Factions‎ > ‎Tyranids‎ > ‎

Missions

The following missions illustrate the different sorts of strategies used by Tyranids, and they will provide new tests of your tactical ability as a commander.

Echoes of War: Rising Leviathan Missions

On the following pages y ou will find a selection of Echoes of War missions, which represent key historical battles inspired by the Rising Leviathan campaign. The Armies section of each of these missions provides guidance on the forces present so that you can replay the pivotal events using the armies, characters and war machines described in this book. Similarly, each Echoes of War mission includes a map that depicts the battlefield on which these vital conflicts were fought.

For those with a mind for historical accuracy, you’ll notice certain restrictions and rules that we use to replicate the conditions of the battle in question. Whilst the Echoes of War missions have been inspired by specific events, with a little imagination they can easily be repurposed to recreate battles of your own invention. As such, if you choose to go down this route, you can modify these missions using any combination of forces and terrain you have in your collection.



№1
ECHOES OF WAR

The Screaming Forest

The Imperial Guardsmen of the 203rd Catachan Regiment, under the command of Colonel Skree, were ordered to protect Satys’ jungles. Although initially successful, the increasing numbers of Tyranid invaders quickly began to overwhelm the regiment, which was forced to fall back to the command bunker controlled by Captain Norensis and the Space Marines of the Aurora Chapter. Though there was sanctuary to be found within the small compound, Norensis realised that the inevitable swarm, when it manifested, would surround them. So it was that they began to carve a path towards the cities, where they could join the larger force defending the manufactorums.
THE ARMIES
Choose armies. One player must choose a primary detachment from Codex: Tyranids, and should include either a Lictor Forest Brood and/or Deathleaper’s Assassin Brood. The other player must choose a primary detachment from Codex: Space Marines, and can take an allied detachment from Codex: Imperial Guard.

THE BATTLEFIELD
Use the deployment map included with this mission. Then, set up terrain.

The players then roll-off. The winner of the roll-off can decide which of the short table edges will be the Space Marine table edge. All other table edges are the Tyranid table edges.

DEPLOYMENT
Players should first roll for Warlord Traits. The Space Marine player deploys first, anywhere in the half of the table that is opposite to the Space Marine table edge, and which is more than 12” from any of the Tyranid table edges (see deployment map). No Space Marine units can be placed in Reserve.

The Tyranid player deploys second. Tyranid models can be deployed anywhere that is within 3” of a Tyranid table edge.

FIRST TURN
The Space Marine player goes first unless the Tyranid player can Seize the Initiative.

GAME LENGTH
The mission continues until there are no units from the Space Marine player’s army left on the battlefield.

VICTORY CONDITIONS
At the end of the game, the player that has scored the most Victory Points wins the battle. If the players have the same number of Victory Points, the game is a draw.

Primary Objective
At the end of the game, the Space Marine player receives 1 Victory Point for each unit that has been evacuated (see Evacuation, below), and the Tyranid player receives 1 Victory Point for each enemy unit that has been completely destroyed. Units that are Falling Back, or otherwise not on the table, at the end of the game count as destroyed for the purposes of this mission. Remember that Independent Characters and Dedicated Transports are individual units and award Victory Points if they are destroyed.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Evacuation: Any unit from the Space Marine player’s army that starts its Movement phase within 3” of the Space Marine table edge can be ‘evacuated’. Remove the unit from play - it cannot return. Units that are Falling Back cannot be evacuated, and if they exit the table are considered to have been completely destroyed.

Jungle Events: All Forest terrain is considered to represent Jungle in this mission. At the start of each of their turns, players must roll 3D6 on the following Jungle Events Table below. The player making the roll is allowed to pick which unit(s) are affected by the roll, if there is a choice. Events can affect units that are not in Jungle terrain, unless the event specifically states otherwise.

3D6Event
3Lashworm Attack: One enemy unit that is at least partially in Jungle terrain suffers D6 Strength 4 AP5 hits. 
4Stifling Humidity: Units cannot run this turn, and subtract 1 from their charge distance, after any other modifiers. 
5Hopelessly Lost: One friendly unit that is fully within Jungle terrain Goes to Ground. The player may not select a unit which cannot Go to Ground
6Foul Vapours: One enemy unit must subtract 1 from their Strength characteristic for the turn. 
7Jungle Haze: The ranges for all psychic powers and ranged weapons is halved for the turn. 
8-13All Is Well: Nothing happens. 
14Native Guide: One friendly unit can treat Jungle terrain as open ground for the purposes of Movement for the turn. 
15Insect Swarm: One enemy unit immediately takes D6 Strength 1 hits, with no armour saves allowed. In addition, the selected unit may not fire Overwatch if it is charged this turn. 
16Massive Carnivorous Plant: One enemy unit within 3" of a piece of Jungle terrain takes a single Strength 6 AP3 hit with the Instant Death special rule. 
17Poisonous Spore Cloud: One unit (friend or foe) must take a Leadership test. If the test is failed, the unit suffers D6 Wounds with no armour saves allowed. Whatever the result of the Leadership test, the unit has the Fearless and Rage special rules for the rest of the battle. 
18Quicksand: Nominate one enemy unit that moved in the previous turn. Each model in the unit must take a Dangerous Terrain test

Lines of Retreat: Any Tyranid units that fall back must do so towards the nearest Tyranid player’s table edge, as depicted on the map.

№2
ECHOES OF WAR

Battle for the Underengines

The defenders of Satys discovered to their dismay that swarms of creatures from the Tyranid vanguard had infiltrated the tunnel networks below the planet’s manufactorums. These tunnels were known as the underengines, and ranged in size from narrow access crawlspaces to vast underground caverns hundreds of yards across. Guardsmen from the Catachan 87th headed down into the tunnels to scour the underengines of Tyranid creatures, and to stop them from infiltrating Imperial lines.
THE ARMIES
Choose armies. One player must choose a primary detachment from Codex: Tyranids. The other player must choose a primary detachment from Codex: Imperial Guard.

Army Contingents
The players must split their armies into contingents, using the following method. Each player has three contingents, named Contingent A , Contingent B, and Contingent C.

To organize your army into the contingents, first select a unit from your army roster. This unit joins Contingent A (place the letter ‘A ’ next to the unit on your roster to show this). Then pick a second unit, which must join Contingent B, and then a third unit, which must join Contingent C. The fourth unit you select must join Contingent A , and so on until all of your units have been assigned to one of the contingents, in the order A, B, C, A, B, C, A, B, C, etc.

The Battles
Having selected your contingents, you must fight three battles to determine the winner of the mission. Each of the battles is fought using the following mission instructions. Before either player has set up, they must first note down which of their three contingents they will use. Each contingent may only be used in one of the three battles you fight, but they can be used in any order you desire.

THE BATTLEFIELD
Set up terrain. The battle is being fought in underground tunnels and chambers, and you should use appropriate terrain from your collection to represent the gloomy depths in which the forces are clashing.

Representing the Underengines
Do not be put off from playing this mission if you lack terrain that has a suitably subterranean appearance. An easy way to represent the tunnel complex is to cut out black or grey cartridge paper or cardboard into irregular shapes. These pieces can be used to represent the solid rock walls of the tunnels, and placed on the battlefield to create a suitably maze-like set of tunnels and large chambers.

DEPLOYMENT
Players should first roll for Warlord Traits. In this mission the table is divided into two halves from corner to corner, as shown on the deployment map. The players roll-off and the winner chooses the two opposite corners to be used and which half of the table each player will deploy in. The player that won the roll-off must deploy their entire contingent first. Before deploying the contingent, roll a dice for each separate unit. On a roll of 1 the unit must be held back in Reserve. After all units have been rolled for, those not in Reserve can be deployed in their side’s deployment zone, anywhere that is more than 12" from the centre line. Note that you can add additional units to your Reserves.

FIRST TURN
The player that deployed first goes first unless the opposing player can Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of each battle, the player that has scored the most Victory Points wins the battle. If the players have the same number of Victory Points, the battle is a draw. If you win two of the battles, or win one and draw the other two, then you win the mission.

