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    40K Fight Club

    Mission Book

    This is the second edition of the 40k Fight Club approved mission books. Each mission has been developed and

    playtested by members of the Fight Club. The book currently contains 12 regular missions and 6 city ght

    missions developed by the 40kFightClub. all missions should be considered standard missions (i.e. Reserves,

    Deep strike special rules, only scoring units may control objectives, etc) unless otherwise indicated. If you

    would like to submit ideas for future mission or help in the playtesting please stop by the Mission Development

    subforum at 40kghtclub.com. Each mission is based on 3 objectives that earn you between 4 and 10 Battle

    Points. Whoever has the most battle points wins the game.

    In order to maintain the game balance the basic rulebook missions add to army design we encourage players

    to randomly determine the mission they will play after creating their army lists. To do this for this book each

    player should roll a D6 with one being nominated as the high die.

    Normal Missions

    11-13: Endzone

    14-16: Speakers of the Truth

    21-23: Death From Above

    24-26. Adversaries

    31-33. Burnt Toast

    34-36. Recover and Reclaim

    41-43: Hidden Treasures

    44-46: Control the Field

    51-53: Cleanse III

    54-56. Alone and Unafraid

    61-63. Return to the Eye

    64-66. Surprise!

    Cities of Death Missions

    1:Storm the Castle

    2:The Prepared Mind

    3:Methods of War

    4:Hearts and Minds

    5:One at a Time

    6:First In

    Enjoy and please do leave comments (good or bad) so we can develop better missions in the future.

    Also a couple thanks are due. First wed like to thank everyone who helped create these mission. Wed also

    like to TheProphet and Hornblower for starting the 40kFightClub.com and helping it grow to the point it

    has. We would also like to thank the developers of the secondary objectives for the Canadian Hall of Heroes

    and past RTT creators which we liberally borrowed from when creating these missions. Also credit shouldbe given to the creators of the background images but they were found using google and were uncredited.

    If you created or know who created any of these images please let me know so we can credit them. And of

    course Games Workshop for creating 40k in the rst place.

    Enjoy.

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    Endzone

    Setup

    The players roll-off, and the winner chooses

    to go rst or second. The player that goes rst

    then chooses one of the long table edges to be

    his own table edge. He then deploys his force

    in his half of the table, with all models more

    than 12 away from the tables middle line (this

    is his deployment zone). His opponent then

    deploys in the opposite half.

    Deploy any inltrators and make any scout

    moves.

    Mission Special RulesNone

    Mission Notes

    Vital points on the battleeld must be secured

    in order for ships in orbit to provide tactical

    information to ground forces. It is the job of

    a ground recon force to take and secure these

    points.

    Pre-Deployment: Once the players have decided

    what table side they have, the players alternate

    placing three objective markers in their own

    deployment zone. These markers cannot be within 6

    of a table edge or within 12 of another marker.

    Who goes First: Player who setup rst goes rst

    unless the Initiative is Seized.

    Game Length: Random Game Length

    Tertiary Objective (4 BP)Cut off the Head

    To win this objective you must kill the opposing HQ

    worth the most Victory Points. If both players achiev

    this goal the objective is a draw.

    Secondary Objective (6 BP)Thinning the HerdYou will receive a single point for each enemy squad

    (including vehicle squadron) that you bring BELOW

    half strength.

    Whoever has more points wins the objective. If both

    players score the same amount of points then it is a

    draw.

    Primary Objective (10 BP)Secure the Zone

    To win the primary objective, at the end of the game,

    one player must control more of the objectives inthe enemies deployment zone than the enemy has

    controlled in theirs. If both players have the same

    amount, the objective is considered a draw.

    Mission originally created by: De

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    Speakers of Truth

    Mission Special RulesNo Inltrate or Outank!

    Mission Notes

    You have ordered to nominate three of your best

    troops to become Speakers of the Truth. You

    must escort them across the battleeld so they can

    educate the local populace. Of course, the more

    enemies killed on the way the easier their jobs will

    be.

    Pre-Deployment: Before rolling to choose

    deployment zones, each player chooses 3

    INFANTRY models from their armies. If you

    have no infantry models choose three non-vehicle

    models. Regardless of original model type or rulesthe messengers may only move as infantry. The

    models gain an extra wound, cannot be instant killed,

    and independent character status and the ability to

    voluntarily move off the opposing players table

    edge. They also lose the ability to initiate an assault,

    deep strike, scout or inltrate even if they may

    always .

    Who goes First: Player who setup rst goes rst

    unless the Initiative is Seized.

    Game Length: Random Game Length Tertiary Objective (4 BP)Moral Victory

    Select the most point expensive troop in your army an

    tell your opponent. If you destroy the most expensive

    troop in your opponents army and your most expensiv

    unit is alive you win. All other results are a draw.

    Secondary Objective (6 BP)Kill Points

    To win this objective you must earn more kill points

    than the opponent. If you both earned the same the

    result is a draw.

    Primary Objective (10 BP)Spread the Word

    To win this objective you must get more Speakers

    off the opposing player board edge than your opponen

    Each Messenger must leave a different third of the

    opposing board edge. If each player gets the same

    number of Speakers off the game is a draw.

