TITANIC CHARACTER
Book | Kind | Edition | Version | Last update |
Chapter Approved 2025-26: Mission Deck |
Chapter Approved 2025-26: Mission Deck | Expansion | 10 | 1.0 | June 2025 |
A Chapter Approved battle is waged by following the sequence below.
Set Mission Parameters
Choose what sort of mission you want to play. Your decision determines which decks of cards you use for the mission.
Incursion: Players have mirrored deployment zones and the same aim.
Strike Force: Players have mirrored deployment zones and the same aim.
Asymmetric War: The Attacker and Defender have different deployment zones and aims. Designed for 2000+ points per army.
Then gather and shuffle the following decks, determined by the sort of mission you chose.
Incursion: Incursion Deployment cards; Primary Mission cards; Secondary Mission cards (Attacker and Defender decks); Challenger cards.
Strike Force: Strike Force Deployment cards; Primary Mission cards; Secondary Mission cards (Attacker and Defender decks); Challenger cards.
Asymmetric War: Asymmetric War Deployment cards; Asymmetric War Primary Mission cards; Secondary Mission cards (Attacker and Defender decks); Challenger cards.
In any of these missions, you can also use the Twist deck to add thematic conditions to the battle.
CHAPTER APPROVED TOURNAMENT COMPANION
Asymmetric War cards and the Twist cards not included in Chapter Approved Tournament. This document also assumes you will be playing Strike Force sized games; as such, the layouts are designed to be used with the Strike Force Deployment cards.
Muster Armies
Muster armies as described in the Core Rules.
INCURSION MISSIONSIn an Incursion mission, we suggest the following changes to the Muster Armies rules for a better experience for both players.
- Your army can contain up to two units with each datasheet name - or up to four units with each datasheet name if it is a BATTLELINE or DEDICATED TRANSPORT unit.
- Your army can contain up to one TITANIC CHARACTER.
Determine Mission
Draw one Deployment card, one Primary Mission card and, if you’re using them, one Twist card. Together these describe where you can deploy your armies, how to score Victory points (VP), and any additional conditions.
CHAPTER APPROVED TOURNAMENT COMPANION
Instead of shuffling and drawing from the Deployment and Primary Mission decks, players should use the pre-generated missions from the Chapter Approved Tournament Mission Pool. Set aside the Secondary Mission and Challenger cards decks as normal (players will receive these later).
Read Mission
Read the Primary Mission. The Primary Mission card details how and when you score Victory points (VP), and may also apply additional conditions to the battle. You can also score VP by achieving Secondary Missions and Challenger cards (described later).
CHAPTER APPROVED TOURNAMENT COMPANION
Twist cards will not be used.
Place Objective Markers
Set up
objective markers on the battlefield, as shown on the Deployment card drawn.
CHAPTER APPROVED TOURNAMENT COMPANION
Players now set up objective markers on the battlefield. Each Deployment card’s deployment map will show players how many objective markers to set up and where each should be placed. In Chapter Approved Tournament Missions, models can end any type of move on top of an objective marker.
Designer’s Note: In the Warhammer 40,000 Core Rules, objective markers are physical artefacts that models cannot end a move on, representing vital data caches, xenos relics, Chaos portals or anything else that suits your narrative. While this adds to the cinematic nature of the battlefield and offers exciting hobby opportunities, it can sometimes result in model-positioning circumstances that not everyone will enjoy equally. As such, these guidelines recommend treating objective markers as flat, circular markers 40mm in diameter that offer no impediment to the movement or placement of models.
Create The Battlefield
Create the
battlefield and set up
terrain features (see the Core Rules). Missions are played on rectangular battlefields 44" by 60" in size. Terrain features should not be set up within any impassable sections (such as the walls of a ruin) within 1" of any
objective markers.
CHAPTER APPROVED TOURNAMENT COMPANION
Players now create the battlefield and set up terrain features. Missions are played on rectangular battlefields whose dimensions are approximately 44" by 60". When setting up terrain features, use the guidelines detailed in the Terrain Layouts section of this pack. Players must use the rules for terrain features detailed in the Core Rules. While other approaches to terrain layout may work within the collections of experienced organisers, we recommend these terrain guidelines when otherwise in doubt.
