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Mission Special Rules

Apocalypse missions have their own set of mission special rules that introduce all sorts of flavour to the game, including allowing the players access to powerful Strategic Assets, presenting the unique challenge of fighting amongst a variety of Unnatural Disasters including a Zombie Apocalypse, and allowing heroes their Finest Hour. The rules for all of this and more are contained in this section.

Divine Intervention

Faith is one of the most powerful weapons used by the Imperium of Man. Belief has power; a raw and undeniable force that can be manifested by a collection of the faithful or even channelled by devout individuals. It is the bedrock upon which the Imperial creed has been founded, and the driving force behind Mankind's continued conquest of the galaxy.

Though the zealot priests of the Imperial Creed are loath to admit it, there are also those deities worshipped by the alien and the heretic. The foul names by which they are known are recorded in the ebon-bound grimoires of the Black Library - Khaine, the Bloody-Handed God of the Eldar; Nurgle, the Father of Plagues; Gork and Mork, the thuggish gods of the Orks. The worshippers of these entities also have a potent faith, and they too number in their billions. Though only a traitor to the Imperial creed would admit it, the old gods existed long before Mankind conquered the stars, and the Emperor is amongst the ranks of youngest divinities.

Acts of Gods

In the most spectacular and bloody of battles, the gods themselves have been known to intervene. To represent this, in a game of Apocalypse, you can attempt to invoke divine intervention. The various godly powers of the 41st Millennium are attracted by different deeds and acts of heroism, so the circumstances under which you can invoke divine intervention vary from army to army. They have one thing in common, though - their effects are truly epic!

Invoking Divine Intervention

At the start of each of your turns after the first turn, each player checks the conditions under the relevant Codex & Criteria columns. If those criteria are met, that player's Warlord can invoke Divine Intervention. The Warlord selected must belong to the army listed in the Codex & Criteria column. The effect listed in the Miraculous Effect column then immediately takes place. Only one Warlord may invoke Divine Intervention each turn.

Invoking Divine Intervention Designer's Note
Not all races in Warhammer 40,000 have a deity to call upon. Though the Tau do not have a deity as such, faith in their manifest destiny and the Greater Good can empower them in a similar fashion. Likewise, the Tyranid Hive Mind is not a god in the traditional sense, though its mind-boggling scale and galaxy-devouring ambition can directly empower its constituent organisms.
Once a Warlord has successfully invoked Divine Intervention, they cannot attempt to call upon Divine Intervention again that game. However, other Warlords on the same side can try to make their own attempts, providing they invoke a different god. An alliance of three Space Marine players cannot call upon the God-Emperor three times - he's got better things to do than bail the players out over and over again!

The Miraculous Effect from the table applies only to units from the appropriate codexes listed in the Codex & Criteria column, and they only affect units on the same side as the Warlord who invoked Divine Intervention. Any effect granted lasts until the start of that side's next turn.

Divine Intervention Chart
EntityCodex & CriteriaMiraculous Effect
The God-Emperor of MankindImperial Guard, Sisters of Battle, Space Marines, Dark Angels, Blood Angels, Space Wolves, Black Templars, Grey Knights
At least half the units in your army have been removed as casualties.
For The Emperor!: The power of the Emperor invigorates the army, shining through their souls like liquid gold.
Furious Charge, Fearless.
Ruinous Powers (Khorne, Tzeentch, Nurgle, Slaanesh)Chaos Daemons, Chaos Space Marines
The number of units in the opposing side that have been removed as casualties equals or exceeds the number the opposing side currently has in play.
Rewards of Chaos: The fickle Chaos Gods delight in the slaughter and mayhem inflicted on their enemies.
You can choose to treat any '1s' To Hit or To Wound as '6s'.
Gork & MorkOrks
At least half of the total number of non-vehicle units from Codex: Orks on the battlefield (friend or foe) are engaged in close combat.
Foot of Gork (or is it Mork?): The Orks’ deity manifests more directly; a giant greenfoot stamps its approval on the battle below.
Make a Stomp attack anywhere on the table, using the massive blast marker. Note that the first marker does not have to be placed in base contact with a friendly model.
Khaela Mensha KhaineEldar, Dark Eldar
More than so Eldar and/or Dark Eldar models have been removed as casualties (friend or foe).
Children of the Bloody-Handed God: The blood of the Eldar boils in their veins, driving them on to ever greater feats of murder.
All Eldar and Dark Eldar have Hatred and Rage.
The Greater GoodTau Empire
Your side has at least 5 fewer Strategic Victory Points than the opposing side.
Desperate Strength: Selfless to the last, the Tau give their lives to buy their comrades time.
All Tau units have Stubborn, Feel No Pain (4+) and Counter-attack.
The Hive MindTyranids
3 or more models from the HQ section of Codex: Tyranids are within 6" of a Strategic Objective marker in the opposing side's deployment zone.
The Jaws Snap Shut: The Hive Mind shares its infinite hunger with the minds of its constituent parts, driving them into afrenzy.
All Tyranids have Preferred Enemy, and can both Run and then shoot in the same Shooting phase, then charge in that turn’s Assault phase.
The Star Gods of the C'tanNecrons
A C’tan Shard, Tesseract Vault or Transcendent C’tan has been removed from play as a casualty.
Anti-C’tan Protocols: A coalescing C’tan swims from the stars to reclaim the freed shard of its power, and the Necrons below fall back on ancient anti-C’tan programming to resist its fell energies.
All Necrons units have the Adamantium Will and Fearless special rules, and pass Reanimation Protocols on a roll of 4+.

