Mission Cards

Epic 40,000 Cover by John Blanche
John Blanche, Epic 40,000 Cover
The deck12 cards · 5 sources
Draw a card9 in play

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

Faction specific options:


2nd Edition Box Set

The Assassins

Word has come through that a notorious enemy leader is with a force moving into no man's land. The argument that killing them would save hundreds of lives has been made and accepted, and a force has been sent out to do it.

Primary Objective

Kill the enemy commander; failing that, wound them. Beyond the usual Victory Points for destroying enemy models, the following bonuses apply.

Enemy Commander wounded: +1 Victory Point

Enemy Commander killed: +5 Victory Points

Secondary Objective

Destroy what can be destroyed; lose as little as possible.

Dawn Raid

A night spent crawling through no man's land, under orders to slip past the enemy front and wreck whatever supply and communication lines can be reached. There is a force directly ahead now, and the sky is getting light. Nothing for it but to go straight through and keep going.

Primary Objective

Beyond the usual Victory Points for destroying enemy forces, there is a bonus for reaching the far side of the table before the game ends.

Each squad below 50% casualties, or undamaged vehicle, in the opponent's deployment zone at the end of the game: +5 Victory Points

Secondary Objective

Destroy what can be destroyed; lose as little as possible.

Engage and Destroy

Enemy forces have been sighted moving into no man's land. The order is to meet their forward elements and break them before they reach friendly ground. Casualties inflicted cheaply here may turn the whole advance aside.

Primary Objective

Destroy what can be destroyed; lose as little as possible. Beyond the usual Victory Points for destroying enemy forces, the following bonuses apply.

Each enemy squad destroyed: +1 Victory Point

Each enemy vehicle destroyed: +1 Victory Point

Each enemy character killed: +1 Victory Point

Take and Hold

Somewhere out in no man's land is a position that has to be held. The orders give only map coordinates, so it could be a rise, a building, a stretch of road. Whatever stands there, the enemy is to be cleared off it and the ground kept until further word.

Primary Objective

The objective sits 36" in from the left hand edge, 24" onto the table. Taking it means having friendly models within 3" of it and no enemy model nearer to it than they are. Beyond the usual Victory Points for destroying enemy forces, the following bonus applies.

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

Secondary Objective

Destroy what can be destroyed; lose as little as possible.


Dark Millennium

Guerrilla War

This force has been living out in no man's land, harrying the enemy and cut off from resupply. Food and ammunition are nearly gone. An enemy force has been found and engaged so that the dead can be stripped for both. The work is close-quarters: kill, take what the fallen carry, and move on.

Primary Objective

Every enemy model killed in Hand-to-Hand Combat stays on the table until the battle ends. Beyond the usual Victory Points for destroying enemy forces, the following bonus applies.

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

Secondary Objective

A wrecked vehicle is worth stripping for parts as much as a dead trooper is, provided it falls close enough to be reached.

+1 Victory Point for each enemy vehicle destroyed or disabled within 24" of the player's own table edge

Witch Hunt

An enemy psyker has been doing a great deal of damage in this sector, and is thought to be travelling with a force that has just moved into no man's land. Finding and killing them matters more than anything else on the field.

Primary Objective

Kill whichever enemy psyker has the highest mastery level; failing that, wound them. Beyond the usual Victory Points for destroying enemy models, the following bonuses apply.

Most powerful enemy psyker wounded: +1 Victory Point

Most powerful enemy psyker killed: +5 Victory Points

Secondary Objective

Where the enemy fields no psyker at all, the command structure will do instead. A bonus is earned for killing enemy characters costing 50 points or more.

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


Codex: Tyranids

Terrorise

The hive mind would have the lesser creatures understand what resisting it costs. Strength shown plainly, and fear following after it.

Primary Objective

Spread terror and confusion through the enemy ranks. Beyond the usual Victory Points, a bonus is earned for every Break, Fear and Terror test the opposing force fails.

Per failed test: +1 Victory Point

Secondary Objective

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

Beyond the usual Victory Points, a bonus is earned for every enemy character killed or broken by the close of the battle.

Each enemy character killed: +1 Victory Point

Trap

The meat-things hunt us, and think themselves hunters. They are weak, and they are unsure. Close the way behind them, and our strength will do the rest.

Primary Objective

The Tyranid aim is to cut a pursuing enemy off from safety, so that what follows can finish it. Beyond the usual Victory Points, a bonus is earned for every enemy unit—squad, vehicle, vehicle squadron or support battery—with Tyranid models standing between it and its nearest table edge when the game ends.

Per trapped unit: +1 Victory Point

Note: a trapped unit scores even where it has taken more than 50% casualties.

Special Rules

Roll a D6 for each brood and each individual model before the Tyranid force deploys. On 1 to 3 that model or brood goes in the deployment zone; on 4 or more it may instead be placed within 6" of the left or right table edge. Every Tyranid may be set up Hidden, cover or no cover, and any with a ranged attack may begin in Overwatch.

Tyranid Attack

The weak flesh will be unmade and its fragments scattered. We fight until nothing of it is left to consume.

Primary Objective

Wipe the enemy out entirely: not one enemy model may be left standing on the table.

Annihilate the enemy: Win the game

Note: this is a special scenario. The opposing player discards their mission cards, and wins automatically if the Tyranid player fails the primary objective. The assault is a sustained one, so the battle runs six turns rather than the usual four.

Special Rules

The attack comes in waves. Set each slain Tyranid aside as it falls. Anything from the Individuals or Support part of the army list may return when the following Tyranid turn begins; anything from the Broods part must wait until enough of its kind have died to make up a fresh unit. Roll a D6 for every unit eligible to return: on a 1 it stays off, and otherwise it deploys on the Tyranid table edge.


White Dwarf 169

Bunker Assault

Patrols have found a cluster of bunkers a short way inside enemy lines. Whoever holds them holds the sector.

Primary Objective

Orders are to raid the sector and take the enemy bunkers.

Each bunker holding at least one friendly model and no enemy models: +5 Victory Points

Secondary Objective

A bunker that cannot be taken is to be brought down instead.

For each bunker destroyed: +3 Victory Points

Special Rules

Where either side has taken Bunker Assault, the game runs to 6 turns.

Hold the Line

These troops sit on a stretch of front too important to lose, dug in and fortified against exactly this. The line holds until relief arrives.

Primary Objective

Beyond the usual victory points for destroying enemy forces, there is a bonus for keeping the enemy out.

No enemy squad above half its starting strength, and no undamaged enemy vehicle, in the player's half of the table at the end of the game: +5 Victory Points

Secondary Objective

The bunkers stay in friendly hands.

Each bunker holding at least one friendly model and no enemy models: +1 Victory Point

Note: models on the roof do not count.


White Dwarf 193

High Ground

Patrols report the enemy moving in strength. A push has been expected for weeks and appears to be coming through this sector. The heights must be taken, so that the heavy weapons can see the whole field.

Primary Objective

Beyond the usual victory points for destroying enemy forces, there is a bonus for holding the heights and putting Heavy Weapons on them. Both players agree three high points on the table that are to be captured.

Each unbroken squad below 50% casualties and within 3" of a high point: +1 Victory Point

That squad also carrying a working Heavy Weapon: +1 Victory Point

Secondary Objective

Destroy what can be destroyed; lose as little as possible.