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Hey everyone!

Here's all of the weekly scenarios for the campaign. Some are modified versions of
scenarios from the Battle Missions book, some are simply taken straight from the 40k
main rulebook. Since we're doing an escalation league this time and the games are
going to be relatively low-points, I wanted to make sure that there was some good
variety in the missions to keep things interesting, as well as provide plenty of
opportunities for storytelling for those of you out there who will be helping me with
the fluff!

As always, if you have any questions about anything in the scenarios, please PM me or
post it here and I will answer as quickly as possible. I have endeavored to make all of
them as clear as possible, but there's always a margin of error!

Week 1 - Supply Raid


Speartip forces have begun arriving in the Segmentum, and while they await the
establishment of supply lines and the arrival of additional forces, it is survival of the
fittest and no cache of indigenous resources is safe!
Battlefield: This game is played on a 4'x4' square playing area.
Objectives: Both players set-up d3+2 loot counters before deployment. Players
alternate placing the counters. They may be placed anywhere on the table more than
10" away from the table edge or another counter.
Deployment: Split the table into four quarters and roll a d6. The player who wins the
roll-off chooses which quarter to deploy in. His opponent takes the opposite quarter.
If one of the players is a Chaos player, he automatically deploys first. Otherwise, both
players roll-off for choosing deployment zones.
Reserves: Any units not deployed on the table must be placed in reserve.
First Turn: If one of the players is a Chaos player, he takes the first turn on a roll of
2+ on 1d6. Otherwise, both players roll-off for the first turn.
Victory Conditions: The player who has collected the most loot counters during the
game is the winner. Each player collects one loot counter at the end of his opponent’s
turn for each objective marker that has one of their units touching it. The unit may
not be falling back or engaged in assault.
Bonus Points: +1 for each loot counter collected; +1 if no enemy units are in a table
quarter on your side of the board.

Week 2 - Establishment
Base camps have been built and made secure and supply lines are beginning to flow.
The first arrivals are still playing a waiting game however, trying to maintain their
hold on ground gained while reinforcements make their way to the fighting.
Battlefield: This game is played on a 4'x4' square playing area.
Objectives: This week uses the Seize Ground mission from the 40k rulebook.
Deployment: Divide the table into two halves. Players roll-off to determine who
chooses their a table half to deploy in and deploys his entire force. His opponent
deploys in the opposite half. No models may be deployed within 18" of an enemy
model.
Reserves: None.
First Turn: The player who deployed first takes the first turn. His opponent may
attempt to Seize the Initiative as normal.
Victory Conditions: The winner is determined by controlling objectives as detailed in
the mission above.
Bonus Points: +1 for destroying all the enemy’s scoring units; +1 for controlling all
objectives.

Week 3 - Reconnaissance in Force


The first wave of reinforcements have finally arrived, and the various armies are
beginning to make their forays into hostile territory despite not yet having enough
strength for frontal assaults. Those with the most ground gained have, naturally, the
most at stake...
Battlefield: This battle takes place on a 4'x4' square playing area.
Special Rules: The player with the most map markers is the Defender in this scenario.
Otherwise, players roll-off and the player with the highest roll may choose to be the
Attacker or Defender. During the first turn of this scenario, any unit that wishes to
shoot or assault must first pass a leadership test. If the test is failed, the unit may not
shoot, run, or assault.
Objectives: Set up d3+2 objectives before either player deploys their forces.
Objectives may not be placed within 10" of the table edge or 12" of each other.
Deployment: The Attacker must secretly write down which table edge will be their
table edge his unit will enter the battlefield from. All units in his army enter the table
from this edge and fall back toward it. After this, the Defender must deploy all his
units on the table anywhere 12" from the table edge. The Attacker does not deploy
any models on the table at this time.
Reserves: The Attacker may place units in reserve as normal. The Defender may not
place units in reserve.
First Turn: The Attacker takes the first turn. All of his units that have not been placed
in reserve enter the table from the pre-selected table edge.
Victory Conditions: The player who controls the most objectives at the end of the
game is victorious.
Bonus Points (Attacker): +1 if all enemy units are destroyed, +1 if all your units are
within 24" of the center of the table.
Bonus Points (Defender): +1 If no enemy units are within 24" of the center of the
table, +1 if the enemy controls no objectives.

Week 4 - Scorched Earth


With locations known and forces beginning to look like actual armies, the battles
have become larger in scope, leaving only smoldering ruins in their wake.
Battlefield: This battle takes place on a 6x4 table that should have a good number of
area terrain features.
Special Rules: All pieces of area terrain are either on fire or a smoking ruin. Before
either side deploys their models, roll a d6 for each piece of area terrain:

• 1-3 Burning - The area is Dangerous Terrain


• 4-6 Smoking - Any unit in the area adds +1 to their cover save.
• All area terrain blocks LOS completely in this scenario.

Objectives: Set-up d3+2 objective markers before either player chooses their
deployment zone. Objectives may not be placed within 12" of the table edge or each
other.
Deployment: Divide the table into four quarters, players roll-off to determine which
player picks the quarter they will deploy in. The opposing player deploys in the
opposite corner. If there is one Xenos player, he deploys first. No model may be
deployed within 9" of the center of the board.
Reserves: As normal.
First Turn: If there is one Xenos player, he takes the first turn on a roll of 2+ on 1d6.
His opponent may not attempt to Seize the Initiative. Otherwise, players roll-off for
first turn and may Seize the Initiative as normal.
Victory Conditions: The player who controls the most objectives at the end of the
game wins the battle.
Bonus Points: +1 for controlling all objectives, +1 for destroying all the enemy HQ
units.

