Theater of War
Presented by The Enclave. Open. Narrative. Community.
Alien Frontier: The Mission Pack
The Alien Frontier missions represent forces clashing on Xenos-infested worlds at the edge of explored
space. The Alien Frontier Rules apply to all games played in this part of the League.
Theater of War Missions & The Basic Rules
These missions are to be played in order, over successive games of Warhammer 40,000. These Missions
use the Narrative Play rules, use Power Level rather than points, and require Battle-Forged armies.
The following Basic Rules are in effect for this Mission Pack:
1. Provide a copy of your army list for your game partner to review. Building lists once you know
what your game partner is fielding is considered unsportsmanlike. Please refrain from building
lists in this manner.
2. Please play as close to WYSIWYG as possible (What You See Is What You Get, meaning that
figures should be modeled with whatever weapons/gear they are meant to have, and there are
no models ‘standing in’ for other pieces). Minor changes are fine, such as not modeling a specific
Relic or Artefact onto your Warlord, etc. But major changes such as “These lascannons are really
plasma cannons, m’kay?”, or using a Venerable Dreadnought to stand-in as a Contemptor
Dreadnought, are not acceptable.
3. Play in the spirit of the event! Have fun with your games, tell a cool story, and most importantly
do your best to be a great hobby ambassador.
4. Players are free to determine which Mission they’d like to play. They may roll off, or discuss and
settle on a Mission that sounds the most fun. Missions can be played multiple times, but the
same two players may not play the same Mission multiple times in succession.
Victory and Defeat
Each Mission has its own parameters for victory and defeat. Some Missions will award Event or League
Points to just the winner, and some will award points to both players.
Underdog Bonus
Each Mission has an Underdog Bonus. A player facing an opponent who has more League Points will gain
the benefit of the Underdog Bonus. So if one player has 5 League Points and their opponent has 20
League Points, the player with 5 League Points will receive the Mission’s Underdog Bonus for that game.
Alien Frontier Narrative Event Rules
The Alien Frontier missions represent forces clashing on Xenos-infested worlds at the edge of explored
space. The Alien Frontier Rules apply to all games played in this part of the League.
Alien Frontier Rules
The following rules and modifications apply to all battles fought in the Alien Frontier.
1. There’s Something In Those Trees….
All units from non-Tyranids keyword models, that are in cover, must subtract 1 from their
Leadership. The troops are jumpy, as each tree and pile of rubble might contain some nasty
beast just waiting to pounce. Their attention is divided between following orders and watching
their own backs.
Units with the Tyranids, Deathwatch, or Catachan keywords do not suffer this penalty. They
know that by moving deliberately and keeping a sharp eye out, they can avoid or anticipate
dangerous ambushes. Therefore these units suffer a -1 inch penalty to all movement; regular
movement, advancing, charging, etc. The only exceptions are Pile In and Consolidate moves.
2. A Strange Land…
The weather and the environment on the Alien Frontier are unpredictable and dangerous. Each
game, after selecting the Mission but before choosing deployment or any other game actions,
roll a d3 on the following chart, and apply that result to the game.
d3 Result Game Effect
1 Torrential Downpour
2 Spore Clouds
3 Strange Lights In the Sky
Torrential Downpour: Subtract 1 from all hit rolls for Shooting Attacks and subtract 1 from all
Advance and Charge rolls. Roll a dice at the start of each Battle Round after the first. On a roll of
4+ the rain stops if it was raining in the previous battle round, or starts again if it was not raining
in the previous battle round.
Spore Clouds: Alien spores and seeds fill the air, puffing up from any plant that’s even lightly
touched. They’re mostly harmless, but they fill the air and can spoil a shooter’s aim. All models
that are in cover can re-roll save rolls of 1, unless those rolls are made for an Invulnerable Save.
Strange Lights In the Sky: There are lights and sounds glimpsed in the distance, and the sky
sometimes glows with bizarre colors. These lights can temporarily distract fighters, and make
target acquisition difficult. Units wishing to shoot targets more than 24 inches away must roll a
d6 before doing so. On the roll of a 1, the shooting unit suffers a -1 to hit penalty.
Danger Close!
