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COVERING FIRE STRAFING RUN

Play this card in your shooting


phase. An aircraft sweeps from the
Play this card on any one squad
skies to make a strafing run across
during Deployment. This squad has
the battlefield. Make a BS3 attack
taken up a covering position and
with two twin-linked Autocannons
can add 1 to its shooting To Hit rolls
against any single enemy Squad,
on the first turn.
Vehicle (or Squadron) or Artillery
Unit.

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SURPRISE ASSAULT AMBUSH

Play this card at the start of the


battle, after Deployment. Your swift Play this card on one of your squads
attack has caught your enemy off during Deployment. This squad may
guard. For the first turn, your be deployed up to 24” onto the
opponent's units can not run (or table and if possible can make a
move faster than Combat Speed, for ranged attack against one enemy
vehicles) or charge into close unit immediately after Deployment.
combat.

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BOOBY TRAPS LAST GASP


Play this card when a model is
Play this card at any time to
reduced to 0 wounds. Just before
activate. Place a counter anywhere
the fighter dies, they may fire one
on the table. Any models within 3”
final burst of fire from a pistol,
of the counter will trigger a booby
rapid fire or assault weapon (if they
trap on a roll of 5 or 6 on a D6.
have one). Resolve this shot as
Centre a small blast marker on any
normal. If the model is Locked in
model who triggers a trap, and
close combat, the shot must be
inflict a S4 AP- shot against any
directed against a unit in the
models touched by the marker.
combat.
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SAVED! BARRAGE

Play this card in your shooting


Play this card when a model should phase. A ship in orbit launches a
be removed from the table for any deadly barrage. Place the Large
reason. Somehow, miraculously, the Blast marker anywhere on the table,
model is saved from its fate (they and roll for scatter as normal for a
duck at the last second, are hurled Barrage attack. Any model under
clear of the explosion, etc) ... the marker is hit on a D6 roll of 4+.
Hits are resolved at S5, with AP3.

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Warhammer 40000 Strategy Cards V1.0. Designed by Iain Wilson – www.underthecouch.net Warhammer 40000 ©2000-2008 Games Workshop Ltd. Used without permission
DELAYED DIVINE INSPIRATION

Play this card on one of your


Play this card at the start of the
opponent's units when they are
game. Your units add 1 to their
being deployed. This unit has been
Leadership characteristic for the
unaccountably delayed, and is
entire game.
placed in Reserve.

Warhammer 40000 Mission Card V1.0 Warhammer 40000 Mission Card V1.0

CRACK SHOT CRAVEN COWARDICE

Play this card when a model makes


Play this card when an enemy unit
a successful shooting attack against
fails a morale test. The unit is
a vehicle, before rolling Armour
completely broken, and scatters
Penetration. The model has found a
across the battlefield. Remove it
weak spot. The vehicle's armour
from play.
value is halved for that shot only.

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REINFORCEMENTS LOOK OUT SIR – AAARGH!

Play this card when one of your


Play this card when one of your
characters is killed for any reason,
squads or vehicles is destroyed or
so long as there is another friendly
otherwise removed from play. You
non-vehicle model within 3”. The
have received an identical
nearby trooper leaps into the path
replacement unit. Place the unit in
of the attack. Remove that model as
Reserve.
a casualty instead of the character.

Warhammer 40000 Mission Card V1.0 Warhammer 40000 Mission Card V1.0

INSANE COURAGE MASTER TACTICIAN

Play this card at the start of the Play this card at the start of a turn.
turn on any one unit that is Falling You may add 1 to all Reserves rolls
Back. The unit automatically rallies. for this turn.

Warhammer 40000 Mission Card V1.0 Warhammer 40000 Mission Card V1.0

Warhammer 40000 Strategy Cards V1.0. Designed by Iain Wilson – www.underthecouch.net Warhammer 40000 ©2000-2008 Games Workshop Ltd. Used without permission
BROKEN COMMUNICATION MISFIRE

Play this card in your opponent's


shooting phase when a model
attacks with a Heavy weapon. The
Play this card at the start of the weapon misfires, and misses the
turn. Your opponent subtracts 1 target. Apply the weapon's attack
from all Reserves rolls for this turn. as an automatic hit on the firing
model's unit. If the weapon uses a
Blast marker, centre it on the firing
model.
Warhammer 40000 Mission Card V1.0 Warhammer 40000 Mission Card V1.0

FEAR THE WARP AIR DROP

Play this card when a model uses a


Psychic power. The power is Play this card on a unit that is
negated, and the Psyker must pass deploying from Reserves. The unit is
a Leadership test to ward off dropped in by air support, and so
Daemonic possession. If the test is gains the Deep Strike special rule.
failed, the Psyker is killed.

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FIELD MECHANIC ASSASSINS

Play this card at the start of a turn. Play this card when an Independent
Choose one of your vehicles that Character leaves a unit they have
has suffered a Wrecked Damage previously joined. The character
result. The vehicle returns to play suffers an immediate attack by
undamaged. Subtract 1 from the enemy snipers, and must make a
vehicle's Armour values for the successful Armour save or be killed
remainder of the game. outright.

Warhammer 40000 Mission Card V1.0 Warhammer 40000 Mission Card V1.0

TRAITOR BATTLEFIELD CONFUSION

Play this card at any time. Choose a


model in an enemy unit that
includes a Joined independent Play this card when your opponent
Character. That model makes an is about to shoot with a unit. That
immediate close combat attack unit must fire with all available
against the character, with no weapons at the nearest unit, friend
Armour Save allowed against a or foe.
successful hit, and is then removed
from the battle.
Warhammer 40000 Mission Card V1.0 Warhammer 40000 Mission Card V1.0

Warhammer 40000 Strategy Cards V1.0. Designed by Iain Wilson – www.underthecouch.net Warhammer 40000 ©2000-2008 Games Workshop Ltd. Used without permission

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