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Strategic Phase

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Actions

Battlefleet Actions

Unless otherwise stated, you are the Attacker for generated missions. Unless otherwise stated, you pick which mission to generate. You may instead pick “Random” or “Defender’s Choice”

Assassination

Select a hex with a Garrison. Generate an Assassinate (Combat Patrol) mission, and choose one character to serve as the defender’s Warlord for that mission, even if they could not otherwise be the warlord.
If the target model has a stolen relic (see Storm the Vaults, below), then you may change the Victor Bonus to:
Recover the stolen relic. You regain access to that relic, and the thief’s victim regains their lost Crusade Point.

Dropship Assault

Select a hex with a Garrison. Generate any of the following missions: Sweep and Clear, Sabotage, Raze and Ruin, Grand Assault. The player with the larger force chooses the mission; for example, if the Garrison contains 50 Power and your Battlefleet has only 25 Power, the Defender chooses which mission to play. If they choose Sabotage, the maximum PL of the mission is 50, even if you don’t have that much Power in your Battlefleet.
If you win, you may add the following text to the Victor Bonus:
Defender loses control of this hex. If they Staked a Claim on that hex in the previous Strategic Phase, the Attacker gains control of this hex instead.

Intercept

Select a hex with a Garrison that has started a Mission. Join that mission as the Attacker. If multiple players attempt to intercept the same mission, they may join forces (use a multiplayer mission if you have one). Otherwise, all players involved roll 2d6; whoever rolls the highest may take the mission, and all others must instead assign an Auxiliary action to that Division.
If you are using rules for missions with 3 or more players, this action may be used to join a mission which already has an Attacker and Defender (for example, interfering in a Dropship Assault on a 3rd party’s hex).

Outflank

Select a hex with a Garrison. Generate one of the following missions: Ambush, Lying in Wait, Flanking Manoeuvre, Fueled by Faith, Last Stand.
The winner may replace the Victor bonus with:
All enemy units destroyed this battle are automatically taken Out of Action - do not roll.

Probing Attack

Select a hex with a Garrison. Generate any of the following missions: Sweep and Clear, Behind Enemy Lines, Narrow the Search, Raze and Ruin, Passage of Dread, Valley of Dread.

Sabotage

Select a hex with a Garrison. Generate any of the following missions: Sabotage, Power Spike, Assault on the Installation, Assault on the Complex.
Add the following text to the Victor Bonus:
If the Attacker won, the Defender loses 2 Support, otherwise the Defender gains 2 Support.

Stake a Claim

Select a hex without a Garrison. For the rest of the Strategic Phase, this Division is considered a Garrison on that hex, rather than a Battlefleet. If another player controlled that hex, they lose control of it immediately. At the start of the next Strategic phase, if you still control this hex, you gain its Control Bonus.
If multiple players attempt to stake a claim on the same hex at the same time, the player with the smaller division instead launches a Dropship Assault against the other player.

Storm the Vaults

Select a hex with a Garrison. Generate a “The Relic” or “Retrieval” mission.
If a Character carrying a Relic is defeated and taken Out of Action in the battle, the winner of the battle may change the Victor Bonus to: Choose a character taken out of action in this battle which has a Relic or Crusade. It does not suffer a Devastating Blow or Battle Scar; instead it loses 1 crusade point and access to a relic of the victor’s choosing. The victor gains that relic, and may use it on any model (weapons can only be used with similar replacement weapons; i.e. any sword can be replaced by the Twilight Fang).

Scouting Party

Select a hex with a Garrison. Generate any of the following missions: Recon Patrol, Cut off the Head, Crucial Intelligence.
The winner may replace the Victor Bonus with:
Gain 3 Support

Garrison Actions

Unless otherwise noted, any mission generated has you act as Defender. Unless another player uses the Intercept action to attack you, you win the mission by default. Units do not gain Experience, but you gain 1 RP and the Victor bonus.

Arcane Research

Generate one of the following missions: The Ritual, The Shroud, The Stilled, Passage of Dread, The Shield, The Wanderers, Valley of Dread.

Call in Supply Drop

Generate one of the following missions on this hex: Supply Drop, Supply Cache, Supplies from Above, Firestorm.

Evasive Actions

Generate one of the following missions: Behind Enemy Lines, Regroup, Eldritch Encounter, Fighting Retreat.
The winner may replace the Victor Bonus with:
You may use the Rearm and Resupply and/or Repair and Recuperate requisitions once each for free.

Routine Sweep

Generate one of the following missions: Sweep and Clear, Recon Patrol, Survey and Secure, Dominate the Field, Abandoned City, Dominate the Sector, Abandoned District.
The winner may replace the Victor Bonus with:
Gain 3 Support.

Shadow Operations

Generate one of the following missions: Anomalous Readings, Data Acquisition, Crucial Intelligence, Assault on the Installation, Assault on the Complex.
The winner may replace the Victor Bonus with:
Gain 1 Support for each hex you controlled at the start of the current Tactical phase.

Search for Archeotech

Generate one of the following missions: The Relic, Narrow the Search, Retrieval.

Auxiliary Actions

These actions do not directly begin missions, but may be Intercepted by an enemy Battlefleet, or otherwise attacked. Any Division may take an Auxiliary Action, but Garrisons may only take actions on the hex they have been garrisoned.
If these actions are Intercepted by an enemy Battlefleet with greater Power than the Division undertaking this action, it fails.

Reinforcements

Choose a mission which has been generated, in which you are participating. When you muster an army for that mission, you may muster units from Reinforcement Divisions, but such units must be deployed as Strategic Reserves or Reinforcements, and cannot arrive on the first round, even if another ability would allow them to do so. Any number of divisions may take this action against the same mission.
If you are using rules for missions with 3 or more players, this action may be used to join a mission which already has an Attacker and Defender, but the above restrictions still apply.

Harass Fleet

Choose a Battlefleet controlled by another player. If the Division taking this action has at least as much Power as the target Battlefleet, then in any missions it participates in during the next Tactical Phase, it must place at least half its mustered Power into Strategic Reserves or Reinforcements. Doing so costs that player no additional Command Points.

Exfiltration

Choose a mission on a hex which already has an Attacker and a Defender. If the Division taking this action has at least as much Power as the Defender, they may add the following rules to that mission:
When one of the Defender’s units would end any movement in contact or across the Attacker’s board edge, they may instead leave the battle. They no longer may participate in the mission in any way, and do not count as being destroyed for any rules purpose.
When all of the Defender’s units have either left the board or been destroyed, the game ends. If more than half of their units have left the board, they win the mission.
The Victor Bonus of the mission is replaced with “The Defender gains 3 Support.” Note that if the Attacker launched a Dropship Assault, its effect is still added to the new Victor Bonus, as normal.

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