    Setup

    The players roll-off, and the winner chooses

    to go rst or second. The player that goes rst

    then chooses one of the long table edges to be

    his own table edge. He then deploys his force

    in his half of the table, with all models more

    than 12 away from the tables middle line (this

    is his deployment zone). His opponent then

    deploys in the opposite half.

    Deploy any inltrators and make any scout

    moves.

    Mission originally created by: Stein

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    Death From Above

    Mission Special RulesNightght

    Death From Above - At the start of eachplayers movement phase, roll a D3. Place the large

    blast template centered on the corresponding marker.

    Resolve as a barrage red by an out of sight unit (2d6scatter, pinning, etc.) with a Strength of 8 and AP

    value of 1. When hitting vehicles add 2D6 instead of

    a single D6 for Armor penetration.

    Mission Notes

    Ground forces push to secure ground while brutal

    dogghts take place above them. They must movequickly in order to dodge the falling debris.

    Pre-Deployment: Before both players have rolled

    off to select a quarter, place an objective marker in

    the center of the table, 12 to the left of the center

    marker, and 12 to the right of the center marker

    Agree with your opponent on which marker is 1,

    which is 2, and which is 3.

    Who goes First: Player who setup rst goes rst

    unless the Initiative is Seized.

    Game Length: Random Game Length

    Tertiary Objective (4 BP)Death From Above

    To achieve this objective, a player must control more

    markers than their opponent. If both players control same amount of markers at the end of the game, the

    objective is considered a draw. For tournament, leag

    or campaign games, if neither player controls or cont

    an objective, then both players receive -2 BPs towar

    nal BP totals.

    SetupThe table is divided into four quarters,

    formed by drawing two imaginary perpendicular

    lines through the center point. The playersroll-off, and the winner chooses to go rst or

    second. The player that goes rst then chooses

    one of the long table edges to be his own table

    edge. He then deploys his force in one of the two

    table quarters on his side the table, more than

    12 away from the center of the table (this is his

    deployment zone). His opponent then deploys

    in the diagonally opposite quarter.

    Deploy any inltrators and make any scout

    moves.

    Secondary Objective (6 BPHeadhunting

    For this objective you must destroy your opponent in

    hand to hand combat to claim trophies of honor. You

    gain one point for each enemy unit you destroy in hato hand combat. Fleeing units do not count (unless yo

    caught them and massacred them). Whoever has mor

    points wins the objective. If both players score the sa

    amount of points then it is a draw.

    Primary Objective (10 BP)No Quarter Gained

    The objective of this mission is to control more quar

    of the battle eld that your opponent. Divide the tablinto quarters. Who ever controls more quarters at the

    end of the game wins. If both players control the sam

    amount of quarters, the objective is considered a dra

    Mission originally created by: De

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    Adversaries

    Mission Special RulesNone

    Mission Notes

    After years of thwarting each others plans, twocommanders nally nd themselves face to face

    on the same battleeld. The time has come, each

    has their chance to prove once and for all who is

    superior and who is dead!

    Pre-Deployment: Each Player must nominate an

    HQ to be their commander. The commander must

    make a full move towards the enemy commander.

    If the commanders unit is able to shoot the enemy

    commander (or his unit or the transport he is in)

    they may choose to not move in order to re a heavy

    weapon. If possible the commanders must attempt to

    assault each other.

    Who goes First: Player who setup rst goes rst

    unless the Initiative is Seized.

    Game Length: Random Game Length

    Tertiary Objective (4 BP)Hes Mine

    To win this objective your commander must kill the

    opposing general. If the opposing general is killed as a

    result of being run down or the No Retreat rule dur-

    ing a combat containing your commander this objectiv

    is considered achieved. If the opposing general dies asa result of the Trapped rule by a unit with your com

    mander the objective is also successfully achieved. If

    both commanders kill the opposing general the object

    is a draw.

    SetupThe table is divided into four quarters, formed

    by drawing two imaginary perpendicular lines

    through the center point. The players roll-off,and the winner chooses to go rst or second. The

    player that goes rst then chooses one of the long

    table edges to be his own table edge. He then

    deploys his force in one of the two table quarters

    on his side the table, more than 12 away from the

    center of the table (this is his deployment zone).

    His opponent then deploys in the diagonally

    opposite quarter.

    Deploy any inltrators and make any scout

    moves.

    Secondary Objective (6 BP)Arch-Rival

    To win this objective you must kill the opposing com-mander. If both players commanders are dead the obj

    tive is a draw.

    Primary Objective (10 BP)Kill Points

    To win this objective you must earn more kill pointsthan the opponent. If you both earned the same the

    result is a draw.

    Mission originally created by: Stein

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    Burnt Toast

    Mission Special Rules

    Dawn (Nightght Turn 1)

    Mission Notes

    The sun is slowly rising and both sides areattempting to cleanse the area of opposing troops.

    Roving forces must be on the lookout to seek and

    destroy enemy forces, and try to wipe out the

    enemy before breakfast. If everything goes well

    each side hopes to be back in camp before the

    toast burns.

    Who goes First: Player who setup rst goes rst

    unless the Initiative is Seized.

    Game Length: Random Game Length

    Tertiary Objective (4 BP)Flush out the Snipers

    To win this objective you must control more terrain

    features than the enemy. To control or contest a feat

    you must be inside the terrain unless it is impassiblwhich case you must be within 3 inches of the featu

    both players control the same number the objective

    draw.