Armies stumble upon one another in the overgrown Alien Frontier. Battle is joined before recon and
scouting information can be fully interpreted and put to use.
Setup: Place one Objective Marker dead center on the battlefield. Starting with the player who won the
roll-off, players alternate placing 2 Objective Markers each on the battlefield (for a total of 5 Objective
Markers). The center of each Marker must be more than 12 inches from the center of any other
Markers, and more than 6 inches from the battlefield edge.
Deployment: Players alternate deploying units, starting with the person who won the roll-off. All units
must be deployed more than 9 inches from any enemy unit.
Objective & Mission Rules:
• If a player wipes out the opposing player’s army, he/she wins a Major Victory. Any other victory
is considered a Minor Victory.
Victory Conditions:
• The player with the most Victory Points at the end of the game is the winner. If both players
have the same number, the game is a tie.
• Kill ‘Em All: At the end of the game, count up the Power Level of enemy units that have been
destroyed. Each player scored Victory Points equal to the Power Level that they destroyed.
• Take & Hold: At the end of the game, each Objective Marker is worth 3 Victory Points to the
player who controls it. A player controls an Objective Marker if they have more models within 4
inches of the center of the objective than their opponent.
Underdog Bonus:
• The Underdog receives 1 extra Command Point.
League Points:
• Major Victory: 3
• Minor Victory: 2
• Tie: Each player earns 1 point
• Loss: 1
They’re All Around Us!
Battle is joined, and some commanders prefer to castle up, and others spread out to take the fight to
the enemy.
Setup: Players roll off. Starting with the player who won the roll-off, players alternate placing 6
Objective Markers on the battlefield. The center of each Marker must be more than 12 inches from the
center of any other Markers, and more than 6 inches from the battlefield edge.
Deployment: Roll off to determine Attacked and Defender. The Attacker is Player A. The Defender is
Player B.
Objective & Mission Rules:
• Tactical Objectives: If, at the start of a player’s turn they have fewer than 3 active Tactical
Objectives, they must generate Tactical Objectives until they have 3.
Victory Conditions:
• The player with the most Victory Points at the end of the game is the winner. If both players
have the same number, the game is a tie.
• Glory Hogs: Each player adds up the Power Level of all enemy units that they destroyed during
the battle, doubling the Power Level of any units that have the Character, Monster, or Vehicle
keyword. For each 3 PL that your total exceeds your opponent’s total, you score 1 Victory Point.
Underdog Bonus:
• The Underdog receives 2 re-rolls for use during this game. These can be used to re-roll a single
die of any kind, that occurs during the game. Pre-game effects can not e re-rolled.
League Points:
• Victory: 2
• Tie: each player earns 1 Point
• Loss: 1
Desperation
It’s dangerous and difficult to carry the wounded or to stop & repair damaged machines. Sometimes,
hard choices have to be made to ensure victory.
Setup: Players roll off. Starting with the player who won the roll-off, players alternate placing 6
Objective Markers on the battlefield. The center of each Marker must be more than 12 inches from the
center of any other Markers, and more than 6 inches from the battlefield edge.
Deployment:
Objective & Mission Rules:
• Grim Darkness: Each player may make the decision to push their troops to the limit, sacrificing
men and machines to achieve strategic victory. Any player may select 1 of their units before the
game, with a Power Level of 6 or more. That unit is removed from the game before Deployment.
If he/she does so, they gain 2 additional Command Points.
Victory Conditions:
• The player with the most Victory Points at the end of the game is the winner. If both players
have the same number, the game is a tie.
• Take & Hold: At the end of the game, each Objective Marker is worth 3 Victory Points to the
player who controls it. A player controls an an Objective Marker if they have more models
within 4 inches of the center of the objective than their opponent.
• Frenzy of Violence: A player gains 5 Victory Points if they destroy 3 enemy units in a single Turn.
• LineBreaker: A player gains 1 Victory Point at the end of each Battle Round if they have a unit
completely within their opponent’s Deployment Zone.
Underdog Bonus:
• The Underdog receives 2 additional Command Points
League Points:
• Victory: 2
• Tie: Each player earns 1 Point
• Loss: 1