Finest Hour

In times of extreme adversity, true leaders are born. Exemplary warriors rise like phoenixes from the fires of war, their heroism inspiring the men around them to great acts . By such deeds are legends made - the fate of the galaxy is at stake, and Imperial commanders, Chaos worshippers and alien warlords alike fight with every iota of their souls to secure victory against impossible odds. Should such a desperate act end in lasting glory, the hero's story can spread throughout the galaxy, and monuments will be raised in his name.

All this boundless heroism is of course the meat and drink of a game of Apocalypse. That moment when your general darts forward and takes out the enemy Stompa with a well-placed vortex grenade, the duel where the Imperial Guard Colonel somehow takes down the rampaging Hive Tyrant, the last-ditch charge that turns the course of the battle at the eleventh hour - they are the images that stick in our minds when thinking back to the highlights of the game, and the cherished moments of glory we will remember for years to come. Moments like this are so synonymous with Apocalypse that we decided to provide a system to encourage as much heroic derring-do as possible.

Cometh the Hour...

A player may choose to take his Warlord’s Finest Hour once per game, at the start of any of their turns. Simply state that the Warlord will do so at the appropriate time. The Finest Hour lasts until the start of their next turn.

An Apocalypse War Zone may feature characters with specific restrictions upon their finest hours: Commissar Yarrick, for instance, only has the opportunity to use his Finest Hour rules as long as his nemesis Ghazghkull Thraka is alive, and vice versa. These characters may also have special rules that can be used in addition to their Finest Hour. These extra rules modify the Finest Hours detailed here, and all the relevant details are contained in the rules section for the War Zone.

...Cometh the Man

Until the start of his next turn, that Warlord has a 3+ invulnerable save and the Eternal Warrior special rule to represent the touch of destiny upon him, and is allowed to order an All-out Attack in the same manner as a High Command Apocalypse Formation. If the Warlord is already part of a High Command formation, this is in addition to his usual one. Furthermore, at the beginning of the first turn in which a Warlord’s Finest Hour is in effect, choose one of the Exemplar tables below and roll a D6 to find the special rules that govern that Warlord's Finest Hour. The effects generated will last until the start of that Warlord's next turn. If a Warlord is killed whilst his Finest Hour is in progress, its effects cease immediately and the enemy scores 1 Strategic Victory Point.

Important Note: Instead of rolling here, Space Marines and Chaos Space Marines characters can opt to consult the Sons of the Primarch chart instead.

Once the Warlord's Finest Hour is over, he returns to his usual incarnation - his moment of glory has passed (though don't let that stop you from trying any subsequent heroics).

Command Exemplar Table
1Implacable Advance: Your Warlord, and all friendly units within 24", gain the Relentless special rule.
2True Grit: Your Warlord, and all friendly units within 24", have the Feel No Pain special rule.
3Never Give Up, Never Surrender: Your Warlord, and all friendly units within 24", have the Stubborn special rule.
4The Great Push: Your Warlord, and all friendly units within 24", can both Run and then shoot in the same Shooting phase. If a unit does so, it cannot charge unless it also has the Fleet ability.
5Inspiring Oratory: Your Warlord, and all friendly units within 24", gain the Crusader special rule.
6Kill ’em All: Your Warlord, and all friendly units within 24", gain the Preferred Enemy special rule.

