm of War mission, it will have a number of Command Points. These can be spent to utilise Stratagems – each of which represents a strategic or tactical asset available to your army (see below). Battle-forged armies start with 3 Command Points, but earn 1 additional Command Point for each Detachment they include, and for each Formation included as part of a Detachment.

You can spend Command Points to use a Stratagem before or during a battle. Each time you use a Stratagem, reduce your Command Points total by the appropriate amount. If you do not have enough Command Points for a specific Stratagem, you cannot use it. Unless otherwise noted, you can use the same Stratagem multiple times during the course of a battle.

COMMAND POINTS COSTSTRATAGEM
1Command Re-roll: You can re-roll any single dice.
1Foxholes: After both sides have deployed, nominate one of your non-vehicle units on the battlefield. Provided that you do not move any models in the unit, you can re-roll failed saving throws of 1 for that unit for the duration of the first game turn.
1Rapid Reinforcements: Use this Stratagem immediately before making a Reserve Roll for one of your units. The unit automatically arrives – there is no need to roll.
1Insane Bravery: Use this Stratagem immediately before making a Morale test for one of your units. The test is automatically passed – there is no need to roll.
2Return Fire: Use this Stratagem immediately after your opponent has finished resolving a shooting attack with one of their units. Your unit can make a shooting attack against the unit that targeted it as if it were your own Shooting phase.
2Strategic Redeployment: After both sides have deployed, you can redeploy a single unit on the battlefield.

Cataclysm of War Missions


1-2
CATACLYSM OF WAR

To Bind the Storm

With unbound empyric energies sweeping across the planet, only a champion of sufficient will can hope to avert untold destruction by containing their fury within ancient waylines of power.
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules.

Designer’s Note: Given the nature and victory conditions of this mission, we recommend including as many (Independent) Characters in your army as possible.

THE BATTLEFIELD
Set up terrain as described in Warhammer 40,000: The Rules. Use Random Deployment Zones to determine which deployment map will be used in this mission. Each player rolls a D6, re-rolling ties. Whoever scores higher can decide which half of the table they wish to deploy in. The opposing player will deploy in the opposite half.

Objective Markers
After terrain has been set up and the deployment map determined, the players must place 3 Objective Markers on the battlefield at equal points along the central line between the two deployment zones, an example of which is shown on map.

DEPLOYMENT
Players deploy using the Standard Deployment Method.

FIRST TURN
The player that set up first can choose to take the first or second turn. If they decide to take the first turn, their opponent can attempt to Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most Victory Points is the winner. If both players have the same number of Victory Points, the game is a draw.

Primary Objective
At the end of each of their turns, players can take a Leadership test for each of their character models within 3" of an Objective Marker (even if is contested by an enemy unit). If the character taking the test has the Adamantium Will special rule, they can choose to re-roll the result. If at least one character within range of an Objective Marker passes this test, they have successfully channelled the empyric storm at that wayline. The controlling player earns 1 Victory Point for each Objective Marker that they successfully channel in each of their turns. If a player successfully channels the empyric storm at all three Objective Markers in the same turn, they earn an additional D3 Victory Points.

Secondary Objectives
First Blood, Linebreaker, Slay the Warlord.

MISSION SPECIAL RULES
Empyric Storms, Night Fighting, Reserves, Stratagems.

Fury of the Empyric Storm: In this mission, players must generate three Empyric Storms events at the start of each of their turns! However, they can choose to disregard one Empyric Storms event and immediately generate another for each Objective Marker at which they successfully channelled the empyric storm in their previous turn.

The Price of Failure: If a player attempts to channel the empyric storm at an Objective Marker and all attempts they make that turn are unsuccessful, an empyric backlash wracks the minds of those nearby. Roll a dice for every model (friend or foe) within 6" of the Objective Marker; on a roll of 4+, the model being rolled for suffers a wound against which no saves of any kind can be made. Furthermore, Look Out, Sir rolls cannot be attempted against Wounds suffered in this manner, even if they would normally be automatically successful.


3-4
CATACLYSM OF WAR

Vagaries of the Warp

Waging war within the eye of a Warp storm is an incredibly dangerous and often unpredictable affair, where madness reigns and the impossible becomes the norm.
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules.