Determine Attacker and Defender
Look at the Deployment card drawn and agree which edges of your battlefield are the Attacker’s and Defender’s battlefield edges.
Roll off: the winner decides who will be the Attacker and who will be the Defender (or decide together if both players agree).
Select Secondary Missions
Secondary Mission cards detail additional ways to score VP, and must be used either as Fixed or Tactical Missions. Players now secretly note down whether they will use Fixed or Tactical Missions; if using Fixed Missions, they must also note down which two Fixed Missions they will use (see below). Players then reveal these decisions and proceed accordingly.
Designer’s Note: If you’re not sure, use Tactical Missions.FIXED MISSIONS
Fixed Missions are goals that remain throughout the battle, and can be achieved multiple times.Fixed Missions are those marked with the symbol shown on the left. After revealing the two Fixed Missions you will use, set aside the remainder of your Secondary Mission deck (it will not be needed during the battle). Your selected Fixed Mission cards cannot be discarded for any reason other than the Adapt or Die Mission Rule card.
TACTICAL MISSIONS
Tactical Missions are replenished at the start of your Command phase, and are discarded once achieved.After revealing that you will use Tactical Missions, shuffle your Secondary Mission deck.
If you are using Tactical Missions:- At the start of your first Command phase, draw two cards from your Secondary Mission deck; those two Secondary Mission cards are active for you until you achieve them. At the start of each of your subsequent Command phases, if you have fewer than two active Secondary Mission cards, draw from your Secondary Mission deck until you have two active Secondary Mission cards.
- At the end of your Command phase, you can spend CP to use the New Orders Stratagem below.
NEW ORDERS
Core Stratagem – Strategic Ploy Stratagem
High command has received new intelligence.
WHEN: End of your
Command phase.
TARGET: One of your active Secondary Mission cards.
EFFECT: Discard it and draw one new Secondary Mission card.
At the end of each player’s turn, each player using Tactical Missions does the following, starting with the player whose turn it is:
- First, if you scored 1 or more VP from a Secondary Mission card, discard that Secondary Mission card – it is achieved.
- Then, you can discard one or more of your active Secondary Mission cards. If you do, and it is your turn, you gain 1CP.
- If your Secondary Mission deck runs out, you cannot generate any additional Secondary Missions during the battle.
Declare Battle Formations
Players secretly note down which of their
Leader units will start the battle attached to which
Bodyguard units, which of their units will start the battle
embarked within which
TRANSPORTS, and which of their units will start the battle in
Reserves (including
Strategic Reserves). Players then reveal these decisions.
RESERVES RESTRICTIONS
- No more than half of the units in your army can start the battle in Reserves, and the points total of those units cannot be more than half of the points total of your army (units embarked within a TRANSPORT that is set up in Reserves also count towards these limits).
- Reserves units cannot arrive on the battlefield during the first battle round (excluding units placed into Strategic Reserves during the battle).
- Any Reserves units that have not arrived on the battlefield by the end of the third battle round count as having been destroyed, as do any units embarked within them (excluding units placed into Strategic Reserves during the battle).
Deploy Armies
Players take it in turns to set up their remaining units one at a time, starting with the Defender. A player’s models must be set up wholly within their deployment zone. If a player sets up a
TITANIC unit when it is their turn to set up a unit, they skip their next turn to set up a unit. If one player finishes deploying all of their units, their opponent then deploys the remainder of their units.
Asymmetric War Missions: In an Asymmetric War mission, starting with the Attacker, each player sets up all of their units wholly within their deployment zone. Once a player has finished setting up units, if that player has any units that have not been set up (for example, because there isn’t room), those units start the battle in
Reserves. Players must still observe the Reserves restrictions above. If a unit cannot be set up in this step or start the battle in Reserves, it is destroyed.
Redeploy Units
Some rules allow players to redeploy certain units after both armies are deployed. Unless otherwise stated, such rules are resolved in this step. Players alternate resolving any such rules, starting with the Attacker.