Personal Exemplar Table
1Exceptional Display of Skill: Your Warlord re-rolls all failed To Hit rolls.
2Bloody Rampage: Your Warlord triples his Attacks characteristic (before any bonuses are applied).
3Violent Display of Power: Your Warlord re-rolls all failed To Wound rolls.
4Hero’s Might: Your Warlord doubles his Strength and Toughness characteristics.
5Temporarily Unkillable: Your Warlord has Toughness 10 and a 2 + invulnerable save.
6None Can Stand Before Me: Your Warlord has +2 Attacks. Furthermore, his attacks in close combat have the Instant Death special rule and are AP1.

Strategic Exemplar Table
1Additional Asset: Your Warlord immediately gets an additional Strategic Asset for his side.
2The Whites of their Eyes: All friendly units within 24" of the Warlord use their normal BS when firing Overwatch.
3Coordinated Firing Solution: Nominate an enemy unit within your Warlord’s line of sight. Re-roll all failed To Hit rolls against the nominated unit.
4Set Piece Kill: Nominate an enemy unit within your Warlord’s line of sight. Re-roll all failed To Wound rolls against the nominated unit, or failed armour penetration rolls against it.
5Zone of Death: Nominate a Strategic Objective within your Warlord’s line of sight. All friendly units within 12" of the nominated Strategic Objective have the Zealot special rule.
6Perfect Timing: The Warlord can return one unit that has been completely destroyed to his Ongoing Reserves.

Sons of the Primarch

The Primarchs of the Adeptus Astartes were the pinnacle of the Emperor's arcane art. Each was a demigod of battle with his own particular style of warfare, whose deeds are sung across the length and breadth of the galaxy. Their legacy lives on through the miracle of gene-seed - each and every Space Marine has the essence of their Primarch in his blood. When a Space Marine falls in battle, his progenoid glands are recovered by an Apothecary, returned to the Fortress Monastery and ultimately transferred to a new recruit so that the gene-seed can bond with a new subject and hence keep the Chapter whole.

All Space Marine Chapters are engineered from the original First Founding Legions, and can hence trace their genetic inheritance back to one of the Primarchs. If you play a Second Founding or other such Chapter, or a Chaos warband, you might need to look into your Chapter's background to find out which Primarch's powers you can call upon.

The Traitor Legions had Primarchs too, arch-heretics and rebel warlords who long ago sided with the Dark Gods during the Horus Heresy. Their diabolic majesty is still present in the genetic make-up of the Chaos Space Marines wreaking havoc across the galaxy. Just occasionally, this Chaos-tainted geneseed will confer a measure of the fell power within the Daemon Primarchs to one chosen by the Ruinous Powers.

Using Sons of the Primarch in Apocalypse

Instead of using the normal rules for their Finest Hour, a Space Marine or Chaos Space Marine player can opt to have his Warlord channel his Primarch instead.

This system works exactly like the rules for a Warlord’s Finest Hour. However, instead of generating the effects that will take place during your Warlord's Finest Hour, your Warlord instead uses the specific effect that represents the unique battle skills of his Primarch (see Sons of the Primarch chart below). The Chapter or Legion that your Space Marines or Chaos Space Marines army belongs to will determine which effect your hero will be able to call upon during the battle. For instance, a White Scars player consults the chart, finding that he must use the Son of the Khan special rule to represent the Primarch Jaghatai Khan’s heritage.

