Choosing a Scenario & Mission

Source: Core Rulebook 3E, p. 129

We have created four scenario types for Warhammer 40,000: Standard Missions, Battles, Raids and Breakthroughs. Each of these scenario types breaks down into a number of different missions: five in the case of the Standard Missions and three for all of the others. For example, the Battles scenario includes a Take and Hold mission, a Meat Grinder mission and a Bunker Assault mission. To start with we'd advise sticking to the Standard Missions. This is because the Battle, Raid and Breakthrough scenarios are quite challenging even for experienced gamers, and introduce extra rules to cover things like fortifications and preliminary bombardments.

The scenario to be played is chosen beforehand by mutual agreement, as is who will be the attacker and who will be the defender where this is appropriate for the scenario (this only applies to Battles, Raids and Breakthroughs). If you cannot agree on what scenario to play, or who will be the attacker and defender, then roll a dice for it, toss a coin, arm wrestle or whatever. Alternatively, you can use our cunning strategy rating system...

This chapter also gathers the Scenario Special Rules – the extra rules, such as Reserves, Night Fighting and Victory Points, that particular missions call upon.

  • Strategy Ratings

    An optional dice-off system, using each army's strategy rating, for choosing which scenario category to play and who attacks.

  • Choosing a Mission

    The mission within a chosen scenario is normally determined by rolling a D6 after terrain is set up but before deployment.

  • Choosing Forces

    Forces are picked from an army list up to an agreed points value, restricted by the mission's force organisation chart.

  • Using Force Organisation Charts

    Explains how a force organisation chart's dark (required) and light (optional) boxes limit unit choices from the five army list categories.

  • Standard Missions Force Organisation Chart

    The force organisation chart used by the Standard Missions: 1-2 HQ, 2-6 Troops, and up to 3 each of Elites, Fast Attack and Heavy Support.

  • Very Large Games

    For games above 2,000 points a side, field two or more detachments with their own force organisation charts rather than one huge force.

  • Scenario Special Rules

    Hub listing the extra rules used by particular missions, covering things like reserves, sentries, minefields and Deep Strike units.

  • Deep Strike

    Reserve troops that arrive by teleport, drop, or tunnelling may deploy anywhere on the table using the Ordnance blast marker and Scatter dice.

  • Fortifications

    Defender-only cover pieces such as sandbags, trenches and barricades that grant a 4+ cover saving throw.

  • Bunkers

    A special fortification treated as an immobile Armour Value 13 vehicle, with its own glancing and penetrating hit tables.

  • Hidden Set-up

    Numbered markers stand in for deployed units so the defender can conceal his true positions, minefields and booby traps until revealed.

  • Hidden Vehicles

    Under Hidden Set-up, vehicles must be concealed behind or in a terrain feature that could plausibly hide them.

  • Revealing Hidden Troops

    Once the attacker finishes deploying, the defender reveals hidden set-up markers and places the real models in their place.

  • Minefields and Booby Traps

    Reserve-unit hidden set-up counters have a chance of being a one-shot booby trap or an area minefield instead of a dummy.

  • Infiltrators

    Infiltrators sneak ahead of the main force, typically deploying last or with an extra move, per the specifics of each mission.

  • Night Fighting

    Before firing, a unit rolls 2D6x3 inches of visibility each turn; enemies beyond that range cannot be seen or shot at.

  • Obstacles

    Defender-placed razorwire and tank traps hinder enemy movement; razorwire slows infantry while tank traps stop most vehicles.

  • Preliminary Bombardment

    An attacker's pre-battle barrage that hits enemy infantry, bikes, cavalry and obstacles on a D6 roll of 6, pinning survivors.

  • Random Game Length

    A game of random length always lasts at least 4 turns, then a rising dice roll after each turn decides whether another turn follows.

  • Reserves

    Units held back from deployment roll to arrive from turn 2 onward, entering from the player's own table edge unless stated otherwise.

  • Sentries

    A defender's small, army-specific lookout force that moves independently and alone until the alarm is sounded.

  • Sounding the Alarm

    Until spotting distance, vehicles, weapons fire, close combat, or a sentry's body raises the alarm, only sentries may act.

  • Sustained Attack

    Lets the attacking player recycle destroyed Troops units, bringing them back on to represent an overwhelming wave of reinforcements.

  • Victory Points

    Tallies enemy units destroyed, damaged or reduced below half strength, plus mission objectives, to decide who wins the game.