    Secondary Objective (6 BSharpshooting

    Keep track of ever time your shooting would norma

    force an opponent to make a moral check for 25%

    casualties. You will receive one point for each time

    (even if the enemy unit automatically passes the tes

    NOTE: You do not gain additional points for wipinout an enemy unit; you have to leave survivors to te

    the tale. Whoever has more points wins the objectiv

    both players score the same amount of points then i

    draw.

    Primary Objective (10 BP)Kill Points

    To win this objective you must earn more kill pointthan the opponent. If you both earned the same the

    result is a draw.

    SetupThe table is divided lengthways into two halves.

    The players roll-off, and the winner chooses

    to go rst or second. The player that goes rst

    then chooses one of the long table edges to be

    his own table edge. He then can deploy up totwo units from his Troops selections and up to

    one unit from his HQ selections in his half of

    the table (this is his deployment zone). His

    opponent then does the same in the opposite

    half, but must position his three units more than

    18 from enemy units. Troops and HQ units that

    can inltrate can do so, as long as at the end of

    deployment the player still has a maximum of

    one HQ and two Troops units on the table. Lastly, players make any scout moves. All units not placed in reserv

    come in turn 1. Mission originally created by: Stein

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    Recover and Reclaim

    Mission Special RulesDawn (Nightght Turn 1)

    Mission NotesA forward advance team has tried to locate a long

    range listening tower and recover a wounded spy.

    The enemy forces are moving in intercept them.In order to lay claim to the vital information

    provided by the tower, the enemy must be stopped

    from getting to it.

    Pre-Deployment: After the players have rolled off to

    chose sides, the player that chose side places an extra

    troop model or objective marker anywhere in the

    enemy deployment zone.

    Who goes First: Player who setup rst goes rst

    unless the Initiative is Seized.

    Game Length: Random Game Length

    Tertiary Objective (4 BP)Grind em to a Halt

    Whichever player has destroyed or immobilized the

    most enemy vehicles and has killed the most monstro

    creatures combined wins this objective. If an army hano vehicles or monstrous creatures they can achieve a

    draw by destroying all opposing vehicle and creatures

    otherwise the opposing player wins this objective

    automatically.

    Secondary Objective (6 BP)Man Down

    In order to claim this objective, you must control your

    model or marker at the end of the game with a scoring

    unit. If both player control their marker the objective

    a draw.

    Primary Objective (10 BP)Listening Tower

    The rst time a unit ends its move in a piece of terrain

    that piece may be searched. Roll a D6. If you roll a5 or 6 then the tower is located in that terrain. Each

    piece of terrain can only be searched once. The tower

    will automatically be found in the last piece of non-

    impassible terrain. The entire terrain piece becomes th

    objective. To control or contest the objective you mus

    be inside of the terrain instead of within 3 inches. To

    win the objective you must control the objective.

    SetupThe table is divided lengthways into two halves.

    The players roll-off, and the winner chooses

    to go rst or second. The player that goes rst

    then chooses one of the long table edges to behis own table edge. He then can deploy up to

    two units from his Troops selections and up to

    one unit from his HQ selections in his half of

    the table (this is his deployment zone). His

    opponent then does the same in the opposite

    half, but must position his three units more than

    18 from enemy units. Troops and HQ units that

    can inltrate can do so, as long as at the end of

    deployment the player still has a maximum of

    one HQ and two Troops units on the table. Lastly, players make any scout moves.All units not placed in reserv

    come in turn 1. Mission originally created by: D

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    Hidden Treasure

    SetupThe players roll-off, and the winner chooses

    to go rst or second. The player that goes rst

    then chooses one of the long table edges to be

    his own table edge. He then deploys his force

    in his half of the table, with all models more

    than 12 away from the tables middle line (this

    is his deployment zone). His opponent then

    deploys in the opposite half.

    Deploy any inltrators and make any scout

    moves.

    Mission Special RulesSpecial Objectives - A non-vehicle unitor walker in contact with an objective may inspect

    a single objective marker instead of shooting and

    assaulting. Objectives 1 and 2 are real, 3 and 4

    are removed, 5 and 6 are booby traps (unit takes

    D6 wounds, AP-, then objective is removed). A

    unit controlling an actual objective cannot enter a

    vehicle or assault but may otherwise move normally.

    The objective may be dropped at any time and is

    automatically dropped if the unit falls back. If the

    unit with the objective falls back as a result of close

    combat the opposing unit may gain the objective.

    Mission NotesRecon has reported that the wreckage of an

    experimental alien ghter has fallen in the area.

    It is your job to investigate the crash site and

    recover any alien technology available while

    holding off the enemy force.

    Pre-Deployment: Prior to choosing sides, alternate

    placing objective markers secretly numbered 1-6.

    No markers may be placed within 12 of a board

    edge or 9 of another objective.

    Who goes First: Player who setup rst goes rst

    unless the Initiative is Seized.

    Game Length: Random Game Length

    Tertiary Objective (4 BP)Reclaim

    To win this objective, more of the inspected objective

    must end in your deployment zone than the opponent

    has in their regardless of who controls them.