Alpha LegionAlphariusLord of the Hydra: During his Finest Hour, the Warlord, and all friendly non-vehicle Alpha Legion units within 12" of him, gain the Counter-attack, Hatred and It Will Not Die special rules.
Black LegionHorusLord of the Black Crusade: During his Finest Hour, the Warlord and all friendly Black Legion units within 12" of him have one of the following rules (choose which): Monster Hunter, Furious Charge, Fearless, Crusader.
Blood AngelsSanguiniusSon of the Angel: During his Finest Hour, the Warlord changes his unit type to Flying Monstrous Creature.
Dark AngelsLion El'JonsonSon of the Lion: During his Finest Hour, the Warlord gains the Hail of Fire Strategic Asset and uses it immediately.
Death GuardMortarionLord of Corruption: During his Finest Hour, the Warlord, and all friendly non-vehicle Death Guard units within 12" of him, have the Fearless and Feel No Pain special rules.
Emperor's ChildrenFulgrimLord of Excess: During his Finest Hour, the Warlord, and any friendly unit containing models with the Mark of Slaanesh within 12" of him, gain the Feel No Pain (4+) special rule.
Imperial FistsRogal DornSon of Dorn: During his Finest Hour, the Warlord has +2 Toughness, and all other friendly non-vehicle Imperial Fists units within 6" of him have +1 Toughness.
Iron HandsFerrus ManusSon of lron: During his Finest Hour, the Warlord, and all friendly Iron Hands units within 6" of him, add 1 to the dice when making saving throws (a 1 is always a failure).
Iron WarriorsPerturaboLord of Destruction: During his Finest Hour, the Warlord, and all friendly Iron Warriors units within 12" of him, have the Tank Hunters and Armourbane special rules.
Night LordsKonrad CurzeLord of Terror: During his Finest Hour, the Warlord has the Fear special rule. All Leadership tests passed by enemy units within 24" of the Warlord must be re-rolled.
Raven GuardCoraxSon of the Raven: During his Finest Hour, the Warlord, and all friendly non-vehicle Raven Guard units within 12" of him, gain the Fleet, Move Through Cover, and Hit & Run special rules.
SalamandersVulkanSon of the Forge: During his Finest Hour, the Warlord’s melee attacks are Strength 10. All weapons used by the Warlord gain the Concussive and Strikedown special rules.
Space WolvesLeman RussSon of the Wolf: During his Finest Hour, the Warlord doubles his Attacks characteristic. If he is in base contact with an enemy character, he also doubles his Strength.
Thousand SonsMagnus the RedLord of Flux: During his Finest Hour, the Warlord gains the Psyker special rule and two extra Mastery Levels. Generate his powers immediately from the Biomancy, Pyromancy, Telepathy or Tzeentch disciplines; he retains these powers (but not the extra Mastery Levels) after the Finest Hour ends.
UltramarinesRoboute GuillimanSon of Honour: During his Finest Hour, the Warlord, and all friendly non-vehicle Ultramarines units within 12" of him, have one of the following special rules (choose which rule you will use): Tank Hunters, Split Fire, Preferred Enemy, Stealth, Fearless, Relentless.
White ScarsJaghatai KhanSon of the Khan: During his Finest Hour, the Warlord, and all friendly White Scars units within 12" of him, double the distance of their Run or Turbo-boost moves.
Word BearersLorgarLord of Heresy: During his Finest Hour, choose an unengaged enemy unit within 24" of the Warlord: you become its controlling player. If the unit is locked in combat when the Finest Hour ends, move it by the shortest distance to be 1" from any other models - neither side Consolidates.
World EatersAngronLord of Wrath: During his Finest Hour, the Warlord, and all friendly non-vehicle World Eaters units within 12" of him, have a +1 bonus to their Attacks characteristic.

Strategic Assets

The commander of an Apocalypse army has access to a wide range of resources that are too valuable to use in a smaller battle. They can call down a barrage from an orbiting spacecraft, authorise the use of highly dangerous weaponry, or order a flank march. Careful use of these assets can often make all the difference between victory and defeat.

Strategic Asset Cards

Each side taking part in the battle will require its own set of Strategic Asset cards.

A set of Strategic Asset cards can be found here. Additional Strategic Asset cards are included in War Zone: Armageddon; these can be added to the standard deck of Strategic Assets when you are fighting a battle set in that War Zone.

Note that many Strategic Asset cards will refer you to new rules and weapon types included in this book.

Number of Strategic Assets

The number of Strategic Assets each side starts with is equal to the number of players in the largest side; so, if one side had two players and the other three, then both sides would get three Strategic Assets. Note that the number of cards is per side, not per player! In addition, the game organiser can choose to give one side or the other additional Strategic Asset cards. This is usually done to balance up games where the forces on one side are outnumbered by their opponents.

When selecting Strategic Assets, each player selects one Strategic Asset. The player who controls a side’s Warmaster then selects any additional Strategic Assets (in the above example, the Warmaster of the side with two players would select the third Strategic Asset). During play, the game organiser can elect to give a side extra cards for achieving certain objectives within the game (see Organising the Apocalypse).

Finally, High Command Formations and some special rules included in this book allow players to take 'bonus' Strategic Assets.

Selecting Strategic Assets

Each side must pick the Strategic Assets they can take from their own deck of Strategic Asset cards. No Strategic Asset may be taken more than once by each side. In addition, certain Strategic Assets can only be chosen if certain armies are included on the side that takes the asset. For example, you can only choose Space Marine Strategic Asset cards if there are Space Marines units on your side.