Primary Objective
At the end of the game, each player receives 1 Victory Point for each enemy unit that has been completely destroyed. Units that are Falling Back at the end of the game count as destroyed for the purposes of this mission. Remember that Independent Characters and Dedicated Transports are individual units and award Victory Points if they are destroyed.

MISSION SPECIAL RULES
Reserves.

Gloom & Darkness: The Night Fighting rules apply to every turn in this mission - no dice rolls are required.

Low Ceilings: Any model that uses a jump pack or jet pack, or that is a Flying Monstrous Creature, a skimmer or a flyer, must take a Dangerous Terrain test after it completes a move (including Run or Charge moves).

Maze of Tunnels: All units have the Outflank special rule in this mission. However, all units must subtract 1 from the dice roll when rolling to see if they arrive from Reserve.

№3
ECHOES OF WAR

The Swarm Unleashed

The world of Satys lies firmly in the grasp of a tendril of Hive Fleet Leviathan. As more and more alien horrors descend to the planet’s surface, the Hive Mind adapts its strategy to overwhelm the prey world’s defenders to one of overwhelming force. So is a vast swarm of lesser Tyranids mustered by a synaptic network of alpha warriors and leader-beasts, and thrown headlong into the guns of those foolish enough to stand before their soulless malice.
THE ARMIES
The Tyranid player chooses an army from Codex: Tyranids. He must include at least one of the following Formations included in this dataslate: Incubator Node, Synaptic Swarm and/or Endless Swarm. The Imperial player chooses an army from Codex: Imperial Guard. He can also include an allied detachment chosen from Codex: Space Marines to represent the warriors from the Aurora Chapter present at the battle.

Both players must also choose an additional force - called a Secondary Force - to an agreed points value of up to half the points cost of their main armies. The Tyranid player must choose his Secondary Force from Codex: Tyranids. The Imperial player must choose his Secondary Force from Codex: Blood Angels, and must include Brother Corbulo.

THE BATTLEFIELD
Set up terrain using the deployment map below.

Primary Objectives
After setting up the terrain, the Imperial player places 3 objective markers anywhere within his deployment zone. No objective marker can be placed within 6” of any battlefield edge or 12” of another objective.

DEPLOYMENT
Before any models are deployed, both players must roll to determine their Warlord Traits. The Imperial player deploys first, placing all of his units in the deployment zone depicted on the map. The Tyranid player then deploys his units anywhere in his deployment zone. Neither player deploys his Secondary Force at this stage (see Mission Special Rules).

FIRST TURN
The Tyranid player has the first turn. The Imperial player cannot attempt to Seize the Initiative in this mission.

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 wins the game. If 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, Slay the Warlord.

MISSION SPECIAL RULES
Mysterious Objectives, Night Fighting, Reserves.

A Danger Unseen: At the start of his Turn 3, the Tyranid player’s Secondary Force arrives on the battlefield. These units enter play from any point along the Imperial player’s table edge.

Angelic Intervention: At the start of his Turn 4, the Imperial player’s Secondary Force arrives on the battlefield. These units enter play from any point along his table edge.

№4
ECHOES OF WAR

Into the Jaws of the Beast

The chittering hordes of Hive Fleet Leviathan are running rampant across the surface of Satys. Its beleaguered defenders are gradually being smothered beneath the sheer weight of xenos numbers, and many of the remaining pockets of resistance have been systematically overrun. Yet for the Blood Angels, retreat from this doomed world is not an option, for their work here is not yet done. So does Corbulo lead his valiant warriors into the Manfuactorum district - one of the few regions of Satys yet to fall to the Tyranid menace - to recover valuable stockpiles of satryx. But as the Blood Angels divide their strength to cover more ground, little do they know that the Hive Mind had been waiting for just such an opportunity to pick them off whilst they are vulnerable.
THE ARMIES
The Tyranid player chooses an army from Codex: Tyranids. The Imperial player chooses an army from Codex: Blood Angels. He must include Brother Corbulo to be his army’s Warlord.

THE BATTLEFIELD
Set up terrain using the deployment map below.

Primary Objectives
After setting up the terrain, the players take it in turns to place a total of 6 Objective Markers.

DEPLOYMENT
Players should first roll for Warlord Traits and then Deploy Forces.

FIRST TURN
The player that deployed first has the first turn unless their opponent can 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 wins the game. If players have the same number of Victory Points, the game is a draw.

Primary Objective
At the end of the game, the Satryx Stockpile (see Mission Special Rules, below) is worth 3 Victory Points to the player that controls it. If the Satryx Stockpile has not been revealed before the end of the game (see Mission Special Rules, below), neither player receives any Victory Points for the Primary Objective.

Secondary Objectives
First Blood, Linebreaker, Slay the Warlord.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Moving the Satryx Stockpile: Only non-vehicle Blood Angels models can move the Satryx Stockpile; Tyranid models cannot move it. The following rules apply:
  • A non-vehicle Blood Angels model can seize the Satryx Stockpile by moving into base contact during the Movement phase - that model then automatically picks it up at the end of the phase. From that point, the Satryx Stockpile remains with the model (move the Satryx Stockpile with the model to show this) until it is dropped, which can happen voluntarily, but happens automatically if the model is slain.
  • The Satryx Stockpile is fragile, and swift movement will likely damage it, so the model carrying the Satryx Stockpile cannot Run and can never move more than 6” in any phase. If it is forced to do so, the Satryx Stockpile is immediately dropped. A model with the Satryx Stockpile can embark a Transport vehicle, but that vehicle cannot move more than 6” per phase whilst the Satryx Stockpile is on board (so don’t put it on a Flyer, as the Flyer will automatically crash next time it Zooms).
  • A model carrying the Satryx Stockpile can transfer it to any friendly non-vehicle model that is part of a scoring unit if the two models end their Movement phase in base contact. Move the counter to the new bearer to show who is currently holding the Satryx Stockpile. The Satryx Stockpile can only be passed to a friendly model once per Movement phase.
  • The controlling player can choose to have his model drop the Satryx Stockpile at any time, in which case he places the counter 1” away from the model. If the model Falls Back, the Satryx Stockpile is dropped automatically before the model performs its Fall Back move. If the model is removed as a casualty, or is in any other way removed from the table - whether voluntarily or otherwise - the Satryx Stockpile is dropped automatically and placed within 1” of the spot where the model last was before it left the table. Note that embarking onto a Transport is an exception to this, as detailed below.
Note that the Satryx Stockpile can only be brought aboard a Transport vehicle if it is carried by a model that can embark upon the Transport. If the Satryx Stockpile is dropped whilst the bearer is embarked within a Transport vehicle, place it l” away from a randomly determined Access Point.

If the Satryx Stockpile is dropped in impassable terrain, place it as close as possible to the point where it was dropped that is not impassable terrain.

Satryx Stockpile: Only one of the Objective Markers represents the stockpile that the Blood Angels are seeking. The following rules apply:
  • Each time a non-vehicle Blood Angels model ends its Movement phase within 1” of an Objective Marker, roll a D6. On the roll of a 1-5, remove the Objective Marker from play - this crate is either empty or contains some other miscellaneous contents. On the roll of a 6, that model has found the Satryx Stockpile.
  • As soon as the Satryx Stockpile is found, all other Objective Markers are immediately removed from play.
  • If five Objective Markers have been searched unsuccessfully, the sixth Objective Marker is the Satryx Stockpile by default.


№5
ECHOES OF WAR

Jaws of the Devourer

The Tyranids have reached the outskirts of the Sky Palace and gather in vast numbers to assail it in force. The surviving Space Marines stand firm beside the brave men of the Imperial Guard, intent on selling their lives dearly in a valiant effort to repel the xenos forces long enough for the planet’s final evacuation to begin. Little do they know that this seemingly crucial battle is merely a cunning feint by the Hive Mind whilst it deploys other forces to destroy the palace’s landing pad and the bulk landers being loaded there. The brave defenders of Satys fight and die in ignorance of the trap that has been laid, while the jaws of the Great Devourer close in swiftly around them...
THE ARMIES
The Tyranid player chooses an army from Codex: Tyranids. He must include at least one of the following Formations included in this dataslate: Wrecker Node and/or Subterranean Swarm. The Imperial player chooses an army from Codex: Imperial Guard. He can also include an allied detachment chosen from Codex: Blood Angels or Codex: Space Marines to represent the warriors from the Aurora Chapter present at the battle.

