Mission Cards

Epic 40,000 Cover by John Blanche
John Blanche, Epic 40,000 Cover

Select which card decks you wish to include and randomly draw one card:

Faction specific options:


2nd Edition Box Set

The Assassins

You've uncovered information indicating that an infamous enemy leader commands a force entering no man's land. You've convinced your immediate superiors that the death of this enemy will save hundreds of lives, and you've been dispatched with a force of your own to eliminate them.

Primary Objective

Kill the enemy commander. If you can't kill them, wound them instead. In addition to the normal Victory Points gained for destroying enemy models you receive the following bonus Victory Points for killing or wounding the opposing commander.

Enemy Commander wounded: +1 Victory Point

Enemy Commander killed: +5 Victory Points

Secondary Objective

Destroy enemy forces wherever possible, minimise own losses.

Dawn Raid

You've been creeping through no-mans land all night. Your orders are to sneak through the enemy's front lines and cause as much damage to supply dumps and communications as possible. Now you can see an enemy force right ahead of you and it's starting to get light. Your only choice is to break through and keep going.

Primary Objective

In addition to the normal Victory Points gained for destroying enemy forces you receive the following bonus Victory Points for getting some of your forces into your opponent's deployment zone by the end of the game.

Having a squad with less than 50% casualties or an undamaged vehicle in opponent's deployment zone at the end of the game: +5 Victory Points

Secondary Objective

Destroy enemy forces wherever possible, minimise own losses.

Engage and Destroy

Enemy forces have been spotted advancing into no man's land. Your command has been detailed to move against the forward elements, engaging and destroying them before they reach friendly territory. A successful battle against the foe could turn aside its entire advance, particularly if sufficient casualties can be inflicted with minimal losses to you own troops.

Primary Objective

Destroy enemy forces wherever possible, minimise own losses. In addition to the normal Victory Points gained for destroying enemy forces you receive the following bonus Victory Points.

Each enemy squad destroyed: +1 Victory Point

Each enemy vehicle destroyed: +1 Victory Point

Each enemy character killed: +1 Victory Point

Take and Hold

It is strategically vital that you take and hold an objective situated far out in no man's land. The location you've been given is just coordinates on a map, so it could be anything—high ground, a building, a road, etc. Whatever it is, you must clear the enemy from it and hold the position until further notice.

Primary Objective

Your objective is a point 24" onto the table and 36" from the left hand edge. In order to take control of the objective you must move some of your models within 3" and make sure no enemy models are closer to it than you are. In addition to the normal Victory Points gained for destroying enemy forces you receive the following bonus Victory Points.

Controlling the objective at the end of the game: +5 Victory Points

Secondary Objective

Destroy enemy forces wherever possible, minimise own losses.


Dark Millennium

Guerrilla War

Your force has been operating out in no man's land, waging a guerrilla war against the enemy. Now you are cut off and running low on food and ammunition. You have located and engaged an enemy force so you can loot rations and ammo pouches from the fallen. Your primary concern is to kill enemy troops in hand-to-hand combat, allowing your warriors to strip them of equipment immediately and then move on.

Primary Objective

Keep every enemy model that you kill in Hand-to-Hand Combat until the end of the battle. You receive the following bonus Victory Points in addition to the normal Victory Points gained for destroying enemy forces.

Every 3 enemy models killed in Hand-to-Hand Combat: +1 Victory Point

Secondary Objective

Destroyed or disabled vehicles will be particularly useful to strip for equipment and spares. In addition to receiving the normal Victory Points for destroying enemy forces you receive the following bonus Victory Pointsfor destroying or disabling enemy vehicles within 24" of your edge of the table.

Every enemy vehicle destroyed or disabled within 24"of your own table edge: +1 Victory Voint

Witch Hunt

A powerful enemy psyker has been wreaking havoc in this sector. They are thought to be accompanying an enemy force which has recently entered no man's land. It is imperative to seek out and destroy this psyker before they can do any more harm.

Primary Objective

Kill the enemy psyker with the highest mastery level. If you can't kill them, wound them instead. In addition to the normal Victory Points gained for destroying enemy models you receive the following bonus Victory Points for killing or wounding the highest ranked opposing psyker.

Most powerful enemy psyker wounded: +1 Victory Point

Most powerful enemy psyker killed: +5 Victory Points

Secondary Objective

If there are no enemy psykers present, concentrate on wiping out the enemy command structure instead. In this case you receive the following bonus Victory Points for killing enemy characters worth 50 points or more.