Once selected, Strategic Assets can either be given to individual players in the side, or they can all be held by the player who controls the army’s Warmaster. In either case, the player holding the card decides when and how to use the asset. It is up to the players on the team to decide which of them gets to take each asset; if you can't decide amicably, roll off for each card.

Using Strategic Assets

Each Strategic Asset card says when it can be used, and what effect it has when it is played. Each asset may be used once per battle and must then be discarded.

The player that used the card decides how its effects are applied. So, for example, they would choose where an attack is made, which units are replaced or where a marker is placed, and so on. This aside, Strategic Assets can affect any units of the appropriate type, not just those belonging to the player that used the card. When a card refers to 'friendly units' it means all units on the side of the player that used the card; similarly 'enemy' units are all of those on the other side.

Space Marine Strategic Assets

The Strategic Assets on the following pages that are labelled as 'Space Marines' can be taken by armies that include units from the following codexes:
In addition, when played, they affect all eligible units from these codexes.

Strategic Resources

Some Strategic Assets are marked as a Strategic Resource:
Strategic Resource

Strategic Asset Cards

Blind BarrageChaos AltarCombat Stimms
CamouflageCorrupt & DespoilGlorious Pain
Flank MarchDaemon ShellLords of Twilight
MinefieldDaemonic AlliesWebway Assault
Orbital StrikeMass Slaughter
Precise CoordinatesTime of VengeanceTYRANIDS
ReplacementsCHAOS DAEMONSSpore Chimneys
Shield GeneratorBlood ThirstSurrounded!
Supreme HQGrand PavaneWorld Digestion
Trophy KillLies of Tzeentch
BombardmentORKSEntropic Plague
On My Coordinates!'Ere We Go, LadzStar Pulse
Tunnel RatsGet 'Em BoyzSubvert Machine
Idol of Gork
Crusade BannerDarkstar Warhead
Fury of the JustELDARDrone Network
Hail of FireEldritch TempestFor the Greater Good
Heroic StandPhantasmIcefire Warhead
Relic WeaponStrands of Fate
Vortex GrenadeWaygate

Strategic Reinforcements

Spending one Strategic Victory Point allows you to bring back into play a single model that has been completely destroyed - this cannot be a model with more than 15 Hull Points. The model is added to your side’s Strategic Reserves, at full strength (with the same number of Wounds or Hull Points it began the game with), and may enter play after any break. Note that Unique models (or models from Unique units) cannot be brought back in this way.

Strategic Reserves

A wise military commander will ensure that not all of the troops under his command are placed in the front line. Some will be held back as a Strategic Reserve, waiting to be committed at the pivotal moment to turn the course of the battle. Strategic Reserves can be used to bolster a faltering attack, or reinforce a defensive line so that it holds up against the enemy’s assault.

Units that are not set up on the table form a player’s 'Strategic Reserve'. These work rather differently to the Reserves used in Eternal War missions. In an Eternal War mission, the player represents the commander on the battlefield, who has little control over when or even if any Reserves will be committed to him. In Apocalypse, players represent higher-level generals, with complete control over all of the forces under their command. The following rule for Strategic Reserves reflects this important difference.

Some Apocalypse missions say that units must be placed in Strategic Reserve. The first turn when units in Strategic Reserve can enter play is determined by their type, as shown below. These units enter play in the same manner as Reserves, but the player chooses the turn on which they arrive.

Arriving After a Break

Unless a unit is a Flyer, Super-heavy Flyer, Flying Monstrous Creature, Flying Gargantuan Creature, is arriving by Deep Strike, or is a Fast vehicle, it can only arrive from Strategic Reserve after a break has taken place.

These units enter play in the game turn immediately after each break, entering play in the same manner as normal Reserves but without the need for a dice roll to see if they arrive. It is up to the players to decide how many units they bring into play after each break; there is no limit, and you may decide to bring some, none or all of the Strategic Reserve units onto the board. Any units that are left in Strategic Reserve after the first break can be brought into play after any other break.

Note that the normal rules for determining when Reserves arrive must not be used in missions that use Strategic Reserves. In other words, Strategic Reserves may only enter play on or after the turn determined by the Strategic Reserves table. However, any special rules that apply to a unit arriving from Reserves other than those associated with its turn of arrival still apply. If a unit is required to enter Ongoing Reserve (such as a Flyer moving off the table), it will still enter play on the controlling player’s next turn.