THE BATTLEFIELD
Use the deployment map included in this mission. The Imperial player can place any number of fortifications anywhere within his deployment zone. He does not pay any points for these fortifications, and none start the game dilapidated. All fortifications deployed in this manner start the game claimed by the Imperial player. Set up any remaining terrain.

Primary Objectives
After setting up the terrain, the Imperial player places 3 objective markers anywhere within his deployment zone. No objective marker can be placed within 6" of any battlefield edge or 12" of another objective.

DEPLOYMENT
Before any models are deployed, both players should roll to determine their Warlord Traits.
First, the Imperial player deploys his units anywhere within his deployment zone (see map). Then the Tyranid player deploys his units anywhere within his deployment zone (see map).

FIRST TURN
The Tyranid player has the first turn. The Imperial player cannot attempt to Seize the Initiative in this mission.

GAME LENGTH
This mission lasts for 10 game turns.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most Victory Points wins the game. If 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, Slay the Warlord.

MISSION SPECIAL RULES
Mysterious Objectives, Night Fighting, Reserves.

Canyon Walls: The Outflank special rule cannot be used in this mission.

Plenty More Where They Came From: Each time a Troops unit belonging to the Tyranid player is completely destroyed, place it into Ongoing Reserves, where it will be available to return to the battle at the start of the Tyranid player’s next turn. These units enter play from any point along the Tyranid player’s table edge, as depicted on the map.

№6
ECHOES OF WAR

Victory or Death

For Corbulo and his remaining survivors of the bitter fighting on Satys, only one hope of salvation remains — to fight their way through to the improvised evacuation site in the Manufactorum district, where the archeoship engines’ last defiant roar will clear the skies of airborne xenos organisms and offer them a brief window of opportunity for extraction. The Hive Mind, however, has other plans for its stubborn prey, and moves to encircle and destroy them before they can make their escape.
THE ARMIES
The Tyranid player chooses an army from Codex: Tyranids. He must include a Tyrant Node Formation in his army. The Imperial player chooses an army from Codex: Imperial Guard. He must also include two allied detachments; one chosen from Codex: Space Marines to represent the warriors from the Aurora Chapter present at the battle, and one chosen from Codex: Blood Angels. The Blood Angels detachment must include Brother Corbulo, and at least one Terminator Squad chosen from Codex: Blood Angels.

THE BATTLEFIELD
Set up terrain using the deployment map below.

DEPLOYMENT
Before any models are deployed, both players should roll to determine their Warlord Traits.
The Imperial player deploys first, placing all of his non-Flyer units in the deployment zone depicted on the map. Any units of Terminators or Assault Terminators chosen from Codex: Blood Angels must be held back in Reserve. The Tyranid player then deploys any of his units in either deployment zone depicted on the map.

FIRST TURN
The Tyranid player has the first turn unless the Imperial player can Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the Imperial player wins if he has any models remaining on the battlefield, including those in units that are falling back. If he has no models remaining, the Tyranid player wins. Units that are not on the board at the end of the game count as destroyed for the purposes of this mission.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Final Assault: Each time a Troops, Elites or Fast Attack unit belonging to the Tyranid player is completely destroyed, place it into Ongoing Reserves, where it will be available to return to the battle at the start of the Tyranid player’s next turn. The Tyranid player can bring on units held in Reserve/Ongoing Reserves from any point on either short table edge.

Lines of Retreat: Any Tyranid units that Fall Back do so towards the nearest short table edge.

No Retreat, No Surrender: Every non-vehicle unit in the Imperial player’s army has the Zealot special rule.

Shield of Baal: Exterminatus Missions

This section contains a selection of Echoes of War missions inspired by the battles fought as the Blood Angels and their allies tried to wrest the worlds of the Cryptus System from the jaws of the Leviathan. The Armies section of each of these missions provides guidance on the forces present so that you can replay the pivotal events using the armies and characters described in the story of Shield of Baal: Exterminatus. Many of the Echoes of War missions include a map that depicts the battlefield on which the conflicts were fought.

If you wish to fight an Echoes of War mission, you and your opponent must agree which mission you wish to fight, ensuring that you have the appropriate armies and models you will need.

Designer’s Note: Whilst the Echoes of War missions in this book have been inspired by specific events, with a little imagination they can easily be repurposed to recreate battles of your own invention. If you choose to go down this route, you can modify these missions so that they can be fought using any combination of forces and terrain in your collection.

There are several ways in which you can use these Echoes of War missions. The first and most straightforward is simply to select the particular mission for a battle you are excited about from the campaign, and use the appropriate mission to recreate the battle on your tabletop! The Armies section of each mission provides guidance on the forces present so that you can replay the battles using the armies and characters described in the story, while the mission’s special rules will ensure that all of the most important elements of the original battle will be recreated.

Another way to use these missions is to fight a campaign by playing through the missions sequentially. If you do so, then one player should command the forces of the Tyranids in all of the battles, while their opponent commands the opposing side. Keep a note of each player’s wins and losses, and the winner of the campaign is the player with the highest number of victories at the end of the campaign.



№1
ECHOES OF WAR

The Avenging Host Descends

Asphodex lies firmly in the tendrils of Hive Fleet Leviathan, the planet’s surface all but overrun. As Dante’s response fleet draws closer, scans indicate that only one significant bastion of resistance remains - a spaceport in the sprawling city of Phodia. Gathering his forces to him, Dante leads the Blood Angels in an immediate assault to relieve the spaceport’s beleaguered defenders and drive back the swarms threatening to overrun them.
THE ARMIES
Choose armies.

One player is the Blood Angels player, and his opponent is the Tyranid player. All units in the Blood Angels player’s army must have the Blood Angels Faction. He must include the Dante’s Avenging Host Formation as part of his army. All other units in the Blood Angels player’s army must have the Deep Strike special rule, have the Jump, Skimmer or Flyer unit type, or be embarked upon a vehicle with the Deep Strike special rule or the Flyer unit type. Commander Dante must be the Blood Angels player’s Warlord.

All units in the Tyranid player’s army must have the Tyranids Faction.

THE BATTLEFIELD
Set up terrain. Use the Deployment Map included with this mission.

Objective Markers
After setting up the terrain, the players take it in turns to place a total of 6 Objective Markers.

DEPLOYMENT
The Tyranid player deploys first, anywhere on the battlefield. The Blood Angels player does not deploy at this stage - his units arrive during the first turn (see Mission Special Rules).

FIRST TURN
The Blood Angels player has the first turn.

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

Secondary Objectives
First Blood, Slay the Warlord.

MISSION SPECIAL RULES
Mysterious Objectives, Night Fighting, Reserves.

Avenging Angels: All non-Flyer units belonging to the Blood Angels player automatically arrive at the start of his first turn. These units must all enter play by Deep Strike.

Moat of Burning Promethium: The Blood Angels player’s table edge is impassable terrain to any units that do not have the Flyer or Skimmer type. Blood Angels units that Fall Back do so towards the nearest short table edge.

№2
ECHOES OF WAR

Against the Hive Mind

Dante’s devastating assault on the Tyranids has sent the xenos hordes reeling. But as the Blood Angels regroup and prepare to consolidate their beachhead on Asphodex, the Tyranids are suddenly on the attack once more. This time, a terrible psychic presence looms as Leviathan’s deadliest broods arrive to combat Mephiston’s esoteric powers. Can the mighty Lord of Death contend with the manifest will of the Hive Mind itself?
THE ARMIES
Choose armies.