    Secondary Objective (6 BP)Breakthrough the lineYou will score one point for each squad or tank

    (excluding transports) (vehicle squadrons gain a single

    point) that has at least one model is within 6 of your

    opponents table edge.

    Whoever has more points wins the objective. If both

    players score the same amount of points then it is a

    draw.

    Primary Objective (10 BP)Booty

    To win, at the end of the game, one player must contro

    more of the real objectives than the enemy controls.Markers that have not been inspected cannot be

    controlled. If both players have the same amount, the

    game is considered a draw.

    Mission originally created by: Ste

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    Control the Field

    Mission Special RulesDawn (Nightght turn 1)

    Mission Notes

    Despite erce ghting elsewhere, combat in

    this zone has been light. However your anti-

    aircraft guns have managed to down an enemy

    yer overnight. Your orders are to secure the

    wreckage so Intel can safely search it for vital

    information

    Pre-Deployment: Place a single objective in the

    center of the board.

    After deployment: Secretly choose one MODEL

    (any model) in your army to carry the message.You must record the carrier and they must be easily

    identied (I.e. Space Marine with the bolter in the

    air and 2 purity seals on his leg in the second tactical

    squad)

    Who goes First: The player who setup rst goes rst

    unless the Initiative is Seized.

    Game Length: Random Game Length

    Tertiary Objective (4 BP)Annihilation

    To win this objective you must earn more kill points

    than your opponent. If you both earn the same amoun

    this objective is a draw.

    Secondary Objective (6 BP)Bodyguard

    To win this objective you must destroy the opposing

    players chosen model while keeping yours alive. If

    both nominated models are alive or both are dead this

    objective is a draw.

    Primary Objective (10 BP)Control the Field

    To win this objective you must control the objective

    marker. If neither player controls the objective this

    objective is considered a draw.

    Setup

    The players roll-off, and the winner chooses

    to go rst or second. The player that goes rst

    then chooses one of the long table edges to be

    his own table edge. He then deploys his force

    in his half of the table, with all models more

    than 12 away from the tables middle line (this

    is his deployment zone). His opponent then

    deploys in the opposite half.

    Deploy any inltrators and make any scout

    moves.

    Mission originally created by: Paul Stei

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    Cleanse III

    Mission Special RulesDusk (Nightght turns 6 and 7)

    Mission Notes

    The rst practice mission every solider trains in

    is securing a piece of ground. Sometime this evenhappens during actual battles. This is one of those

    cases.

    Pre-Deployment: After deployment zones have been

    determined but before deployment each player must

    secretly write down a table quarter other than the one

    they deploy in for the secondary objective.

    Who goes First: Player who setup rst goes rst

    unless the Initiative is Seized.

    Game Length: Random Game Length

    Tertiary Objective (4 BP)Cut the engines

    To win this objective you must destroy or immobiliz

    enemy vehicles. If the opposing player has no vehiclin their list you automatically achieve this objective.

    Both players may achieve this objective.

    SetupThe table is divided into four quarters,

    formed by drawing two imaginary perpendicular

    lines through the center point. The playersroll-off, and the winner chooses to go rst or

    second. The player that goes rst then chooses

    one of the long table edges to be his own table

    edge. He then deploys his force in one of the two

    table quarters on his side the table, more than

    12 away from the center of the table (this is his

    deployment zone). His opponent then deploys

    in the diagonally opposite quarter.

    Deploy any inltrators and make any scout

    moves.

    Secondary Objective (6 BPPurify

    To win this you must control the table quarter you

    nominated prior to deployment. If both players contr

    their nominated table quarter, the objective is consida draw.

    Primary Objective (10 BP)No Quarter Gained

    The objective of this mission is to control more quar

    of the battle eld that your opponent. Divide the tablinto quarters. Who ever controls more quarters at the

    end of the game wins. If both players control the sam

    amount of quarters, the objective is considered a dra

    Mission originally created by: Ste

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    Alone and Unafraid

    Mission Special RulesCutoff!

    Mission NotesCut off, alone, and ghting for survival pockets of

    soldiers ght for their lives, while their brothers

    risk theirs to save them. Its not likely that HighCommand cares of the heroism but to those that

    live the bravery of their brethren will ring for a

    lifetime.

    Predeployment: After determining deployment

    zones, each player chooses two spare infantry models

    to be the wounded soldiers. These models will become

    the wounded soldiers. Players alternate placing the

    wounded soldiers who must be placed outside of either

    deployment zone, 6 from any table edge and 12 from

    another wounded soldier.

    Each player than places a single objective marker in

    their deployment zone.

    Cutoff!: Only non-Monstrous creature, Infantry units

    without a dedicated transport may be deployed.

    Wounded Soldiers: At the end of each players

    turn, all four wounded soldiers move. Each wounded

    soldier moves D6 in a random direction determined

    by a scatter die. If the wounded soldier moves off anytable edge it is considered lost. Wounded soldiers can

    not be targeted, charged or harmed

    .

    Who goes First: Player who setup rst goes rst

    unless the Initiative is Seized.

    Game Length: Random Game Length

    Tertiary Objective (4 BP)Capture and Control

    The player who controls more objectives at the end o

    the game wins this objective. If both players control

    the same number of objectives the mission is a draw.

    SetupThe table is divided into four quarters,

    formed by drawing two imaginary

    perpendicular lines through the center point.