TypeAvailable From
Flyers, Super-heavy Flyers, Flying Monstrous Creatures, Flying Gargantuan CreaturesAny turn, including the first
Units using the Deep Strike special ruleAny turn, including the first
Fast vehicles*Any turn, starting with the 2nd
All remaining unitsAfter any break (except during the first turn)

* Unless they are Flyers or arrive by Deep Strike.

Strategic Resource

There are some weapons and Strategic Assets that have the Strategic Resource special rule. You must spend one Strategic Victory Point in order to use such a weapon or Strategic Asset.

Unnatural Disasters

The stars are in alignment, the skies darken by the day, and terrible portents abound. One tumultuous night, the doom that has crept towards a planet manifests in sudden and spectacular fashion. The apocalypse has come to this world, and it has scant hours left to live - hours during which its desperate inhabitants are locked in bitter and futile battle. Fire and brimstone rage all around, hurricane winds shriek with the voices of the damned, and the planet is wrenched and buffeted by forces so mighty the ground itself shakes apart. Sounds like fun, doesn't it?

All these things are represented by the following rules for Unnatural Disasters. Be warned, though, such epic craziness is not for the faint-hearted ...

Because of this, before each battle, the game organiser must decide whether the rules for Unnatural Disasters will be used or not. As already noted, they can have a profound effect on a game, so a wise organiser should make sure to consult with his players first before deciding to include them in a game.

If you do decide to use the rules for Unnatural Disasters, then the game organiser must decide which Unnatural Disaster table will be used. We've included six sets of Unnatural Disaster tables in this section, and you can either select an appropriate one to use, or instead leave it to fate and roll on the table below, letting the dice decide. The result determines which Unnatural Disaster table you will use for the battle.

Mastering Disaster

At the beginning of each game turn, randomly select a player. For that game turn, the player is referred to as the Master of Disaster as he temporarily takes control of the apocalyptic disaster ravaging the planet. That player must roll a D3 and add the turn number, consulting the relevant Unnatural Disaster table to see what happens. These results take place immediately. The Unnatural Disaster results are not cumulative.

Some results on the Unnatural Disasters tables call for the Master of Disaster to make one or more attacks. If the attack uses a marker, then Wounds are allocated to models as if the attack originated from the centre of the marker, in the same manner as Wounds inflicted by a Barrage. If the attack instead hits a unit a number of times equal to the number of models in the unit, use the rules for Random Allocation instead.

Warp Storm Breach

Reality blurs, shudders, and splits apart as the Warp storm above the world waxes strong. A massive lesion rips open across the battlefield, revealing a horrific landscape of screaming faces and gore-streaked skies.

Once More Unto the Breach: Roll-off before deployment. The winner of the roll-off must place a marker anywhere on the board, and scatter it 2D6". A player from the other side then places a second marker exactly 24" away from the first, and scatters it 2D6". The straight line between these two markers forms the Warp Storm Breach. It is impassable terrain and blocks line of sight.
Warp Storm Breach Unnatural Disaster Table
2-3Daemon Gale: The air fills with insane gibbering and maniacal cackling as the howls of the damned coalesce in the air near the breach.
For the purposes of Morale or Pinning checks, units must use their lowest Leadership value, not the highest. In addition, all Psykers within 24" of the Warp Storm Breach generate two extra Warp Charge points per turn.
4-5Warp Invasion: The legions of the Dark Gods, attracted by the carnage of the battlefield, spill through the lesion in realspace to fall upon their mortal prey.
The Master of Disaster can place up to D3 units each comprising 2D6 models (roll separately for each unit) anywhere within 6" of the Warp Storm Breach that is not within 1" of another unit. These units must be from the troops, elites or fast attack sections of Codex: Chaos Daemons. The Daemon units may charge this turn and are under the control of the player that placed them for the rest of the game. If your gaming group cannot muster enough models to place all of these units, or there is no room to place them all, just place the maximum number you have available - the rest are ignored.
6+Lords of Doom: The generals of the daemonic legions burst out of the wailing storm in an unholy explosion, roaring their defiance to the skies.
As for Warp Invasion, though the D3 units must be single models, with no optional upgrades, chosen from the HQ or heavy support sections of Codex: Chaos Daemons.

Magma Storm

Fire rains from the skies as lakes of molten lava are hurled high into the atmosphere by the eruption of a chain of super-volcanoes. The world simmers as magma flows everywhere, the boiling earthblood transforming the battlefield into a living hell so fierce that eventually the air itself catches aflame.

