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Air War Missions

Air War missions are a set of six missions designed to challenge each player’s mastery of aerial warfare. Even though Flyers can play a pivotal role in just about any mission, the Air War missions both encourage and reward the use of armies with a preponderance of Flyers or Flyer Wings.

There are two main ways in which you can use the Air War missions in Death from the Skies – the most straightforward is simply to choose a mission you want to play. Alternatively, you can ght a campaign by playing the missions in order using the rules found below. If you do so, then players should stick to the same side – playing as either the Invader or the Warden – for each mission. Keep a note of the players’ victories and defeats – the winner is the player that achieved the greatest number of victories once all of the missions have been played. In the case of a draw, the player that wins the final battle wins the campaign!

Playing Air War Missions

Designer’s Note
The Air War missions presented in Death from the Skies help you recreate some of the pivotal battles that would often take place during the course of a gruelling offensive into enemy territory. There are countless other blood-socked battles that will invariably be fought in the wider war, and as a result, numerous other ways to play games of Warhammer 40,000 as part of such a campaign. Games of Planetstrike are perfect for recreating a planetary landing before the Air War can even begin, and Cities of Death missions are ideal for representing a dense, urban battle in which the application of rir power will likely be severely hampered. A game of Apocalypse is perfect if you wish to play even bigger games of Warhammer 40,000, with multiple Flyer Wings on both sides duelling for supremacy of the skies. Eternal War, Maelstrom of War and Altar of War missions are also excellent ways of representing other battles in the conflict, and with a little thought, they can easily be played in-between the Air War missions that follow to create a much larger campaign. You might even want to build on the campaign rules and create your own set of missions to further expand on those presented within this volume.
However you use these missions, it only requires a handful of changes to the Preparing for Battle rules in Warhammer 40,000: The Rules, which are detailed below.

The Armies
Each mission recommends which armies and units should be used (assuming the models are available) if you want to fight the battle.

The Battlefield and Deployment
The deployment map, zones and instructions for an Air War mission are included with the mission itself; don't use those in Warhammer 40,000: The Rules.

Flyers can be deployed on the battlefield at the start of any Air War mission — they do not have to start in Reserve unless you wish for them to do so or the mission specifically states that they must do so. Flyers that are set up on the battlefield count as Zooming Flyers at the start of the game.

Victory Conditions and Mission Special Rules
Some mission special rules and victory conditions only apply to specific units. If the models for that unit aren't available, then the associated special rule or victory condition is simply ignored.

Sudden Death Victory
When playing an Air War mission, if one player has no models on the battlefield at the end of their turn, but still has one or more Flyer units in Reserve (including Ongoing Reserve), their opponent does not automatically win.

Campaign Chart

The Air War missions presented below can be played sequentially to fight a thrilling campaign. If you do so, the victor of each mission will receive a bonus in the next mission of the campaign, as detailed on these pages. If a game is a draw, neither player receives a bonus in the next mission.

1
AIR WAR

Fighter Sweep

For aerial supremacy to be achieved, the enemy’s strength in the air must be broken. Muster your fighters and sweep their aircraft from the sky in an overwhelming display of firepower and derring-do. In doing so, you can clear a path for your bombers to strike at your enemy’s hangars and landing zones to complete your victory.
THE ARMIES
Points values are not used in this mission. Instead, each player can field as many Flyers as they have in their collection, and only Flyers can be used. The player that fields the most Flyers is the Invader, and the other player is the Warden. Roll-off to determine who is the Invader if both players have the same number of Flyers.

THE BATTLEFIELD
Set up a battlefield of any size — the larger the better! This battle takes place at very high altitude, so no scenery is needed for the game unless Clouds are being used (see below).

DEPLOYMENT
The players take it in turn to deploy one unit from their army (i.e. an individual Flyer or a Flyer Wing) anywhere in their deployment zone, beginning with the Invader. If the Warden finishes deploying all of their units, the Invader deploys all of their remaining units, and the battle is ready to begin. Neither player is allowed to place units in Reserve in this battle.

FIRST TURN
The Warden has the first turn unless the Invader is able 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 2 Victory Points for each enemy Fighter model that has been completely destroyed, and 1 Victory Point for each Attack Flyer or Bomber model that has been completely destroyed. Models that are not on the board at the end of the game count as destroyed for the purposes of this mission.

Secondary Objectives
First Blood, Slay the Warlord.