One player is the Blood Angels player, and his opponent is the Tyranid player. All units in the Blood Angels player’s army must have the Blood Angels Faction. He must include Mephiston in his army, as well as Commander Dante to be his army’s Warlord.

All units in the Tyranid player’s army must have the Tyranids Faction. He must also include at least one Neural Node Formation.

THE BATTLEFIELD
Set up terrain. Use the Deployment Map included with this mission.

DEPLOYMENT
The Blood Angels player deploys first, anywhere in his deployment zone. The Tyranid player deploys second, anywhere in his deployment zone.

FIRST TURN
The Tyranid player can choose to take the first or second turn. If he decides to take the first turn, the Blood Angels player 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 Objectives
At the end of the game, each player receives 1 Victory Point for each enemy unit that has been completely destroyed. Units that are Falling Back at the end of the game, and units that are not on the board at the end of the game count as destroyed for the purposes of this mission. Remember that Independent Characters and Dedicated Transports are individual units and award Victory Points if they are destroyed.

However, the Blood Angels player instead receives 2 Victory Points for each Maleceptor or Neurothrope he completely destroys. The Tyranid player instead receives 2 Victory Points for each Librarian or Librarian Dreadnought he completely destroys. If the Tyranid player slays Mephiston, he instead receives 3 Victory Points.

Secondary Objectives
First Blood, Linebreaker, Slay the Warlord.

MISSION SPECIAL RULES
Night Fighting.

Moat of Burning Promethium: The Blood Angels player’s table edge is impassable terrain to any units that do not have the Flyer or Skimmer type. Blood Angels units that Fall Back do so towards the nearest short table edge.

Unyielding Will: Mephiston has the Adamantium Will special rule.

№3
ECHOES OF WAR

Breaching the Living Wall

On Lysios, the valour of the surviving Battle Sisters from the Order of the Sacred Rose has enabled a single convoy to escape the tides of water and Tyranids sweeping across the planet’s surface. Upon his arrival, Gabriel Seth wastes no time in leading his Flesh Tearers to the aid of the fleeing caravan, aiming to spearhead a breach through the vast horde of Tyranids to enable the Sisters and the Lysites to escape both the xenos attack and the tidal wave to the rear.
THE ARMIES
Choose armies.

One player is the Imperial player, and his opponent is the Tyranid player. All units in the Imperial player’s army must have the Blood Angels or Adepta Sororitas Faction. The Imperial player must include Gabriel Seth to be his army’s Warlord.

All units in the Tyranid player’s army must have the Tyranids Faction.

THE BATTLEFIELD
Set up terrain. Use the Deployment Map included with this mission.

DEPLOYMENT
The Tyranid player deploys first, anywhere in his deployment zone. The Imperial player deploys second, anywhere in his deployment zone.

FIRST TURN
The Imperial player can choose to take the first or second turn. If he decides to take the first turn, the Tyranid player 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 Objectives
Each time a unit with the Blood Angels Faction completely destroys a Tyranid unit, the Imperial player earns 1 Victory Point.

Each time a non-Flyer Imperial unit voluntarily moves off the Tyranid player’s table edge (see Mission Special Rules), the Imperial player earns 1 Victory Point.

Each time the Tyranid player completely destroys an Imperial unit, he earns 1 Victory Point.

Remember that Independent Characters and Dedicated Transports are individual units for the purposes of awarding Victory Points if they are destroyed or escape via the Tyranid player’s table edge.

Secondary Objectives
First Blood, Slay the Warlord.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Breakthrough: Units belonging to the Imperial player can voluntarily leave play via the Tyranid player’s table edge - as soon as one of the unit’s models moves off the board in this manner, the whole unit is removed.

Channelled Fury: All units with the Blood Angels Faction have the Crusader special rule.

№4
ECHOES OF WAR

Cathedral of Blood

Having fought his way through the dense aerial swarm assailing Aeros, Sanguinary High Priest Corbulo believes he has found what he is looking for. A last desperate Imperial defence line is holding off a teeming horde of xenos creatures before a vast cathedral on the Aerosian primary refining platform. It is here that Corbulo is convinced that he can secure a huge stockpile of the satryx elixir - but only if the Blood Angels can hold back the xenos tide...
THE ARMIES
Choose armies.

One player is the Imperial player, and his opponent is the Tyranid player. All units in the Imperial player’s army must have the Blood Angels or Astra Militarum Faction. He must include the Blooded Demi-company Formation (including the Captain) as part of his army and Brother Corbulo to be his Warlord.

All units in the Tyranid player’s army must have the Tyranids Faction. He must also include at least one Skyblight Swarm.

THE BATTLEFIELD
First, the Imperial player places two markers 6” apart (or a suitable terrain piece if you have one in your collection) centred on his table edge to represent the Cathedral Gate. Then set up terrain. Use the Deployment Map included with this mission.

DEPLOYMENT
The Imperial player deploys first, anywhere in his deployment zone. The Tyranid player deploys second, anywhere in his deployment zone.

FIRST TURN
The Tyranid player can choose to take the first or second turn. If he decides to take the first turn, the Imperial player 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 Objectives
At the end of the game, each player receives 1 Victory Point for each enemy unit that has been completely destroyed. Units that are Falling Back at the end of the game, and units that are not on the board at the end of the game, count as destroyed for the purposes of this mission. Remember that Independent Characters and Dedicated Transports are individual units and award Victory Points if they are destroyed.

In addition, at the end of the game, the Imperial player scores 3 Victory Points if there are no models belonging to the Tyranid player within 6” of the Cathedral Gate.

Webmaster’s Note – Death from the Skies
Originally this mission used Fighter Aces mission special rule taken from obsolete Death from the Skies expansion. Nowadays you may use Wing Leaders rule from new release of Death from the Skies supplement instead.
Secondary Objectives
First Blood, Slay the Warlord*

* In this mission, the Slay the Warlord Secondary Objective is worth 3 Victory Points to the Tyranid player.

MISSION SPECIAL RULES
Reserves.

Gatekeepers: Imperial units within 12” of the Cathedral Gate have the Fearless special rule.

№5
ECHOES OF WAR

Divine Intervention

Desperate circumstances have forced Dante’s hand, and he now shares an uneasy alliance with the newly-arrived Necron host of Anrakyr the Traveller. Though the Blood Angels Commander is justifiably doubtful about the Overlord’s true intentions, the fighting on Asphodex has reached a critical stage, and the two forces battle together against the Tyranids. But as they converge upon the cogitator spires, they will not find them undefended...
THE ARMIES
Choose armies.

One player is the Allied player, and his opponent is the Tyranid player. All units in the Allied player’s army must have the Blood Angels or Necrons Faction. He must include Commander Dante, Anrakyr the Traveller and a C’tan Shard (representing Nyadra’zatha, the Burning One - see Mission Special Rules) in his army, though none of these units cost any points.

All units in the Tyranid player’s army must have the Tyranids Faction. The Tyranid player must include a Hive Tyrant with the wings biomorph to be his army’s Warlord, though this unit does not cost any points.

THE BATTLEFIELD
Set up terrain. Use the Deployment Map included with this mission.

Objective Markers
After terrain has been set up, the Tyranid player places a total of 3 Objective Markers anywhere in his deployment zone. No objective can be placed within 6” of any battlefield edge or 12” of another objective.

DEPLOYMENT
The Tyranid player deploys first, anywhere in his deployment zone. The Allied player deploys second, anywhere in his deployment zone. The C’tan Shard is not deployed at this stage (see Mission Special Rules).

FIRST TURN
The Allied player can choose to take the first or second turn. If he decides to take the first turn, the Tyranid player 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 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 Objective
First Blood, Linebreaker, Slay the Warlord.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Desperate Circumstances: For the purposes of Levels of Alliance, Blood Angels and Necron units are treated as Allies of Convenience during this mission.

Falling Star God: At the start of the Allied player’s third turn, Nyadra’zatha, the Burning One, enters play by Deep Strike.