Magma Storm Unnatural Disaster Table
2-3Rain of Lava: Molten rock pelts out of the skies in sudden squalls, incinerating those without enough armour to protect them and easily melting through the defences of light vehicles to burn those inside.
The Master of Disaster must roll a D3 to determine how many units are hit by the Rain of Lava. Starting with the Master of Disaster's side, the sides take it in turns to select an enemy unit to be hit. The selected unit suffers D6 Strength 7 AP3 hits. The same unit cannot be selected to be hit more than once in the same game turn.
4-5Flaming Boulders: Burning chunks of rock and debris, some rivalling the size of Land Raiders, hurtle out of the simmering skies to slam into the struggling combatants below.
Starting with the Master of Disaster himself, the sides take it in turns to resolve a Flaming Boulder attack, until a total of D6 Flaming Boulders have been resolved. The player using each Flaming Boulder attack centres it in a location of his choice and scatters it 2D6". The Flaming Boulder has the following profile:

Range S AP Type
- 10 2 Large Blast
6+Airborne Inferno: Ammo explodes within weapons just as they are preparing to fire, while armour plates melt into searing flesh as the air itself catches fire, immolating swathes of the battlefield.
All Armour Saves are worsened by 1 (so an Armour Save of 4+ becomes 5+) for the rest of the game turn. Models with a 6+ Armour Save lose their save. Furthermore, all weapons have the Gets Hot special rule for the rest of the game turn. Weapons that already have the Gets Hot special rule get hot on rolls of 1 and 2. This can mean that a model with a high BS hits his target but still suffers the effects of Gets Hot.

Psychic Conjunction

Perhaps a planetary cycle is complete, perhaps a Warp storm has passed over the sun, or perhaps the stars are just right - whatever the reason, celestial bodies have slowly slid into place in the heavens. They form an astral conjunction that massively magnifies the abilities of all Psykers under its sickly light, and even bestows minor abilities upon those otherwise psychically inert.

Psychic Conjunction Unnatural Disaster Table
2-3The Mind Ascendant: Murderous ghosts of blue-green lightning leap from the combatants' minds, feeding on their stress and anger to cause unbridled carnage.
All non-vehicle, non-Psyker units have the Brotherhood of Psykers special rule and the Smite psychic power. Note that Independent Characters may still use their Leadership for Psychic tests.
4-5Causality Breach: The latent abilities of the warriors manifest in the ability to manipulate reality itself Needless to say, the damning influence of Warp and the chaos it causes is not far behind...
For the duration of the game turn, all D6 rolls of 1 must be re-rolled. This even includes the individual dice rolled as part of a 2D6, 3D6 and so on.
6+Psychic Tornadoes: Whirling twisters of psychic energy rage around the battlefield, driving those nearby into a screaming, self-destructive frenzy as they quickly tear themselves apart.
The Master of Disaster places a large blast marker anywhere on the table, which then scatters 2D6". The marker remains in play for the rest of the battle, scattering 2D6" at the start of each turn. Any non-vehicle model the marker passes over is removed as a casualty with no saves of any kind allowed. If the marker ends its move over a vehicle, increase the distance scattered by the minimum amount to move it beyond the vehicle along the same trajectory. The marker is lethal terrain. Any model within 6" of the marker has the Fearless, Hatred and Rage special rules.

Seismic Explosion

The planet's surface cracks apart, each new fissure pitching hundreds to their deaths. Grand basilicas collapse in on themselves and hab-blocks crumble apart to crush those soldiers huddled inside. Across the planet's surface, tectonic plates crack open and splinter apart, the red-hot lava of the underworld spilling forth like blood from a scab.