    The players roll-off, and the winner chooses

    to go rst or second. The player that goes rst

    then chooses one of the long table edges to be

    his own table edge. He then deploys his force

    in one of the two table quarters on his side

    the table, more than 12 away from the center

    of the table (this is his deployment zone).

    His opponent then deploys in the diagonally

    opposite quarter.Deploy any inltrators and make any scout moves.

    Secondary Objective (6 BP)Wounded Solider

    Who ever controls more of the wounded soldiers (bot

    yours and your enemies) wins the objective. If you bo

    control the same about then it is a draw.

    Primary Objective (10 BP)Recon

    The player that has more scoring units in his opponent

    deployment zone at the end of the game wins. If bothplayers have an equal number the objective is a draw.

    Mission originally created by: The Libra

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    Return to the Eye

    Mission Special RulesUnstable Region - At the start of eachplayers movement phase, that player may choose

    one friendly, non-vehicle unit to remove from the

    table and redeploy per the deep strike rules.

    Mission NotesThe Eye of Terror is the realm of the damned.

    Located at the Cadian gate, it is a tear in whichthe warp spews forth into normal space. It is an

    area where your friends can appear one moment,

    only to be replaced by foes the next.

    Predeployment: Before deciding deployment zones,

    the players must determine the position of D3+2

    objectives. Players alternate placing objectives. The

    objectives may not be in impassable terrain, nor

    within 12 of a table edge or another objective.

    Who goes First: Player who setup rst goes rstunless the Initiative is Seized.

    Game Length: Random Game Length

    Tertiary Objective (4 BP)Annihilation

    To win this objective you must earn more kill points

    than your opponent. If you both earn the same amoun

    this objective is a draw.

    Secondary Objective (6 BP)Burn the Witch

    At the start of the game each player must nominate th

    highest point cost Psyker. If a player does not have a

    psyker nominate the highest point cost non vehicle, n

    HQ model instead, in case of a tie the owning player

    may choose which to nominate. To win this object theopponent must kill the model nominated. If both play

    achieve this objective it is a draw.

    Primary Objective (10 BP)Seize Ground

    The player that controls the most objective markerswins this objective. If both players control the same

    number this objective is a draw.

    SetupThe table is divided lengthways into two halves.

    The players roll-off, and the winner chooses

    to go rst or second. The player that goes rstthen chooses one of the long table edges to be

    his own table edge. He then can deploy up to

    two units from his Troops selections and up to

    one unit from his HQ selections in his half of

    the table (this is his deployment zone). His

    opponent then does the same in the opposite

    half, but must position his three units more than

    18 from enemy units. Troops and HQ units that

    can inltrate can do so, as long as at the end of

    deployment the player still has a maximum of one HQ and two Troops units on the table. Lastly, players make

    any scout moves. All units not placed in reserve come in turn 1. Mission originally created by: Chei

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    Surprise!

    Mission Special RulesConfusion - The warriors on both sides arestunned to see each other. All units must roll a D6 at

    the start of the their rst turn. Those that roll a 4+ can

    act normally but those that fail this roll cannot move,

    shoot, assault or use psychic powers until their sec-

    ond turn (although they can fall back and will ght

    normally if assaulted by the enemy). Units in Reserve

    are not subject to this rule.

    Mission Notes

    High Command had been receiving reports of

    engagements for the last three days but has yetto see any enemy. Most patrols are routine with

    little to no contact, as a result of the inactivity the

    patrols have gotten lazy.

    Who goes First: Player who setup rst goes rst

    unless the Initiative is Seized.

    Game Length: Random Game Length

    Tertiary Objective (4 BP)Assassination

    To win this objective you must wipeout more of the

    opposing players HQ choices than they do yours. (NoModels that do not take up a HQ choice but are in the

    HQ section do not count. i.e. Priest in the Witchhunte

    army.) If both players eliminate the same number of

    choices then it is a draw.

    Secondary Objective (6 BP)Sharpshooters

    Keep track of ever time your shooting would normall

    force an opponent to make a moral check for 25%

    casualties. You will receive one point for each time

    (even if the enemy unit automatically passes the test)

    NOTE: You do not gain additional points for wiping o

    an enemy unit; you have to leave survivors to tell thetale.

    Whoever has more points wins the objective. If both

    players score the same amount of points then it is a

    draw.

    Primary Objective (10 BP)Annihilation

    To win this objective you must earn more kill points

    than your opponent. If you both earn the same amounthis objective is a draw.

    SetupThe table is divided lengthways into two halves.

    The players roll-off, and the winner chooses

    to go rst or second. The player that goes rst

    then chooses one of the long table edges to behis own table edge. He then can deploy up to

    two units from his Troops selections and up to

    one unit from his HQ selections in his half of

    the table (this is his deployment zone). His

    opponent then does the same in the opposite

    half, but must position his three units more than

    18 from enemy units. Troops and HQ units that

    can inltrate can do so, as long as at the end of

    deployment the player still has a maximum of

    one HQ and two Troops units on the table. Lastly, players make any scout moves.All units not placed in reserv

    come in turn 1. Mission originally created by: The Libr

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    Cityght Mission Book

    This is the third of hopefully a monthly series of books. Each book will contain 6 missions developed by the

    40kFightClub. This book is focused on Cityght missions. Future books may focus on different situations

    (general, attacker/defender, jungle, etc) We encourage you to use the missions and if you have any comments

    share them in the Mission Development forum. At the end of the month all comments will be considered and

    the missions revised. The missions will also be added to the 40k Domination Table list of approved missions

    and added to another booklet that will contain all the past completed missions. In addition to comments if you

    have a cool idea for a mission stop on by the development forum and post it there for next months book.