Numbers Beyond Counting: Each time a brood of Termagants, Hormagaunts or Gargoyles is completely destroyed, place it into Ongoing Reserves, where it will be available to return to the battle at the start of the Tyranid player’s next turn. These units enter play from any point along the Tyranid player’s table edge, as depicted on the deployment map.

Nyadra’zatha, the Burning One: Nyadra’zatha’s close combat attacks have the Soul Blaze special rule. Furthermore, Nyadra’zatha has the following unique power:

RangeSAPType
12"54Assault 2D6, Ignores Cover, Soul Blaze, Wall of Fire

Wall of Fire: This ranged attack automatically targets and hits all enemy units (including Flyers and Flying Monstrous Creatures) within the attack’s maximum range, regardless of line of sight, being locked in combat, intervening models/terrain and so on.

№6
ECHOES OF WAR

A Battle Against Time

Gabriel Seth leads his combined force of Flesh Tearers and Adepta Sororitas in a desperate last stand against the approaching Tyranid horde. If Seth’s embattled warriors can hold out long enough to buy time for the Solariam crawler to send the vital signal, then even if they fall their deaths will not be in vain. As the xenos swarm approaches under cover of a thick spore cloud, their determination will be put to the ultimate test.
THE ARMIES
Choose armies.

One player is the Imperial player, and his opponent is the Tyranid player. All units in the Imperial player’s army must have the Blood Angels or Adepta Sororitas Faction. He must include The Defenders of the Cathedrum Formation. Gabriel Seth must be the Imperial player’s Warlord.

All units in the Tyranid player’s army must have the Tyranids Faction.

THE BATTLEFIELD
Set up terrain. Use the Deployment Map included with this mission.

DEPLOYMENT
The Imperial player deploys first, anywhere in his deployment zone. The Tyranid player deploys second, anywhere in his deployment zone.

FIRST TURN
The Tyranid player can choose to take the first or second turn. If he decides to take the first turn, the Imperial player can attempt to Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the Tyranid player wins if he has completely destroyed all of the Imperial player’s forces. If there are any models belonging to the Imperial player remaining, including those in units that are Falling Back, the Imperial player wins. Units that are not on the board at the end of the game count as destroyed for the purposes of this mission.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Roiling Spore Cloud: Any units belonging to the Tyranid player that are targeted by an attack in the Psychic or Shooting phase gain the Shrouded special rule against the attack if the unit targeting them is more than 12” away.

Taking the Fight to the Swarm: All non-vehicle units with the Blood Angels Faction have the Counter-attack special rule.

Tide of Claws and Fangs: All units belonging to the Tyranid player have the Furious Charge special rule.

№7
ECHOES OF WAR

Of Monsters and Machines

As the Blood Angels stationed far below on Aeros fight hard to perform their part in Anrakyr the Traveller’s grand strategy, Zarathusa the Ineffable leads his phalanxes to secure the promethium fuel platform in low orbit. If the imperious Overlord can reach the central command hub, he will be able to override the mechanisms that control the vast flow of fuel and prepare the way for the Magnovitrium beam. But the Hive Mind, it seems, has other ideas...
THE ARMIES
Choose armies.

One player is the Necron player, and his opponent is the Tyranid player. All units in the Necron player’s army must have the Necron Faction. He must include the Zarathusa’s Royal Decurion Formation in his army; the Necron Overlord from this Formation (representing Zarathusa the Ineffable) must be his army’s Warlord.

All units in the Tyranid player’s army must have the Tyranids Faction.

THE BATTLEFIELD
Set up terrain. Use the Deployment Map included with this mission.

DEPLOYMENT
The Tyranid player deploys first, anywhere in his deployment zone. The Necron player deploys second, anywhere in his deployment zone.

FIRST TURN
The Necron player can choose to take the first or second turn. If he decides to take the first turn, the Tyranid player 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 Objectives
At the end of the game, the Necron player receives 1 Victory Point for each of his units that is completely within the Tyranid player’s deployment zone. If Zarathusa the Ineffable voluntarily moves off the Tyranid player’s table edge (see Mission Special Rules), the Necron player earns 3 Victory Points.

At the end of the game, the Tyranid player receives 1 Victory Point for each enemy unit that has been completely destroyed.

Remember that Independent Characters and Dedicated Transports are individual units for the purposes of awarding Victory Points if they are destroyed or end the game in the Tyranid player’s Deployment Zone.

Webmaster’s Note – Death from the Skies
Originally this mission used Fighter Aces mission special rule taken from obsolete Death from the Skies expansion. Nowadays you may use Wing Leaders rule from new release of Death from the Skies supplement instead.
Secondary Objectives
First Blood, Slay the Warlord.

MISSION SPECIAL RULES
Reserves.

Breakthrough: Zarathusa the Ineffable (and any unit he has joined), can voluntarily leave play via the Tyranid player’s table edge. If he has joined a unit, as soon as one of the unit’s models moves off the board in this manner, the whole unit is removed.

Targeting Protocols: Any infantry units belonging to the Necron player that are within 12” of Zarathusa the Ineffable can re-roll failed To Hit rolls of a 1 in the Shooting phase.

№8
ECHOES OF WAR

Forlorn Hope

In accordance with Anrakyr the Traveller’s plan, the allied forces of Necrons, Blood Angel and Flesh Tearers stationed across the worlds of the Cryptus System stand poised to direct the fury of the Magnovitrium towards the destruction of Aeros and, if fate smiles, much of the Tyranid fleet. Yet all will be for naught if the Blood Angels’ doomed brotherhood of Death Company cannot reach the Magnovitrium’s activation mechanism on Tartoros in time.
THE ARMIES
Choose armies.

One player is the Blood Angels player, and his opponent is the Tyranid player. All units in the Blood Angels player’s army must have the Blood Angels Faction. He must include the Strike Force Mortalis Formation in his army, as well as the Sanguinor.

All units in the Tyranid player’s army must have the Tyranids Faction. He must include at least two Carnifex Broods in his army.

THE BATTLEFIELD
Set up terrain. Use the Deployment Map included with this mission.

Objective Markers
After setting up the terrain, place one Objective Marker in the centre of the Tyranid player’s Deployment Zone (see map).

DEPLOYMENT
The Tyranid player deploys first, anywhere in his deployment zone. The Blood Angels player deploys second, anywhere in his deployment zone. The Blood Angels player cannot choose to keep any non-Flyer units in Reserve. The Sanguinor is not deployed at this stage (see Mission Special Rules).

FIRST TURN
The Blood Angels player has the first turn.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, if the Blood Angels player has one or more models anywhere within 3" of the Objective Marker, he wins the game. Any other result is a victory to the Tyranid player. The Objective Secured special rule has no effect in this mission.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Cometh the Golden Angel: At the start of the Blood Angel player’s third turn, the Sanguinor enters play by Deep Strike.

Designer’s Note
If you are playing all of the missions in the Shield of Baal series as a campaign, this mission is the culmination of everything that both sides have been fighting for. If both players have an equal number of victories at the end of this mission, whichever player won this crucial battle wins the whole campaign!

Shield of Baal: Deathstorm Missions

This page includes several Warhammer 40,000 missions inspired by the pivotal battles fought as Karlaen’s Blood Angels encountered the Tyranids. All of the missions can be fought using just the miniatures provided with Shield of Baal: Deathstorm, or can be expanded to use additional Citadel miniatures from your collection if you wish.

There are several ways in which you can use the missions. The first is simply to select a particular mission you are excited about and fight it out using the Citadel miniatures provided with Shield of Baal: Deathstorm. The Armies section of each mission provides guidance on the forces present so that you can replay the battles using the units, characters and Formations described in the background section of this book.

Another way to use these missions is to play a campaign. You can do this by simply playing through the missions sequentially. If you do so, keep a note of your cumulative Victory Points, and the winner of the campaign is the player with the highest score. If you are playing a campaign, we suggest you maintain the same side (the Blood Angels or the Tyranids) throughout the course of the campaign, but upon its completion swap roles and see how much better (or worse) you fare when fighting for the other side.