MISSION SPECIAL RULES
Clouds: You can, if you wish, mark out areas of the battlefield as being covered in clouds. No more than a third of the battlefield can be covered in clouds. Models have the Shrouded special rule if the line of sight of an attack made against them passes through 3-12" of cloud. Line of sight is completely blocked if it passes through more than 12" of cloud.

Height Advantage: Flyers that join the battle after it has begun are able to swoop down from on high, giving them an advantage when they first arrive. On the turn that a Flyer arrives from Ongoing Reserve, add 12" to its minimum and maximum move in its Movement phase. In addition, it has the Preferred Enemy special rule in its first Shooting phase.

Press the Attack: Each time a unit is completely destroyed, remove it from play and place it into Ongoing Reserve, where it will be available to return to the battle at the start of its side's next turn.


2
AIR WAR

Tactical Strike

With many of the enemy’s fighters swept from the skies, the way is now clear for your bombers and ground-attack craft to strategically target their landing sites. Success in this mission will further deplete your enemy’s strength in the air, securing you aerial supremacy and enabling your forces to initiate their ground campaign in earnest.
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules.

One player is the Invader, and their opponent is the Warden. The Invader must take at least one Flyer Wing.

The Warden must include any five fortifications (in any combination) to represent strategic targets (see Victory Conditions), though they do not cost any points.

If the Warden does not have enough fortifications, make up the difference with Underground Bunker Objective markers. Each marker can be targeted in the same way as a fortification. It is treated as having an Armour Value of 13 and 4 Hull Points. Units cannot embark into an Underground Bunker, and it does not have any weapons — it only serves as a target!

THE BATTLEFIELD
The Warden places their five strategic targets anywhere in their deployment zone, after which they set up any remaining terrain in any manner they choose.

DEPLOYMENT
The Warden deploys first, placing all of their units not being held in Reserve anywhere in their deployment zone (see map). The Invader deploys second, placing all of their units not being held in Reserve anywhere in their deployment zone (see map).

FIRST TURN
The Invader has the first turn unless the Warden can Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length. However, if all five strategic targets are destroyed (see Victory Conditions), the game ends immediately.

VICTORY CONDITIONS
At the end of the game, count up how many strategic targets have suffered a Total Collapse or Detonation! result on the Building Damage table and consult the table below to see the outcome of the battle:

Targets DestroyedResult
0-1Warden wins a crushing victory
2Warden wins
3Draw
4Invader wins
5Invader wins a crushing victory

MISSION SPECIAL RULES
Night Fighting, Reserves.

Bunker Buster: Any weapons used by the Invader's Flyers that are One Use Only have the Bunker Buster special rule if the target is a fortification. Roll an extra D6 when rolling to penetrate the fortification's armour, and add 3 to the roll on the Building Damage table (in addition to any other modifiers that apply to the roll).

Comms Nexus: Before deployment, the Warden can nominate one fortification that is being used as a strategic target in this mission to represent a comms nexus. As long as at the chosen fortification has not suffered a Total Collapse or Detonation! result on the Building Damage table, the Warden can choose to automatically pass or fail any Reserve Rolls they make (there is no need to roll), and the Invader must subtract 1 from any Reserve Rolls they make.

Landing Sites: Any Skyshield Landing Pads that are being used as strategic targets in this mission can be targeted and destroyed. They have an Armour Value of 13 and 5 Hull Points. If a Skyshield Landing Pad has its Shielded configuration active, it has a 4+ invulnerable save against any shooting attacks.


3
AIR WAR

Lightning Assault

Freed from having to face your enemy’s full aerial might, your flight wings can now better support an aggressive advance deep into enemy territory. Use your airborne assets to smash a hole in the enemy lines through which your land units can break through and continue to press onwards.
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules.

One player is the Invader, and their opponent is the Warden. The Invader must take at least one Flyer Wing and at least three non-Flyer units.

THE BATTLEFIELD
Set up terrain using the deployment map included in this mission.

DEPLOYMENT
The Warden deploys first, setting up all of their units not being held in Reserve anywhere in their deployment zone. The Invader sets up second. Only Flyers from the invading army can be deployed at the start of the battle — all of the Invader's remaining units must be held in Reserve.

FIRST TURN
The Invader has the first turn unless the Warden can Seize the Initiative.

GAME LENGTH
At the end of game turn 8, one of the players must roll a D6. On a roll of 3+, the game continues, otherwise the game is over. If another turn is played, another D6 must be rolled at the end of game turn 9, and this time, the game only continues on a roll of 4+. The battle automatically ends at the close of game turn 10.