    In order to use these mission players will need access to the Cities of Death Expansion published by GW. A few

    rules changes to update Cities of Death have been made to update it to 5th Edition. These changes can be found

    on the next page.

    In order to maintain the game balance the original missions add to army design we encourage players to

    randomly determine the mission they will play after creating their army lists. To do this for this book roll a D6.

    1: Storm the Castle

    2: The Prepared Mind

    3: Methods of War

    4. Hearts and Minds

    5. One at a Time

    6. First In

    Enjoy and please do leave comments (good or bad) so we can develop better missions in the future.

    Also a couple thanks are due. First wed like to thank everyone who helped create these mission. Wed also

    like to TheProphet and Hornblower for starting the 40kFightClub and helping it grow to the point it has. We

    would also like to thank the developers of the secondary objectives for the Canadian Hall of Heroes and past

    RTT creators which we liberally borrowed from when creating these missions. Also credit should be given to

    the creators of the background images but they were found using google and were uncredited. If you created

    or know who created any of these images please let me know so we can credit them. And of course Games

    Workshop for creating 40k in the rst place.

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    Cities of Death Rules and Erratas

    Line of Sight: Use the rules found in the 40k rulebook instead of the rules found in Cities of Death

    Controlling a City Ruin: The missions often refer to controlling a city ruin, a city ruin is controlled if one

    or more Scoring Units have a model within the city ruin, and no enemy units have a model within the ruin.

    Skimmers may not contest a ruin.

    Dangerous City Ruins: Vehicles roll an additional Dangerous Terrain dice when passing through a dangerouscity ruin. If either die is a 1, then the vehicle is immobilized. If both are a 1 then the vehicle is wrecked as if

    it took a roll of 5 on the vehicle damage chart. This wreck may not be saved, but if the vehicle is entitled to a

    reroll, it may do so, but must reroll both dice and accept the second result.

    Destroying City Ruins: All rules on p37 apply plus the following. The rubble and dust cloud from a destroyed

    city ruin will last till the end of the game. It is area terrain that blocks LOS completely up to the original height

    of the tallest part of the ruin. You may see into or out of 6 of the dust cloud but you can never see through it.

    Mission Special Rules: Note Deep Strike and Inltrate are NOT standard in Cityght games. If you wish to

    Deep Strike a unit you must take the correct stratagem. If a unit gains the ability to Outank as a result of the

    Inltration ability you must take the appropriate stratagem to either Outank or Inltrate. Scouts may always

    outank.

    Cityghting Stratagems: If a missions use cityghting stratagems. These stratagems can be found in the Cities

    of Death Expansion starting on page 33. The number of Strategems listed in the specials is the number of

    stratagems each side receives. The following are some clarications for 5th Edition to the stratagems

    Command Center Stratagem: Ignore reference to target priority.

    Preliminary Bombardment Stratagem: Roll a d6 for each enemy unit (including embarked units) and each

    section of razor wire, barricades, or tank traps on the tabletop. On a roll of 6 the unit or obstacle is hit. Asquad takes d6 wounds from the shelling. (Take Armour Saves as Normal, units within city ruins may take

    cover saves, and troops may go to ground) and must roll a Leadership test or be pinned in their rst turnsee

    the barrage section of the rules for details. Place a suitable piece of scenery under the squad if you have one

    available. A vehicle or squadron hit by a preliminary bombardment takes D6 glancing hits. Units that start the

    game in reserve cannot be hit by a preliminary bombardment. A section of razor wire, tank traps, or barricades

    is automatically destroyed by being hit, remove it from play. If a unit is struck whilst sheltering in a city ruin,

    roll d6. On a result of 4+ the ruin becomes a dangerous city ruin.

    Tanks Traps Stratagem: Tank Traps provide 4+ cover save instead of a 5+

    Sewer Rats Stratagem: Any units left in reserve by a player must choose whether they will use the sewers at the

    beginning of the game. Any units that choose the sewers may not choose later to deploy by any other means.

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    Storm the Castle

    SetupThe players roll-off, and the winner chooses

    to go rst or second. The player that goes rst

    then chooses one of the long table edges to be

    his own table edge. He then deploys his force

    in his half of the table, with all models more

    than 12 away from the tables middle line (this

    is his deployment zone). His opponent then

    deploys in the opposite half.

    Deploy any inltrators and make any scout

    moves.

    Mission Special RulesCities of Death

    3 Key Building Stratagems1 Additional Stratagem

    Mission NotesCities are brutal places and although not quick

    and easy the only way to secure an area is to do it

    building by building.

    Pre-Deployment: After board edges are chosen

    each player divides their deployment zone into three

    equal sections. Players alternate designating their key

    buildings stratagems. Only one stratagem may be

    placed per section.

    Who goes First: Player who setup rst goes rst

    unless the Initiative is Seized.