№1
ECHOES OF WAR

Hunters in the Dark

Whilst searching the ruins of the Flaxian Palace to find the Planetary Governor, Captain Karlaen and Squad Alphaeus are ambushed by a swarm of Genestealers. If the Blood Angels are to achieve their mission they will have to fight their way through a great shadow-haunted corridor, into which Genestealers flood through with every second that passes whilst yet others descend from their hiding places concealed in the ceiling above.
THE ARMIES
One player commands the Blood Angels, the other the Tyranids. Each player takes the following models:

Blood Angels Army
Captain Karlaen
Squad Alphaeus

Tyranids Army
The Children of Cryptus
(Do not take the Spawn of Cryptus in this mission. The Tyranids army does not have a Warlord in this mission).

THE BATTLEFIELD
Use the deployment map included with this mission. Set up terrain.

DEPLOYMENT
The Blood Angels player deploys first. He must deploy all his units within 6" of the Blood Angels table edge. In this mission, the models in Squad Alphaeus are all individual units, and so move, shoot, charge etc. independently. No u nit can be placed in Reserve.

The Tyranids player deploys second. He deploys his units anywhere that is more th an 18" away from any Blood Angels model. In this mission, the models in the Children of Cryptus are also individual units.

FIRST TURN
The Tyranids player goes first unless the Blood Angels player can Seize the Initiative.

GAME LENGTH
The game continues until Captain Karlaen is either removed as a casualty or exits the battlefield.

VICTORY CONDITIONS
At the end of the game, the Blood Angels player scores 5 Victory Points if Captain Karlaen has exited the battlefield (see below), and the Tyranid player scores 1 Victory Point for every Blood Angels model that was removed as a casualty. 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.

MISSION SPECIAL RULES
Hidden in Shadow: The maximum range for any line of sight in this mission is 18".

Out of the Darkness: If Captain Karlaen starts his Movement phase within 6" of the table edge labelled ‘Exit Point’, he can exit the battlefield.

Surrounded and Outnumbered: Each time a Genestealer is removed as a casualty, an identical replacement is placed into Ongoing Reserves, which will arrive in the Tyranid player’s next turn. Whenever a Genestealer arrives from Ongoing Reserves, roll a D6: On a 1-2 that Genestealer arrives from the Blood Angels table edge, on a 3-4 it arrives from the table edge labelled ‘Exit Point’ and on a 5-6 it arrives using the rules for Deep Strike.

№2
ECHOES OF WAR

Storm of Blood

Whilst engaged in a desperate duel, Captain Karlaen has become trapped beneath a fallen Ecclesiarchal statue. Though Squad Alphaeus stand guard near their fallen lord, their minds are still reeling from a brutal psychic onslaught, leaving Karlaen dangerously vulnerable in the face of the approaching Tyranid broods. Unless aid arrives soon, the Blood Angels Terminators will be overrun and tom to pieces.
THE ARMIES
One player commands the Blood Angels, the other the Tyranids. Each player takes the following models:

Blood Angels Army
Squad Alphaeus
Raphen’s Death Company
Cassor the Damned

Tyranids Army
The Beast of Phodia
Phodian Hive Warriors
The Children of Cryptus
(Do not take the Spawn of Cryptus in this mission. The Tyranids army does not have a Warlord in this mission).

THE BATTLEFIELD
Use the deployment map included with this mission. Set up terrain.

Objective Markers
After setting up terrain, place a single Objective Marker in the centre of the table.

DEPLOYMENT
The Blood Angels player deploys first. He must deploy Squad Alphaeus within 6" of the centre of the table. Raphen’s Death Company start the game in Deep Strike Reserve. Cassor the Damned starts the game in Reserve.

The Tyranids player deploys second. He deploys his units anywhere within 6" of the Tyranids table edge. The Beast of Phodia starts the game in Reserve.

FIRST TURN
The Blood Angels player goes first.

GAME LENGTH
This mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player that controls the Objective Marker scores 5 Victory Points and wins the game.

MISSION SPECIAL RULES
Crash through the Ruins: When Cassor the Damned and The Beast of Phodia arrive from Reserve, they may move on from any table edge.

Psychic Horror: Until the start of their second turn, Squad Alphaeus are Pinned.

№3
ECHOES OF WAR

Shadow of the Beast

Captain Karlaen and the survivors of his strike force have rescued Governor Flax and fought their way back to the world’s surface. Now they must hold out against the waves of Tyranids long enough for the Chapter’s Stormravens to arrive from orbit and extract them and their prize. The Spawn of Cryptus has sensed its prey’s attempt to flee, and has urged every Tyranid under its command to attack, intent that its quarry will not escape.
THE ARMIES
One player commands the Blood Angels, the other the Tyranids. Each player takes the following formations:

Blood Angels Army
Strike Force Deathstorm

Tyranids Army
Phodian Annihilation Swarm

THE BATTLEFIELD
Use the deployment map included with this mission. Set up terrain.

DEPLOYMENT
The Tyranids player deploys first. He must deploy his units within 3" of any table edge. The Children of Cryptus can deploy using their Infiltrate special rule.

The Blood Angels player deploys second. He must deploy all his units within 6" of the centre of the board. Neither player can place any units in Reserve.

FIRST TURN
The Tyranids player goes first unless the Blood Angels player can Seize the Initiative.

GAME LENGTH
This mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the Blood Angels player scores 3 Victory Points if Captain Karlaen is still alive and 1 Victory Point for each other Blood Angels unit that is still alive. The Tyranid player scores 3 Victory Points if Captain Karlaen was removed as a casualty and 1 Victory Point for each other Blood Angels unit that was completely destroyed. 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.

MISSION SPECIAL RULES
The Edge of Oblivion: Each time a Tyranid unit is completely destroyed you can immediately place a new unit into Ongoing Reserve that is identical in terms of the original number of models, weapons and upgrades to the unit that was just destroyed. The only exception is the Spawn of Cryptus who, if slain, will not return (although its Genestealers will). Tyranid units arriving from Ongoing Reserves enter play from any table edge.

The Red Thirst Rises: In this mission Captain Karlaen has the Rage special rule.

Shield of Baal: Leviathan Missions

This section contains a selection of Echoes of War missions inspired by the battles fought as the Leviathan attacked the worlds of the Cryptus System. The Armies section of each of these missions provides guidance on the forces present so that you can replay the pivotal events using the armies and characters described in the story. Many of the Echoes of War missions include a map that depicts the battlefield on which the conflicts were fought.

If you wish to fight an Echoes of War mission, you and your opponent must agree which mission you wish to fight, ensuring that you have the appropriate armies and models you will need.

Designer’s Note: Whilst the Echoes of War missions in this book have been inspired by specific events, with a little imagination they can easily be repurposed to recreate battles of your own invention. If you choose to go down this route, you can modify these missions so that they can be fought using any combination of forces and terrain in your collection.

There are several ways in which you can use these Echoes of War missions. The first and most straightforward is simply to select the particular mission for a battle you are excited about from the campaign, and use the appropriate mission to recreate the battle on your tabletop! The Armies section of each mission provides guidance on the forces present so that you can replay the battles using the armies and characters described in the story, while the mission’s special rules will ensure that all of the most important elements of the original battle will be recreated.

Another way to use these missions is to fight a campaign by playing through the missions sequentially. If you do so, then one player should command the forces of the Tyranids in all of the battles, while their opponent commands the opposing side. Keep a note of each player’s wins and losses, and the winner of the campaign is the player with the highest number of victories at the end of the campaign.



№1
ECHOES OF WAR

The Vitria Strike

The first inkling the Imperium has of the doom engulfing the Cryptus System comes on the planet of Vitria. Amidst a labyrinth of buildings made from hardened glass, the warriors of the Militarum Tempestus are forced to battle their way past a series of ferocious ambushes before they are finally able to learn the true target of the Tyranid invaders.
THE ARMIES
Choose armies.

One player is the Tyranid player, and his opponent is the Militarum Tempestus player. All units in the Tyranid player’s army must have the Tyranids Faction. All units in the Militarum Tempestus player’s army must have the Militarum Tempestus Faction.

