Random Mission Generator
This generator is designed to be as simple as possible while adding a little "spice" to
playing War-hammer 40k. It uses the best ideas out of the Battle Missions book, while
eliminating some the army specific, unfair or just plain useless ones.
If you have any questions about how a rule works, always defer to the Battle missions book.
Roll once for each chart:(unless otherwise specified)
Mission: Roll D6 (* = Objective Mission)
1. Seize Ground*- d3+2 Objectives 12 from board edge; other objectives.
2. Capture + Control* - one objective in each deployment Zone.
3. Annihilation - 1kp per unit destroyed/broken/immobilized at end of game.
4. Recon - 1"KP" per scoring unit in enemy deployment zone at the end of game.
5. Assassination - Kill highest point HQ unit in opposing force. If both/neither is
destroyed by end of game, then decide winner by Victory Points p.108 in small Main Rulebook
6. Zone Defense* - divide the table down the middle from the short edges and by thirds;
place one objective in the center of each "Zone". Use p. 83 B.M. as visual reference
In objective missions roll D3 for:
Victory Conditions:
1-2 Hold - at end of game, as main rulebook
3-4 Loot/Salvage - as p.11 Battle Missions end you opponents turn on objective and its yours.
5-6 Secure - as p55 B.M. end you opponents turn on objective and its yours until he does the same.
Always roll for
Deployment: Roll D6
1. Pitched battle - 12" deployment along long board edges.
2. Spearhead - table quarters 24" no man's land
3. Dawn of War - table halves only 1 HQ 2 Troops deploy. Night-fight 1st Turn.
4. Third and Long - divide table by thirds; deploy on opposite short board edges.
5. Raid - 18" inch deployment along opposite long board edges
6. Triangular - Roll off winner chooses to either deploy in one triangle made by
drawing a line from one corner to the opposite, or going first; moving onto the
board from the opposite triangle. see p 79 B.M. for visual.
Special Rules: Roll D6
1. Obstacles - p42B.M. if none are available add night-fight first turn. If Dawn of War
deployment is used, do 2 turns of night-fight.
2. Unlimited reserves - p45 B.M. If a troop choice is destroyed bring an identical unit
in from reserve during your next turn.
3. Slash + Burn - p. 14 B.M. roll d6 for each piece of area terrain. on a 1-3 it is Burning (Dangerous Terrain)or Smoking(+1 Cover save)
4. Dug in - p. 46 B.M. (4+ Cover save for each unit as long as it does not move)
5. War without End - p. 12 B.M. as Unlimited reserves, but all non-vehicle units.
6. All or Nothing - p. 82 B.M. All non-vehicle units are scoring