Each enemy character worth 50 pts or more killed: +1 Victory Point


Codex: Tyranids

Terrorise

The hive mind seeks to terrorise the inferior creatures that resist it. We will demonstrate our power through sheer strength, instilling fear so they come to understand our dominance.

Primary Objective

Spread terror and confusion among the enemy. In addition to the normal Victory Points, you receive a bonus for each Break, Fear, and Terror test that the opposing force fails.

Per failed test: +1 Victory Point

Secondary Objective

Strong alone-flesh fear less, destroy those that lead.

In addition to normal Victory Points, you receive a bonus for each enemy character killed or broken at the end of the game.

Each enemy character killed: +1 Victory Point

Trap

The meat‑things seek to destroy us as we hunt them, but they are weak and uncertain. Trap the inferior flesh, and then our strength will consume them.

Primary Objective

The Tyranids' primary goal is to cut off an enemy force that is pursuing them—so that reinforcements can wipe it out. In addition to the normal Victory Points, you receive a bonus for each enemy unit (squad, vehicle, vehicle squadron, or support battery) that has Tyranid models between it and the nearest edge of the table at the end of the game.

Per trapped unit: +1 Victory Point

Note: trapped units score even if they have suffered more than 50% casualties.

Special Rules

Before the Tyranid forces are deployed, roll a D6 for each brood and each individual model. On a roll of 1-3, the model or brood must be deployed in the deployment zone, but on a roll of 4+, you may choose to deploy the model(s) within 6" of either the left or right table edge. All Tyranid forces may be set up Hidden, even if they are not in or behind cover. Any Tyranids with a ranged attack may also deploy in Overwatch.

Tyranid Attack

The inferior flesh will be entirely destroyed; all fragments will be smashed. We will fight to the last; all weak flesh must be consumed.

Primary Objective

Completely annihilate the enemy—not a single enemy models may remain on the table.

Annihilate the enemy: Win the game

Note: This is a special scenario. The opposing player must discard their mission cards and automatically wins if the Tyranid player fails to achieve their primary objective. Because this scenario represents a sustained assault, the battle lasts six turns instead of the usual four.

Special Rules

Tyranid attacks occur in successive waves. Each time a Tyranid model is slain, place it to one side. Models from the Individuals and Support section of the army list can be brought back into play at the start of the next Tyranid turn. Models from the Broods section of the army list can only be brought back once enough models have been killed to form a new unit. At the start of each Tyranid turn, Roll a D6 for each unit that eligable to enter play. On a 1, they may not enter play that turn; otherwise, they may deployed on the Tyranid's table edge.


White Dwarf 169

Bunker Assault

Patrols have identified several bunkers just inside enemy lines. Their strategic importance cannot be overstated.

Primary Objective

You have been ordered to lead a raid to capture the enemy bunkers in your sector.

Each bunker with at least one of your models in it, and no enemy models in it: +5 Victory Points

Secondary Objective

Any bunkers that cannot be captured must be destroyed.

For each bunker that is destroyed: +3 Victory Points

Special Rules

If either (or both) players have taken the Bunker Assault mission, the game lasts 6 turns.

Hold the Line

Your troops are occupying a vitally important section of the front line, heavily fortified to stop it falling into enemy hands. You must hold your positions against any and all enemy attacks until you are relieved.

Primary Objective

In addition to victory points for destroying enemy forces, you will receive a bonus for holding off enemy forces.

No enemy squads at greater than half their starting strength, or undamaged enemy vehicles in your half of the table at the end of the game: +5 Victory Points

Secondary Objective

Keep control of your bunkers.

Each bunker with at least one of your models in it, and no enemy models in it: +1 Victory Point

Note: Models on the roof do not count.


White Dwarf 193

High Ground

Patrols have reported increased enemy movement in the area. A large push has been expected for weeks, and it now looks as if it is heading directly for your sector. It is vital that you secure any high ground to give your heavy weapons a commanding view of the battlefield.

Primary Objective

In addition to victory points for destroying enemy forces, you will receive a bonus for securing and placing Heavy Weapons on high points on the battlefield. In agreement with your opponent, select three high points that must be captured.

For each unbroken squad with fewer than 50% casulties and within 3" of a high point: +1 Victory Point

If the squad also has a working Heavy Weapon: +1 Victory Point

Secondary Objective

Destroy enemy forces wherever possible, minimise own losses.