Designer’s Note: The Tyranids encountered upon Vitria were part of a Tyranid vanguard force. If the Tyranid player wishes to represent such an army accurately, then they should primarily use Genestealers and Lictors in their army.


THE BATTLEFIELD
Use the deployment map included with this mission. Set up terrain. We recommend that you set up at least six buildings and/or ruins, and that you use more buildings and ruins if they are available. Note that special rules apply to the buildings (see Mission Special Rules, below).

Each player rolls a D6, re-rolling ties. Whoever scores higher decides which quarter of the table they wish to deploy in. The opposing player deploys in the diagonally opposite quarter.

Objective Markers
After terrain has been set up, but before determining table quarters, the players must place 6 Objective Markers that are individually numbered 1 through 6 on the battlefield, using the rules from Warhammer 40,000: The Rules, as modified by the Cities of Death special rules (see the Cities of Death section of these rules).

DEPLOYMENT
The Militarum Tempestus player deploys first, anywhere in his deployment zone. The Tyranid player deploys second, anywhere in his deployment zone.

FIRST TURN
The Militarum Tempestus player 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 as described in
Warhammer 40,000: The Rules.

Cities of Death Objectives
Each player generates 3 Cities of Death Objectives at the start of their first turn (see the Cities of Death section of these rules).

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 Objectives
Achieve as many Cities of Death Objectives as possible. If, at the start of a player’s turn, he has fewer than 3 Active Cities of Death Objectives, he must generate a number of new Cities of Death Objectives until he has 3.

Secondary Objectives
First Blood, Linebreaker, Slay the Warlord.

MISSION SPECIAL RULES
Cities of Death Objectives, Mysterious Objectives, Night Fighting, Reserves.

Genestealer Ambush: All Genestealer units have the Deep Strike special rule in this mission, and do not scatter when arriving from Deep Strike Reserve.

Glass Buildings: The Armour Value of all buildings is reduced by 1 on each facing, in addition to any other modifiers that apply. Furthermore, in this mission all ruins are dangerous terrain, and models in ruins only receive a 5+ cover save.

№2
ECHOES OF WAR

The Great Corral

Lysios was the first planet in the Cryptus System to feel the full weight of the Tyranid invasion. Lysios is a desolate wilderness, its lands and cities scoured by a slow-moving tidal wave of water and debris. The inhabitants lived in huge crawler hulks, constantly moving to keep ahead of the perpetual tsunami. When the Tyranids struck, the crawler hulks were drawn up into a defensive corral, protected from the Tyranids by the warriors of the Adepta Sororitas.
THE ARMIES
Choose armies.

One player is the Tyranid player, and his opponent is the Adepta Sororitas player. All units in the Tyranid player’s army must have the Tyranids Faction. All units in the Adepta Sororitas player’s army must have the Adepta Sororitas Faction or be fortifications.

THE BATTLEFIELD
Use the deployment map included with this mission. Set up terrain.

Each player rolls a D6, re-rolling ties. Whoever scores higher decides which half of the table they wish to deploy in. The opposing player deploys in the opposite half.

DEPLOYMENT
The Adepta Sororitas player deploys first, anywhere in their deployment zone.

The Tyranid player deploys second. The Tyranid player must divide their army into three waves. Any number of units can be in each wave, as long as each wave has at least one unit. The Tyranid player must then select one wave. The units in this wave can deploy anywhere in the Tyranid deployment zone, or be placed in Reserves. The remaining two waves of units arrive separately (see Mission Special Rules, below).

FIRST TURN
The Tyranid player 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 Objectives
At the end of the game, each player receives 1 Victory Point for each enemy unit that has been completely destroyed. Units that are Falling Back at the end of the game, and units that are not on the board at the end of the game, count as destroyed for the purposes of this mission. Remember that Independent Characters and Dedicated Transports are individual units and award Victory Points if they are destroyed.

Secondary Objectives
First Blood, Slay the Warlord.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Crawler-hulk Weapon Batteries: At the end of the enemy Movement phase, the Adepta Sororitas player can take one Snap Shot at each enemy unit that arrived via Deep Strike that turn. The Snap Shot has the following profile, and is always considered to have a line of sight to the target.

RangeSAPType
n/a74Heavy 2, Ignores Cover

Limited Ammunition: The Adepta Sororitas player must roll a D6 at the start of each of their turns. Keep track of the number rolled each turn, adding it to the total from the previous turn. As soon as the total is 12 or more, units in the Adepta Sororitas army can only take Snap Shots for the rest of the battle.

Second and Third Waves: At the start of the Tyranid player’s first turn, they must select one of the remaining two waves of Tyranid units. All units from this wave immediately arrive in the same way as for Reserves (and may Deep Strike if allowed to do so). All units in the third wave must be placed in Reserves, and will arrive following the normal rules for Reserves.

№3
ECHOES OF WAR

The Shield Tested

The most densely populated planet in the Cryptus System is Asphodex. Home to billions of Imperial citizens, the planet is two-thirds covered by a vast cityscape. It was here that millions of warriors of the Astra Militarum prepared to meet and defeat the swarms of Hive Fleet Leviathan. When the first Tyrannocytes began to fall from the skies, they were met with a barrage of fire, and within minutes the streets of the planet-wide city were engulfed by war.
THE ARMIES
Choose armies.

One player is the Tyranid player, and the other is the Astra Militarum player. All units in the Tyranid player’s army must have the Tyranids Faction. All units in the Astra Militarum player’s army must have the Astra Militarum Faction or be fortifications.

THE BATTLEFIELD
Use the deployment map included with this mission. Set up terrain. We recommend that you set up at least six buildings and/or ruins, and that you use more buildings and ruins if they are available.

Split the table into six zones, as shown on the deployment map.

Objective Markers
After terrain has been set up the players must place 6 Objective Markers that are individually numbered 1 through 6 on the battlefield, using the rules from Warhammer 40,000: The Rules, as modified by the Cities of Death special rules (see the Cities of Death section of these rules).

DEPLOYMENT
The Astra Militarum player deploys first by picking a unit and either placing it in Reserve or rolling a D6 for the unit and deploying it anywhere fully within the zone corresponding to the dice roll. The Astra Militarum player then repeats this process for his next unit, and so on.

No Tyranid units are deployed at the start of the battle. Instead the Tyranid player must designate which of their units will enter play on their first turn (see the First Wave mission special rule) and which (if any) are placed in Reserve.

The Infiltrate and Scout special rules cannot be used in this mission.

FIRST TURN
The Tyranid player has the first turn.

Cities of Death Objectives
Each player generates 3 Cities of Death Objectives at the start of their first turn (see the Cities of Death section of these rules).

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 Tyranid player wins.

Primary Objectives
Achieve as many Cities of Death Objectives as possible. If, at the start of a player’s turn, he has fewer than 3 Active Cities of Death Objectives, he must generate a number of new Cities of Death Objectives until he has 3.

Secondary Objectives
First Blood, Slay the Warlord.

MISSION SPECIAL RULES
Cities of Death Objectives, Mysterious Objectives, Night Fighting, Reserves.

First Wave: Units that the Tyranid player designates as arriving on the first turn arrive on their first turn as if they were entering from Reserves. Note that the They’re All Around Us special rule (see below) applies to these units.

Target the Flyers: Immediately after the Tyranid player deploys each of their Jump Infantry or Flying Monstrous Creature units, the Astra Militarum player can inflict D6 Strength 7 AP4 hits on the unit.

They’re All Around Us: Roll a D6 for each unit, from either army, that enters play from Reserves, including Tyranid units that arrive on the first turn. The unit must enter on the table edge of the zone that corresponds to the dice roll. Deep Striking units must pick a starting point that is fully within the zone rolled.

№4
ECHOES OF WAR

The Skywar of Aeros

Aeros is a massive gas giant that is mined for precious fuels by large floating processing centres. Although battles were fought across these floating platforms by conventional ground forces, the vast majority of the fighting for the planet took place between the skimmers of the Astra Militarum and the monstrous flying creatures of Hive Fleet Leviathan’s numerous Skytide invasion formations.
THE ARMIES
Choose armies.