Week 5 - Settling In
Forces have made established their operations, gained intel on their enemies, and
made the first strikes. Now comes the long game of inches, trying to maintain a hold
on as much ground as possible while striking the enemy when opportunity permits.
Battlefield: This battle takes place on a 6x4 table. Terrain should be set according to
the map location (if noted), or at the players’ discretion.
Special Rules: None.
Deployment: This mission uses the Pitched Battle deployment from the 40k Rulebook.
Reserves: As normal
First Turn: Players roll-off to determine the first turn and may attempt to Seize the
Initiative.
Victory Conditions: This mission uses the Capture and Control scenario objectives as
detailed in the 40k Rulebook.
Bonus Points: +1 for controlling your objective, +1 for each enemy unit type (HQ,
Troops, Fast Attack, Elites, Heavy Support) completely destroyed.

Week 6 - Surprise Attack


Those without a firm foothold have begun to ramp up their operations, looking to
take territory from whomever is weak enough to let them have it.
Battlefield: This battle takes place on a 6'x4' table. Terrain should be set according to
the map location (if noted), or at the players’ discretion.
Special Rules: The player with the least map markers is the Attacker in this scenario.
Otherwise, players roll-off and the player with the highest roll may choose to be the
Attacker or Defender. The Attacker has orchestrated a carefully planned sneak attack.
Any unit in the Attacker’s army that has the Deep Strike rule may enter play on the
first turn of the game using the Deep Strike rules. Conversely, the Defender is fighting
for an important location that they have occupied for some time. All units in the
Defender’s army have the Move Through Cover and Stubborn special rules.
Deployment: The Defender deploys first, anywhere on the board more than 12" from a
table edge and more than 6" from another unit. The Attacker enters play from any
table edge on their first turn. The Attacker may move units onto the board from
multiple table edges. In this scenario, all units fall back toward the nearest table
edge.
Reserves: No Defender units may be placed in reserve. The Attacker may place units
in reserve as normal. Units arriving from reserve may enter from any table edge.
First Turn: The Attacker takes the first turn.
Victory Conditions: The winner of this scenario is determined by Kill Points. HQ units
are worth 3 KPs, Troops units are worth 1 KP, and Elites/Fast Attack/Heavy Support
are all worth 2 KPs
Bonus Points (Attacker): +1 if all your units are within 12" of each other, +1 if all
enemy HQ are destroyed
Bonus Points (Defender): +1 if no enemy units are within 12" of the center of the
table, +1 if all enemy Troops units are destroyed.

Week 7 - Pitched Battle


The armies are ready for battle, and any pretense of surprise or reconnaissance is
gone as all-out war rages across the Segmentum.
Battlefield: This battle takes place on a 6x4 table. Terrain should be set according to
the map location (if noted), or at the players’ discretion.
Special Rules: None.
Deployment: This scenario uses the Spearhead deployment, found in the 40k
rulebook.
Reserves: As normal.
First Turn: Players roll-off to determine who takes the first turn and may attempt to
Seize the Initiative.
Victory Conditions: This scenario uses the Annihilation victory conditions as detailed
in the 40k rulebook.
Bonus Points: +1 if none of your units are further than 12" from another friendly unit,
+1 if you have units in your opponent’s deployment zone.

Week 8 - Fighting Withdrawal


In the wake of the recent fighting, the forces have zeroed in on the most hotly
contested areas and begun to concentrate there. Commanders scramble to get their
forces from wherever they are, to wherever they need to be, without sacrificing too
much of their logistical base in the process.
Battlefield: This battle takes place on a 6x4 table. Terrain should be set according to
the map location (if noted), or at the players’ discretion.
Special Rules: The player with more map sections is the Attacker; his opponent is the
Defender. Otherwise players roll-off, and the player who wins the roll-off may choose
to be the Attacker or Defender. All units in the Defender’s army have the Hit & Run
special rule in this scenario.
Deployment: Divide the table into two halves, drawing a line from one corner to the
opposite corner, and roll-off to determine who picks a table half to be their
deployment zone. His opponent takes the other half. The defender sets up his entire
army in his half of the table. The Attacker does not deploy on the table in this
scenario.
Objectives: Place one objective at the center of the table, one at the corner of the
Defender’s table half, and one at the half-way point between the first two.
Reserves: The Defender may not place units in reserve. The Attacker may place any
number of units in reserve.
First Turn: The Attacker takes the first turn. Any units not placed in reserve will enter
the battlefield from either of the table edges in the Attacker’s deployment zone
during the first turn.
Victory Conditions: The player who controls the most objectives at the end of the
game is victorious.
Bonus Points (Attacker): +1 if you control all three objectives, +1 if all your units are
in the Defender’s half of the table.
Bonus Points: (Defender): +1 If the Attacker controls no objectives, +1 if the Attacker
has no units on your table half.

See you on the battlefield!

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