Designer’s Note: Seismic Explosion can only be used if you are playing your game on a modular board, such as the Citadel Realm of Battle Board. If this isn't the case, select a different Unnatural Disaster for the battle.
Seismic Explosion Unnatural Disaster Table
2-3Grinding Fissures: Giant cracks suddenly stitch their way across the planet's surface, plunging the unwary to a swift death and sending sheets of boiling steam far into the air.
The Master of Disaster chooses two edges of a single board section that are not part of a table edge. These section edges are dangerous terrain until the start of the next game turn.
4-5Ruination: The ground lurches and buckles in a violent earthquake. Whole complexes crumble around the combatants, crushing those inside in a cascade of rubble and dust.
The Master of Disaster must nominate D3+1 buildings (including Fortifications and Massive Fortifications). Roll on the Building Damage table for each nominated building, adding +2 to the dice roll.
6+Total Collapse: A whole section of the battlefield falls away into a roiling molten abyss. All traces of the terrain, buildings, vehicles and soldiers that had been there moments before break up and dissolve into the spouting lava beneath.
The Master of Disaster must randomly select a board section. He then immediately removes it from play, along with all terrain, Strategic Objectives, and models that are within it or touching it in any way - they fall into the crevasse! No saving throws of any kind are allowed, including special rolls such as Feel No Pain or Necron Reanimation Protocols. For the rest of the game, the gap left by the missing section is treated as impassable terrain.

Zombie Apocalypse

Corpses jerk back to life and the dead claw their way from the earth as Warptainted ghosts howl through the air. Perhaps the Zombie Plague has come, or the influence of the Warp is making time flow strangely - whatever the cause, it's bad news for the living!

Zombie Apocalypse Unnatural Disaster Table
2-3Plague Zombies: The dead rise to their feet, with witchlight burning in their eyes.
For this turn, whenever a non-Daemon Infantry model is removed as a casualty due to a failed saving throw, the Master of Disaster replaces the model within 6" of where it died. It is now a Plague Zombie; replace it with a suitable model or mark the model in some way. Models that are not allowed to take a saving throw cannot return as Plague Zombies. If possible, this Plague Zombie must join an existing unit of Plague Zombies by being placed in unit coherency. If there is no unit in range, then the Plague Zombie forms a new unit of its own. Plague Zombies return to play with 1 Wound, WS1, and Armour Save '-': their other characteristics remain the same. Plague Zombies may not shoot or Run and have the Fearless, Feel No Pain and Slow and Purposeful special rules. Plague Zombie units are controlled by that turn’s Master of Disaster, though they are treated as enemy units by all other units that are not Plague Zombies. They may charge the turn they enter play. Plague Zombies that become casualties are removed from play - they do not return to play as new Plague Zombies.
4-5The Restless Dead: A horde of corpses bursts from the earth, arms outstretched to claw at the living.
The Master of Disaster rolls 5D6. He then places a single unit comprising that many Plague Zombies anywhere on the board that is more than 6" from any other models. He may use any Infantry models that have been removed as casualties earlier during the battle.
6+Ghosts of the Past: A squad thought dead by their comrades reappears amidst the chaos of the battlefield.
The Master of Disaster chooses one friendly Infantry unit that has been removed as casualties earlier in the battle. That unit immediately Deep Strikes into play anywhere on the board, restored to full strength. It is treated exactly as if had just entered play from Strategic Reserve, though it has the Slow and Purposeful, Fearless, and Feel No Pain special rules.


The most dire and terrible weapon in the arsenal of the Imperium of Man, Exterminatus has the power to obliterate an entire world's population and even destroy the planet itself in the process. It has been used to combat planet-wide heresy, uncontrollable mutation or rampant disease; to prevent the opening or widening of Warp rifts; or when xenos are so entrenched that the resources (the planet's population included) are beyond salvation.

Exterminatus Unnatural Disaster Table
2-3Orbital Bombardment: The orbiting fleet high above rains countless megatons of explosive upon the beleaguered world, some of which may be thermonuclear or optimised to scour all life, even that which is entrenched in the planet's crust.
Starting with the Master of Disaster's side, the sides take it in turns to resolve Orbital Strike attacks until a total of D3 attacks have been made. The Strategic Resource rule for Orbital Strikes is ignored.

Orbital Strike
Make the following shooting attack with a friendly Warlord model:

Range S AP Type
Infinite D/7/4 1/3/- Ordnance 1, Apocalyptic Mega-blast
4-5Virus Bomb: The life-eater virus spreads like wildfire, slowly but surely reducing all biological life to protoplasmic sludge. The resultant release of steaming, choking gases makes the atmosphere unbreathable - and highly flammable to boot.
Every non-vehicle unit on the board takes a number of Strength 3 APs hits equal to the number of models in the unit.
6+Incendiary Atmosphere: Whether because of a sustained barrage of cyclonic torpedoes or the ignition of the flammable gases produced by a virus bombing, the planet's atmosphere ignites in a series of devastating, planet-wide explosions.
Every unit on the board takes a number of Strength 10 AP2 hits equal to the number of models in the unit.