One player is the Tyranid player, and his opponent is the Astra Militarum player. All units in the Tyranid player’s army must have the Tyranids Faction. All units in the Astra Militarum player’s army must have the Astra Militarum Faction or be fortifications.

THE BATTLEFIELD
Use the deployment map included with this mission. The only terrain pieces that can be used in this mission are buildings and Skyshield Landing Pads. The areas of open ground between these terrain features are treated as impassable terrain (but see Skywar, below).

Objective Markers
After terrain has been set up, but before deploying any units, the players must place 1 Objective Marker on each building and Skyshield Landing Pad, even if this would require the Objective Marker to be placed within 6" of a table edge or 12" of another Objective Marker.

Gas Clouds
If the players desire, they may mark some areas of open ground as being Gas Cloud terrain. If they do so, these areas are treated as being open ground for all rules purposes, except that a line of sight cannot be drawn through more than 3" of Gas Cloud terrain.

DEPLOYMENT
The Astra Militarum player deploys first, anywhere on the table that is more than 12" from a table edge. He can deploy fortifications that are buildings or Skyshield Landing Platforms. Any other type of fortification cannot be used.

No Tyranid units are deployed at the start of the battle. Instead the Tyranid player must designate which of its units will enter play on its first turn and which (if any) will be placed in Reserve.

The Infiltrate and Scout special rules cannot be used in this mission.

Webmaster’s Note – Death from the Skies
Originally this mission used Fighter Aces mission special rule taken from obsolete Death from the Skies expansion. Nowadays you may use Wing Leaders rule from new release of Death from the Skies supplement instead.
FIRST TURN
The Tyranid player has the first turn.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who controls the most Objective Markers is the winner. If both players control the same number of Objective Markers, the Tyranid player wins.

MISSION SPECIAL RULES
Mysterious Objectives, Reserves.

Aerial Warzone: Reserve units belonging to either side can enter from any table edge.

First Wave: Units that the Tyranid player designated as arriving on the first turn arrive on the Tyranid player’s first turn as if they were entering from Reserves.

Floating Mines: In this mission, if a Zooming Flyer moves over a Spore Mine, it must take a Dangerous Terrain test.

Skywar: Units other than Jump Infantry, Jet Pack Infantry, Jetbikes, Flyers, Skimmers, Flying Monstrous Creatures and Flying Gargantuan Creatures treat open ground as impassable terrain. Jump Infantry, Jet Pack Infantry, Jetbikes, Flyers, Skimmers, Flying Monstrous Creatures and Flying Gargantuan Creatures treat open ground as usual.

In addition to the above, the following special rules apply:
  • Flyers and Skimmers that are Wrecked on open ground are removed rather than being left in play.
  • Flyers on open ground treat Crash and Burn! results as Explodes! results.
  • Flying Monstrous Creatures and Flying Gargantuan Creatures automatically pass any Grounded tests that they are required to take.


№5
ECHOES OF WAR

The Beasts of Tartoros

Tartoros is bathed in deadly radiation. Only the largest of creatures can survive for long on its surface, and smaller beings are forced to shelter within protective shelters or armoured vehicles. When the Tyranids attacked the planet, their spearheads were made up exclusively of the large monsters of the hive fleet, which were opposed by the fortifications, armoured companies and battle formations of the Astra Militarum.
THE ARMIES
Choose armies.

One player is the Tyranid player, and his opponent is the Astra Militarum player. All units in the Tyranid player’s army must have the Tyranids Faction. All units in the Astra Militarum player’s army must have the Astra Militarum Faction or be fortifications.

Designer’s Note: We highly recommend that both players read the special rules for this mission before they pick their armies. The environment on Tartoros is a deadly one for anything other than vehicles or Monstrous Creatures, so you will need to pick your armies carefully.

THE BATTLEFIELD
Use the deployment map included with this mission. Set up terrain. Each player rolls a D6, re-rolling ties. Whoever scores higher decides which half of the table they wish to deploy in. The opposing player deploys in the opposite half.

DEPLOYMENT
The Astra Militarum player deploys first, anywhere in his deployment zone. The Tyranid player deploys second, anywhere in his deployment zone.

FIRST TURN
The Astra Militarum player 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 the game, each player receives 1 Victory Point for each enemy unit that has been completely destroyed. Units that are Falling Back at the end of the game, and units that are not on the board at the end of the game, count as destroyed for the purposes of this mission. Remember that Independent Characters and Dedicated Transports are individual units and award Victory Points if they are destroyed.

Secondary Objectives
First Blood, Linebreaker, Slay the Warlord.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Deadly Radiation: Both players must roll a D6 for each model in their army at the start of each of their own turns. On a roll of 1 or 2 the model suffers a Wound with no saves of any kind allowed. Do not roll for a model if one or more of the following criteria apply to it:


№6
ECHOES OF WAR

The Wrath of Shelse

Even the exceptional prowess and fortitude of the Adepta Sororitas could not oppose a full-scale Tyranid invasion indefinitely. Soon they were forced to accept that the Tyranids could be slowed but not stopped, and that the only hope of saving the population was evacuation. Caught between the Tyranid hordes and the slowly advancing tidal wave that circled the planet, the Sisters of Battle raced against time to save as many Imperial citizens as possible.
THE ARMIES
Choose armies.

One player is the Tyranid player, and his opponent is the Adepta Sororitas player. All units in the Tyranid player’s army must have the Tyranids Faction. All units in the Adepta Sororitas player’s army must have the Adepta Sororitas Faction or be fortifications.

THE BATTLEFIELD
Use the deployment map included with this mission. Set up terrain.

The players then roll-off. The winner of the roll-off can decide which of the short table edges will be the Adepta Sororitas table edge. The two long table edges are both Tyranid table edges.

Native Population Markers
Set up three Native Population markers (see Mission Special Rules, below) as shown on the deployment map.

DEPLOYMENT
The Adepta Sororitas player deploys first as shown on the deployment map. The Tyranid player then deploys wholly within 3" of either long table edge.

FIRST TURN
The Adepta Sororitas player 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 Objectives
At the end of the game, the Tyranid player receives 6 Victory Points for each Native Population marker that has been harvested, and the Adepta Sororitas player receives 6 Victory Points for each Native Population marker that has been evacuated. No Victory Points are received for markers that have been neither harvested nor evacuated.

Secondary Objectives
At the end of the game, each player receives 1 Victory Point for each opposing unit that has been completely destroyed. Units that are Falling Back at the end of the game, and units that are not on the board at the end of the game, count as destroyed for the purposes of this mission.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Native Population: This mission uses three Native Population markers, the same size as the large blast marker. They cannot be attacked, and do not block movement by either side. They can move freely through difficult terrain or models belonging to either side, but must move around impassable terrain in the same manner as a unit that is Falling Back and which is trapped. They pass Dangerous Terrain tests automatically.

The markers are moved in the Adepta Sororitas Movement phase. If the closest unit to the marker at the start of its move is an Adepta Sororitas unit, then the marker Falls Back towards the Adepta Sororitas table edge. If the closest unit to the marker at the start of its move is a Tyranid unit, then the marker Falls Back directly away from the closest Tyranid model.

A Native Population marker is evacuated if it Falls Back off the Adepta Sororitas player’s table edge.

A Native Population marker is harvested and removed from play if the closest unit to the marker at the start of the Tyranid player’s turn is a Tyranid unit, or if it is moved over by the Wrath of Shelse (see below).

Wrath of Shelse: The table edge opposite the Adepta Sororitas table edge represents the Wrath of Shelse at the start of the battle. At the end of each game turn, the Wrath of Shelse advances 6+D6" towards the Adepta Sororitas table edge. Any model moved over by the Wrath of Shelse is removed with no saving throw of any kind allowed. The advancing line, and any part of the table between it and the table edge it started from, is impassable terrain.