THE BATTLEFIELD
Set up terrain as described in Warhammer 40,000: The Rules. Use Random Deployment Zones to determine which deployment map will be used in this mission. Each player rolls a D6, re-rolling ties. Whoever scores higher can decide which half of the table they wish to deploy in. The opposing player will deploy in the opposite half.

Objective Markers
After terrain has been set up, but before determining deployment map and table halves, the players must place D3+2 Objective Markers on the battlefield as described in Warhammer 40,000: The Rules.

DEPLOYMENT
Players deploy using the Standard Deployment Method.

FIRST TURN
The player that set up first can choose to take the first or second turn. If they decide to take the first turn, their opponent can attempt to Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most Victory Points is the winner. If both players have the same number of Victory Points, the game is a draw.

Primary Objective
Players earn 1 Victory Point for each Objective Marker they control at the end of each of their turns.

Secondary Objectives
First Blood, Linebreaker, Slay the Warlord.

MISSION SPECIAL RULES
Empyric Storms, Night Fighting, Reserves, Stratagems.

Harrowing Environment: Reduce the Leadership characteristic of all models on the battlefield by 1.

Warp Loci: At the start of each game turn, roll a dice for each Objective Marker and consult the table below. These effects last for the duration of the turn.

D6Result
1Fold in Reality: Scatter the Objective Marker 2D6" in a random direction and immediately make another roll on the table (note that this result can therefore happen multiple times in the same turn!). If the Objective Marker scatters on top of impassable terrain or off the battlefield, reduce the scatter distance by the minimum required in order to avoid doing so. 
2Warp Stability: There is no effect this turn. 
3Pathways of the Aetherworld: At the start of your Movement phase, you can choose to remove any of your non-vehicle units that are within 6" of this objective (and not locked in combat) from the battlefield and immediately return them to play via Deep Strike
4Empyric Nexus: Add an additional D3 dice to your Warp Charge pool if one of your units is controlling this objective at the start of the Psychic phase
5Warp Bubble: All models in a unit controlling this objective have a 5+ invulnerable save (or add 1 to their invulnerable save – to a maximum of 3+ – if they already have one). 
6Temporal Anomaly: Units controlling this objective fire Snap Shots at their full Ballistic Skill. 


5-6
CATACLYSM OF WAR

Sanctuary from the Storm

When Warp-born madness and death erupts all around, warring factions can do little but engage one another directly, all the while seeking advantage by controlling any shelter from the storm’s fury.
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules.

THE BATTLEFIELD
Set up terrain as described in Warhammer 40,000: The Rules. Use Random Deployment Zones to determine which deployment map will be used in this mission. Each player rolls a D6, re-rolling ties. Whoever scores higher can decide which half of the table they wish to deploy in. The opposing player will deploy in the opposite half.

Objective Markers
No Objective Markers are placed at this stage. However, regardless of which deployment map you are using, the battlefield should be divided into six sectors of equal size, numbered 1 through 6, as shown on map. One Objective Marker will appear in each of these sectors as the battle unfolds (see Mission Special Rules).

DEPLOYMENT
Players deploy using the Standard Deployment Method.

FIRST TURN
The player that set up first can choose to take the first or second turn. If they decide to take the first turn, their opponent can attempt to Seize the Initiative.

GAME LENGTH
The mission lasts for seven game turns.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most Victory Points is the winner. If both players have the same number of Victory Points, the game is a draw.

Primary Objective
At the end of the game, each Objective Marker is worth 3 Victory Points to the player that controls it.

Secondary Objectives
First Blood, Linebreaker, Slay the Warlord.

MISSION SPECIAL RULES
Empyric Storms, Night Fighting, Reserves, Stratagems.

Empyric Manifestations: At the start of each game turn after the first, randomly determine which of the six sectors an Objective Marker will manifest in by rolling a dice. If an Objective Marker has already manifested in that sector, continue re-rolling until a sector that contains no Objective Marker is determined. When an Objective Marker manifests, place it in the centre of that sector, then scatter it 2D6" in a random direction. If the Objective Marker scatters on top of impassable terrain, reduce the scatter distance by the minimum required in order to avoid doing so.

The Warp Becalmed: In this mission, the objectives represent havens of aetheric tranquility that, by divine intervention or fate, have manifested on the battlefield and offer sanctuary from the raging Warp storms. Units controlling an Objective Marker can choose to ignore any Empyric Storms events that would otherwise affect them whilst they remain within 3" of it.