VICTORY CONDITIONS
At the end of the game, the player with the most non-Flyer units within the Warden's deployment zone is the winner. If both players have the same number of non-Flyer units in the Warden's deployment zone, the game is a draw.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Ground Attack Runs: All of the Invader's Flyers have the Strafing Run special rule, and all of their weapons have the Pinning special rule.

Hold the Line: All of the Warden's units automatically pass any Morale checks they are required to make so long as they are within their deployment zone.

Lightning Assault: The Invader's units can fire Snap Shots after making Run moves, moving Flat Out, or Turbo-boosting.


4
AIR WAR

Munitions Drop

Supported by punishing aerial assaults, your ground forces have pushed deep into enemy territory, but stubborn resistance has seen some of your advancing formations running desperately low on supplies and ammunition. It is imperative that you airdrop emergency supplies to your invading spearhead before it is overwhelmed.
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules.

One player is the Invader, and their opponent is the Warden. The Invader must include five Flyers in their army to carry out the airdrop (see Mission Special Rules), though these do not cost any points.

THE BATTLEFIELD
First of all, the Invader places up to three pieces of terrain anywhere in their deployment zone (see map). Players then set up any remaining terrain as described in Warhammer 40,000: The Rules, using the deployment map included in this mission.

Objective Markers
No Objective Markers are placed at this stage; they are airdropped into battle later in the game (see Mission Special Rules).

DEPLOYMENT
The Invader deploys first, setting up all of their non-Flyer units anywhere in their deployment zone (see map). The Warden then sets up all of their units not being held in Reserve anywhere that is more that 18" away from the Invader's deployment zone (see map). Both players must set up all of their Flyers in Reserve.

FIRST TURN
The Warden has the first turn unless the Invader 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 is the winner. If both players have the same number of Victory Points, the game is a draw.

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

Secondary Objectives
First Blood, Slay the Warlord.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Airdrop: All of the Invader's Flyers that arrive from Reserve move onto the battlefield from any point along the southern table edge. Each of the five Flyers that are carrying out the airdrop must drop an Objective Marker on the turn that they arrive from Reserve. To do so, move the model as normal and place an Objective Marker at any point on the battlefield that it passed over before rolling a scatter dice (ignoring the normal rules for placing Objective Markers). If a Hit! is rolled, the airdrop is on target and the Objective Marker is not moved. If an arrow is rolled, move the marker 3D6" in that direction. If an Objective Marker scatters off the table in this manner, place it 1" away from the battlefield edge in the direction shown. If an Objective Marker scatters into impassable terrain, move it by the shortest amount so that it is no longer in impassable terrain.

Lines of Retreat: Any of the Warden's units that Fall Back do so towards the nearest table edge. Any of the Invader's units that Fall Back must do so towards the centre of the board, where they will remain until they Regroup.

Low on Ammunition: Each time the Invader wishes to make a shooting attack or fire Overwatch with a unit other than a Flyer, they must roll a dice for that unit: on the roll of a 1, that unit has run out of ammunition and cannot make shooting attacks or fire Overwatch for the rest of the battle or until they can resupply (see below). On the roll of a 2 or more, the unit may fire as normal.

Resupplying Ammunition: If a unit belonging to the Invader controls an Objective Marker at any point, the Low on Ammunition rule above no longer applies to that unit for the rest of the battle (even if it had run out of ammunition earlier in the game).

Surrounded Deep in Enemy Territory: Each time a unit with the Troops or Elites Battlefield Roles belonging to the Warden is completely destroyed, remove it from play and place it into Ongoing Reserve, where it will be available to return to the battle at the start of their next turn. These units can move onto the battlefield from any point along the northern, eastern or western table edges. However, any units returned to play in this manner do not benefit from the special rules associated with any Detachment and/or Formation that they were part of.


5
AIR WAR

Aces High

As your forces gradually close the noose on your enemy’s last stronghold, ultimate victory draws near. Yet before a final assault can begin, one last thorn in your side needs to be dealt with. A highly skilled fighter ace has emerged and, for a lone pilot, is causing astonishing damage to your flyer wings. The ace must be eliminated at all costs.
THE ARMIES
One player is the Interceptor, and their opponent is the Ace. Points values are not used in this mission. Instead, the Interceptor fields a Flyer Wing and the Ace controls a single Flyer.

