w40k Apocalypse Strategy Cards

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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 COVERING FIRE STRAFING RUN  Warhammer 40000 Mission Card V1.0 Warhammer 40000 Mission Card V1.0 SURPRISE ASSAULT AMBUSH  Warhammer 40000 Mission Card V1.0 Warhammer 40000 Mission Card V1.0 BOOBY TRAPS LAST GASP  Warhammer 40000 Mission Card V1.0 Warhammer 40000 Mission Card V1.0 SAVED! BARRAGE  Warhammer 40000 Mission Card V1.0 Warhammer 40000 Mission Card V1.0 Play this card on any one squad during Deployment. This squad has taken up a covering position and can add 1 to its shooting To Hit rolls on the first turn. Play this card in your shooting phase. An aircraft sweeps from the skies to make a strafing run across the battlefield. Make a BS3 attack with two twin-linked Autocannons against any single enemy Squad, Vehicle (or Squadron) or Artillery Unit. Play this card at the start of the battle, after Deployment. Your swift attack has caught your enemy off guard. For the first turn, your opponent's units can not run (or move faster than Combat Speed, for vehicles) or charge into close combat. Play this card on one of your squads during Deployment. This squad may be deployed up to 24” onto the table and if possible can make a ranged attack against one enemy unit immediately after Deployment. Play this card at any time to activate. Place a counter anywhere on the table. Any models within 3” of the counter will trigger a booby trap on a roll of 5 or 6 on a D6. Centre a small blast marker on any model who triggers a trap, and inflict a S4 AP- shot against any models touched by the marker. Play this card when a model is reduced to 0 wounds. Just before the fighter dies, they may fire one final burst of fire from a pistol, rapid fire or assault weapon (if they have one). Resolve this shot as normal. If the model is Locked in close combat, the shot must be directed against a unit in the combat. Play this card when a model should be removed from the table for any reason. Somehow, miraculously, the model is saved from its fate (they duck at the last second, are hurled clear of the explosion, etc) ... Play this card in your shooting phase. A ship in orbit launches a deadly barrage. Place the Large Blast marker anywhere on the table, and roll for scatter as normal for a Barrage attack. Any model under the marker is hit on a D6 roll of 4+. Hits are resolved at S5, with AP3.

Transcript of w40k Apocalypse Strategy Cards

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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

COVERING FIRE STRAFING RUN

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

SURPRISE ASSAULT AMBUSH

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

BOOBY TRAPS LAST GASP

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

SAVED! BARRAGE

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

Play this card on any one squadduring Deployment. This squad has

taken up a covering position and

can add 1 to its shooting To Hit rollson the first turn.

Play this card in your shootingphase. An aircraft sweeps from theskies to make a strafing run acrossthe battlefield. Make a BS3 attackwith two twin-linked Autocannons

against any single enemy Squad,Vehicle (or Squadron) or Artillery

Unit.

Play this card at the start of thebattle, after Deployment. Your swift

attack has caught your enemy off 

guard. For the first turn, youropponent's units can not run (or

move faster than Combat Speed, forvehicles) or charge into close

combat.

Play this card on one of your squadsduring Deployment. This squad may

be deployed up to 24” onto thetable and if possible can make a

ranged attack against one enemyunit immediately after Deployment.

Play this card at any time to

activate. Place a counter anywhereon the table. Any models within 3”of the counter will trigger a booby

trap on a roll of 5 or 6 on a D6.Centre a small blast marker on any

model who triggers a trap, andinflict a S4 AP- shot against anymodels touched by the marker.

Play this card when a model isreduced to 0 wounds. Just before

the fighter dies, they may fire onefinal burst of fire from a pistol,

rapid fire or assault weapon (if theyhave one). Resolve this shot as

normal. If the model is Locked inclose combat, the shot must bedirected against a unit in the

combat.

Play this card when a model shouldbe removed from the table for any

reason. Somehow, miraculously, themodel is saved from its fate (theyduck at the last second, are hurled

clear of the explosion, etc) ...

Play this card in your shootingphase. A ship in orbit launches adeadly barrage. Place the Large

Blast marker anywhere on the table,and roll for scatter as normal for aBarrage attack. Any model under

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

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

CRACK SHOT CRAVEN COWARDICE

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

REINFORCEMENTS LOOK OUT SIR – AAARGH!

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

INSANE COURAGE MASTER TACTICIAN

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

Play this card on one of youropponent's units when they are

being deployed. This unit has been

unaccountably delayed, and isplaced in Reserve.

Play this card at the start of thegame. Your units add 1 to their

Leadership characteristic for theentire game.

Play this card when a model makesa successful shooting attack against

a vehicle, before rolling ArmourPenetration. The model has found a

weak spot. The vehicle's armourvalue is halved for that shot only.

Play this card when an enemy unit

fails a morale test. The unit iscompletely broken, and scattersacross the battlefield. Remove it

from play.

Play this card when one of yoursquads or vehicles is destroyed orotherwise removed from play. You

have received an identicalreplacement unit. Place the unit in

Reserve.

Play this card when one of yourcharacters is killed for any reason,so long as there is another friendlynon-vehicle model within 3”. The

nearby trooper leaps into the pathof the attack. Remove that model asa casualty instead of the character.

Play this card at the start of theturn on any one unit that is FallingBack. The unit automatically rallies.

Play this card at the start of a turn.You may add 1 to all Reserves rolls

for this turn.

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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

BROKEN COMMUNICATION MISFIRE

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

FEAR THE WARP AIR DROP

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

FIELD MECHANIC ASSASSINS

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

TRAITOR BATTLEFIELD CONFUSION

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

Play this card at the start of theturn. Your opponent subtracts 1

from all Reserves rolls for this turn.

Play this card in your opponent'sshooting phase when a model

attacks with a Heavy weapon. Theweapon misfires, and misses thetarget. Apply the weapon's attack

as an automatic hit on the firingmodel's unit. If the weapon uses aBlast marker, centre it on the firing

model.

Play this card when a model uses aPsychic power. The power is

negated, and the Psyker must passa Leadership test to ward off 

Daemonic possession. If the test isfailed, the Psyker is killed.

Play this card on a unit that isdeploying from Reserves. The unit is

dropped in by air support, and sogains the Deep Strike special rule.

Play this card at the start of a turn.Choose one of your vehicles thathas suffered a Wrecked Damage

result. The vehicle returns to playundamaged. Subtract 1 from thevehicle's Armour values for the

remainder of the game.

Play this card when an IndependentCharacter leaves a unit they havepreviously joined. The charactersuffers an immediate attack by

enemy snipers, and must make asuccessful Armour save or be killed

outright.

Play this card at any time. Choose amodel in an enemy unit that

includes a Joined independentCharacter. That model makes animmediate close combat attackagainst the character, with noArmour Save allowed against a

successful hit, and is then removedfrom the battle.

Play this card when your opponentis about to shoot with a unit. That

unit must fire with all availableweapons at the nearest unit, friend

or foe.