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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