    Game Length: Random Game Length

    Tertiary Objective (4 BP)No Quarter Gained

    The player that controls the most table quarters at the

    end of the game wins this objective. If both players

    control the same number of objectives the objective is

    draw.

    Secondary Objective (6 BP)AdvanceThe player that has the most units in the opposing

    players deployment at the end of the game wins this

    objective. If both players have an equal number this

    objective is a draw.

    Primary Objective (10 BP)Strike the Heart

    Each player earns 2 points for each opposing key

    building they control. Each player earns 1 point foreach opposing key building they contest. The player

    with the most points wins this objective. If both play

    control the same number it is a draw.

    Mission originally created by: Ste

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    The Prepared Mind

    Mission Special RulesCities of Death

    D3 Cities of Death Stratagems

    Mission Notes

    Both armies have come to take strategic ground,

    but Intelligence indicates that the opposition may

    value certain ground over others. Fortune favors

    the prepared mind.

    After deployment: Each table quarter will be worth

    between 1 and 4 points (in that order when compared

    to the chart below). After deployment agree on the

    lettering of the table quarters, have one player roll

    a d6, and consult the table below to determine the

    point values for each appropriate table quarter.

    1: A=4, B=3, C=1, D=2

    2: A=2, B=1, C=3, D=4

    3: A=1, B=3, C=4, D=2

    4: A=2, B=4, C=3, D=1

    5: A=3, B=2, C=1, D=4

    6: A=4, B=1, C=2, D=3

    Who goes First: The player who setup rst goes rst

    unless the Initiative is Seized.

    Game Length: Random Game Length

    Tertiary Objective (4 BP)Moral Victory

    If you destroy the most expensive unit in your

    opponents army and your most expensive unit is aliv

    you win. All other results are a draw.

    Secondary Objective (6 BP)Safe passage

    To win this objective you must have more scoring uni

    on roads or other open ground than your opponent doe

    Scoring units with an enemy unit within 3 inches do n

    count.

    Primary Objective (10 BP)Strategic Ground

    Each player earns objective points for each table quar

    they control equal to points valued assigned to that

    quarter after deployment. The player with the most

    objective points wins this objective, if both player hav

    the same number of points the objective is a draw.

    Setup

    The players roll-off, and the winner choosesto go rst or second. The player that goes rst

    then chooses one of the long table edges to be

    his own table edge. He then deploys his force

    in his half of the table, with all models more

    than 12 away from the tables middle line (this

    is his deployment zone). His opponent then

    deploys in the opposite half.

    Deploy any inltrators and make any scout

    moves.

    Mission originally created by: TheLibrar

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    Tertiary Objective (4 BP)Rolling Thunder:

    Keep a tally of every time a vehicle passes a dangero

    terrain test for each player. Which ever player has pamore dangerous terrain tests with their vehicles at th

    end of the game wins this objective. If a player does

    not have any vehicles, then the best he can manage is

    tie from this objective if his opponent can achieve th

    objective.

    SetupThe table is divided into four quarters,

    formed by drawing two imaginary perpendicular

    lines through the center point. The playersroll-off, and the winner chooses to go rst or

    second. The player that goes rst then chooses

    one of the long table edges to be his own table

    edge. He then deploys his force in one of the two

    table quarters on his side the table, more than

    12 away from the center of the table (this is his

    deployment zone). His opponent then deploys

    in the diagonally opposite quarter.

    Deploy any inltrators and make any scout

    moves.

    Secondary Objective (6 BPSeize Control:

    At the start of the game, locate the city ruin closest to

    center of the board. That ruin is an objective. Which

    player controls the ruin at the end of game earns thisobjective. If there are multiple ruins that are the close

    to the center of the board, roll off between the player

    and the highest roll picks the ruin to be used.

    Primary Objective (10 BP)Tactical Warfare:

    Players only gain Kill Points based off of defeating

    enemy units in the phase of THEIR player turn chosprior to deployment. Units that leave the battleeld

    due to falling back will never give up Kill Points. Th

    player with the most Kill Points at the end of the gam

    wins.

    Mission originally created by: De

    Methods of War

    Mission Special RulesCities of Death

    D3 Cities of Death Stratagems

    Mission NotesBoth sides have come to the realization that they

    will need to ght their own style of warfare in

    order to seize the city and take control.

    Pre-Deployment: At the start of the game, each

    player nominates either the shooting or assault

    phase for the Tactical Warfare objective.

    Who goes First: Player who setup rst goes rst

    unless the Initiative is Seized.

    Game Length: Random Game Length

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    Hearts and Minds

    Mission Special RulesCities of Death D3 Cities of Death Stratagems

    The Masses

    Mission NotesWinning the hearts and minds of the residents of

    a city can often be as important as defeating the

    enemy forces.

    The Masses: Before moving you and your opponent

    each choose 2 units from your army. For each unit

    roll a D6. On a 6, a city resident ask that unit for help.

    You may choose to help the people or continue the

    ght and hope to get back to them later. If you choose

    to help, the unit may not move or shoot this turn and

    you gain 1 objective point, if you dont you lose 1

    objective point but may behave normally. Obviously

    most civilians will not attempt to ask a Hive Tyrant

    for help, if it ts your army image better you can treat

    a roll of a 6 as the unit has found a civilian and can

    attempt to capture, eat, or whatever else you want to

    do to the poor innocents instead of helping them- you

    still gain 1 point for taking the time to do your deed.