If you are playing this mission as part of the Air War campaign, the Ace should be an existing Ace from the player's army. If the player does not have any Aces in their army, they can use any Flyer, and roll once on the Ace Skills table to see which skill the Ace has.

THE BATTLEFIELD
As this mission exclusively uses the rules for the Dogfight phase, players need only prepare a flat surface about 36" apart.

GAME LENGTH
The mission lasts until either the Ace or all of the models in the Flyer Wing have been completely destroyed.

VICTORY CONDITIONS
At the end of the game, the player who still has any models remaining is the winner.

MISSION SPECIAL RULES
Fortune Favours the Bold: If the Ace being used is from the player's army (rather than generated specifically for this mission), then they always make a lucky escape if they are shot down. This is a dangerous mission for the Ace, and we don't want to punish a player for daring to use their favourite pilot in the game!

Raging Dogfight: This mission comprises a series of Dogfight phases until all of the models belonging to one player have been shot down. Do not roll for Interception in any of the Dogfight phases — the Ace is always the Attacker.

Designer’s Note
This mission makes for a fun, fast and furious game that is perfect for fitting in during a lunch break, as it doesn't require much time or space to play. Alternatively, you could just as easily play half a dozen games of this mission in an evening to try out different combinations of aircraft or challenge multiple opponents from your gaming group. It's certainly not an easy mission for the Ace to win, so why not take it in turns to see who can survive the longest or score the greatest number of kills with the Ace? In any case, playing this mission is also a great way to learn the Dogfighting rules.

If you are playing this mission as part of the Air War campaign, the player that has been the Invader so far in the campaign should be the Interceptor and use the Flyer Wing, and the player that has been the Warden should use the Ace. Although this mission is difficult to win with the Ace, the campaign benefit for doing so is very rewarding!

As this mission is so difficult for the Ace — especially if they take on a full, four model Flyer Wing — we thought it would be fun to include a kill chart, below, so that players using the Ace can judge their performance.

At the end of the game, count up how many enemy models the Ace completely destroyed and consult the table below to see the outcome of the battle:

Enemies Shot DownResult
0An embarrassment — hand in your wings!
11:1 — not bad, but hardly the stuff aces are made of.
2A valiant effort, but you need to work on your manoeuvres to improve.
3A skilful performance — your deeds are worthy of remembrance.
4You are a veritable flying ace — we salute you!


6
AIR WAR

Crashing Thunder

Having waged a masterful campaign to reach the gates of your enemy’s capital stronghold, ultimate victory now lies within your grasp. To seize it, you must tear down their walls and smash asunder all resistance. Let nothing stand in your way — pound your enemy into submission or — should they continue to resist — into oblivion.
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules.

One player is the Invader, and their opponent is the Warden. The Invader must include at least one Flyer Wing.

THE BATTLEFIELD
The Warden sets up the terrain in any manner they choose. Any fortifications set up are part of the Warden's Defence Network (see Victory Conditions), and count as controlled by the Warden for the entire battle.

Objective Markers
After terrain has been set up, the Warden places a total of 3 Objective Markers anywhere in their deployment zone, but not within 6” of any battlefield edge or within 12" of another Objective Marker.

DEPLOYMENT
The Warden deploys first, setting up all of their units not being held in Reserve anywhere in their deployment zone (see map). The Invader then sets up all of their units not being held in Reserve anywhere in their deployment zone (see map).

FIRST TURN
The Invader has the first turn unless the Warden 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 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.

In addition, at the end of the game, the Invader scores 1 Victory Point for each fortification that is part of the Warden’s Defence Network that has suffered a Total Collapse or Detonation! result on the Building Damage table. The Warden scores 1 Victory Point for each of their fortifications that has not suffered a Total Collapse or Detonation! result.


Secondary Objectives
First Blood, Slay the Warlord.

MISSION SPECIAL RULES
Mysterious Objectives, Night Fighting, Reserves.

Aerial Supremacy: Each time a Flyer belonging to the Invader is completely destroyed, remove it from play and place it into Ongoing Reserve, where it will be available to return to the battle at the start of their next turn. However, any units returned to play in this manner do not benefit from the special rules associated with any Detachment and/or Formation that they were part of, or any extra abilities they had if they were a Wing Leader or Ace.

Defences Long Prepared: Instead of rolling on the Mysterious Objectives table when they identify an Objective Marker, the Warden can choose to automatically identify it as a Skyfire Nexus.

Nowhere to Run: All of the Warden's units have the Fearless special rule so long as they are within their deployment zone (see map).