missiondividercards

List of missions for Warhammer 40,000 second edition.

Second edition introduced a formal structure to playing games. Missions awarded bonus victory points to those scored by destroying units.

Mission Publication Notes
Engage & Destroy Box Allowed by Codex Tyranids (either side)
Dawn Raid Box Allowed by Codex Tyranids (Tyranids)
Take & Hold Box Allowed by Codex Tyranids (opponent)
The Assassins Box Prohibited to Orks by Codex Orks; allowed by Codex Tyranids (opponent)
Guerrilla War Dark Millenium
Witch Hunt Dark Millenium Prohibited to Orks by Codex Orks; allowed by Codex Tyranids (opponent)
Terrorise Codex Tyranids Tyranids only
Trap Codex Tyranids Tyranids only
Tyranid Attack Codex Tyranids Tyranids only
Bunker Assault White Dwarf 169 Requires opponent to have bunkers; allowed by Codex Tyranids (Tyranids)
Hold the Line White Dwarf 169 Requires player to have bunkers; allowed by Codex Tyranids (opponent)
High Ground White Dwarf 193 Requires 3 high spots to hold

Players typically get their own mission deck (green or blue) to draw a mission from. The exceptions are Bunker Assault, Hold the Line and the Codex Tyranids missions.

Requirements & Restrictions

Bunkers were introduced in White Dwarf 169 along with templates, an assembly guide, a datafax and two new missions in which to employ them.

Bunkers cost 50 points each from the troops section with room to place 8 models internally and additional troops on the roof. Hold the Line can be included in your deck if you have bunkers. Bunker Assault can be included in your deck if your opponent has bunkers.

Codex Orks prevented Orks from playing missions that clashed with their theme. Codex Tyranids game the Tyranids a D6 table to roll their mission on and limited their opponent to missions that fit with a Tyranid invasion.

Scenarios

The designers moved away from mission cards towards special scenarios in later publications. That is a topic for another time.