    Who goes First: Player who setup rst goes rst

    unless the Initiative is Seized.

    Game Length: Random Game Length

    Tertiary Objective (4 BP)Thinning the Herd

    You will receive a single point for each enemy squad

    (including vehicle squadron) that you bring BELOW

    half strength. Whoever has more points wins the obje

    tive. If both players score the same amount of points

    then it is a draw.

    SetupThe table is divided into four quarters,

    formed by drawing two imaginary

    perpendicular lines through the center point.

    The players roll-off, and the winner chooses

    to go rst or second. The player that goes rst

    then chooses one of the long table edges to be

    his own table edge. He then deploys his force

    in one of the two table quarters on his side

    the table, more than 12 away from the center

    of the table (this is his deployment zone).

    His opponent then deploys in the diagonally

    opposite quarter.Deploy any inltrators and make any scout moves.

    Secondary Objective (6 BP)Annihilation

    To win this objective you must earn more kill points

    than your opponent. If you both earn the same amoun

    this objective is a draw.

    Primary Objective (10 BP)Hearts and Minds

    The player with the most objective points wins the

    hearts of the citizenary and this objective. If bothplayers have the same number it is a draw.

    Mission originally created by: The Libra

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    One at a Time

    Mission Special RulesCities of Death

    D3 Cities of Death Stratagems

    Mission NotesCities are brutal places and although not quick

    and easy the only way to secure an area is to do itbuilding by building.

    Predeployment: Before deciding deployment zones,

    the players must determine the position of D3+2

    objectives. Players alternate placing objectives. The

    objectives may not be in impassable terrain, nor

    within 12 of a table edge or another objective.

    Who goes First: Player who setup rst goes rst

    unless the Initiative is Seized.

    Game Length: Random Game Length

    Tertiary Objective (4 BP)Kill em all

    Each player determines the number of potential kill

    points they earned and the number of potential kill

    points could have earned based. Divide the Kill Point

    earned by the potential Kill points to determine thewinner. The player that earns the higher percentage

    wins this objective. To win this objective you must ea

    more kill points than your opponent. If you both earn

    the same amount this objective is a draw.

    Secondary Objective (6 BP)Get the High Ground

    At the start of the game, locate the tallest city ruin or

    building. If there are multiple ruins are tallest, roll offbetween the players and the highest roll picks the ruin

    to be used. Which ever player controls the ruin at the

    end of game wins this objective.

    Primary Objective (10 BP)Firesweep

    At the end of each players turn they can place a contmarker in any building or ruin they control. If you

    contest or control a building or ruin with an opposing

    players control marker you may remove that marker

    The player with the most markers on the board at the

    end of the game wins this objective.

    SetupThe table is divided lengthways into two halves.

    The players roll-off, and the winner chooses

    to go rst or second. The player that goes rstthen chooses one of the long table edges to be

    his own table edge. He then can deploy up to

    two units from his Troops selections and up to

    one unit from his HQ selections in his half of

    the table (this is his deployment zone). His

    opponent then does the same in the opposite

    half, but must position his three units more than

    18 from enemy units. Troops and HQ units that

    can inltrate can do so, as long as at the end of

    deployment the player still has a maximum of one HQ and two Troops units on the table. Lastly, players make

    any scout moves. Mission originally created by: Stein

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    First In

    Mission Special RulesCities of Death D3 Cities of Death Stratagems

    Dawn (Nightght Turns 1 and 2)

    Mission NotesAs the orbital bombardments end, you have been

    assigned to take control of the center of the city.

    Terrain: When setting up terrain, place a single

    building in center of the table. No other buildings

    should be placed with 12 of the center of the table.

    Each player must assign one key building stratagem

    to this building which can be used by either player.

    Special Deployment:No units may deploy with 12

    of the center of the table

    Search and Control: The rst time a unit endsits move in a ruin it may be searched for a lost

    transmitter. Roll a D6, if you roll a 6 then the

    transmitter is located. Each ruin can only be searched

    once.

    Who goes First: Player who setup rst goes rst

    unless the Initiative is Seized.

    Game Length: Random Game Length

    Tertiary Objective (4 BP)Weight of the masses

    At the start of each assault phase, before assault move

    are made, for each existing close combat in which you

    outnumber your opponent you get 1 point. The playe

    with the most points at the end of the game wins this

    objective.

    Secondary Objective (6 BP)Search and Control

    To win this objective you must control the ruin in

    which the transmitter was discovered. If neither play

    controls the ruin or the transmitter was not discovered

    the objective is a draw.

    Primary Objective (10 BP)Secure and Control

    To win this objective you control the building in the

    center of the table. If neither player controls thebuilding it is a draw.

    SetupThe table is divided lengthways into two halves.

    The players roll-off, and the winner chooses

    to go rst or second. The player that goes rst

    then chooses one of the long table edges to behis own table edge. He then can deploy up to

    two units from his Troops selections and up to

    one unit from his HQ selections in his half of

    the table (this is his deployment zone). His

    opponent then does the same in the opposite

    half, but must position his three units more than

    18 from enemy units. Troops and HQ units that

    can inltrate can do so, as long as at the end of

    deployment the player still has a maximum of


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