Determine First Turn
Roll off: the winner takes the first turn.
Resolve Pre-battle Rules
Players alternate resolving any pre-battle rules units from their army may have, starting with the player who will take the first turn.
Begin the Battle
The first
battle round begins. Players continue to resolve battle rounds until the battle ends.
Challenger Cards
A player becomes the Challenger if, at the start of the
battle round, they have fewer VP than their opponent, and the difference between their VP totals is 6 or more. That player remains the Challenger until the end of the battle round.
While you are the Challenger, draw one Challenger card at the start of your
Command phase. Each Challenger card presents one Stratagem and one Mission. You can complete the Mission, or you can use the card as a Stratagem – you cannot do both. Note that both players use the same deck of Challenger cards.
Rules cannot change the cost of the Stratagem on a Challenger card, and rules that generate
Command points cannot be triggered by the Stratagem on a Challenger card.
At the end of your turn, if you have not used that Stratagem or completed that Mission, discard the card. If you use that Stratagem or complete that Mission, discard the card.
End the Battle
The battle ends after five
battle rounds have been completed. Even if one player has no models remaining in their army at the start of their turn, players continue to play out their turns until the battle ends.
Determine Victor
At the end of the battle, the player with the most VP is the winner. If the players are tied, the battle is a draw.
The maximum VP each player can score is 100VP. Each player scores 10VP if their army is painted to a Battle Ready standard. The maximum VP that can be scored from each source of VP is detailed on below. In all cases, any excess VP awarded above these maximums are lost.
VP SOURCE | MAXIMUM VP | Primary Mission | 50VP | 90VP** | Secondary Missions | 40VP* | Challenger cards | 12VP | Battle Ready Army | 10VP | 10VP | | | | * If using Fixed Missions, 20VP maximum per Fixed Mission card. | ** You cannot score more than 90VP for your Primary Mission, Secondary Missions and Challenger cards combined. |
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Designer’s Notes
VP FOR DESTROYING MODELS OR UNITS
Some cards award VP for destroying enemy models or units. If you gain VP as described on such cards, you retain those VP even if those destroyed models or units are subsequently returned to the battlefield, and if those models or units are subsequently destroyed again, you can gain VP again as a result if a relevant card is active.
VP UP TO A LIMIT
Some cards award VP up to a stated limit, which may not be a round multiple, e.g. ‘2VP (up to 5VP)’. In such cases, you can keep scoring up to the stated limit, then any excess VP awarded are lost.
DISCARDING CARDS
Some cards begin with a section named ‘When Drawn’, which details immediate next steps including when such cards either can or must be discarded. Note that if such a card is a Secondary Mission card, this section only applies if you are using Tactical Missions.
HOW MANY UNITS CAN PERFORM THE SAME ACTION?
If an Action’s Units section places a limit on the number of units that can perform it, this means that only that number of units from your army can be performing that Action at any one time.
Deployment Card Key
ATTACKER’S DEPLOYMENT ZONE
The Attacker must set up their army within this area.
DEFENDER’S DEPLOYMENT ZONE
The Defender must set up their army within this area.
The region of the battlefield that is not within either player’s deployment zone.
The quantity and locations of objective markers are shown with this icon.
| Attacker’s Battlefield Edge |
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| Defender’s Battlefield Edge |
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Actions
Your forces can attempt daring battlefield tasks to turn the conflict in your favour.Some cards feature Actions that certain units can perform. Each Action states which units can perform it, when it is started and completed, and what the effects of completing it are. A unit cannot start to perform an Action if one or more of the following apply to that unit:
- It is an AIRCRAFT unit.
- It is Battle-shocked.
- It has an Objective Control characteristic of 0.
- It is within Engagement Range of one or more enemy units (unless it is a TITANIC CHARACTER unit).
- It Advanced or Fell Back this turn.
- It is not eligible to shoot this phase (including units that have already been selected to shoot this phase).
If a unit starts to perform an Action, until that Action is completed or until the end of the turn (whichever is later), that unit is not eligible to shoot or
declare a charge (if it is a
TITANIC CHARACTER unit, that unit cannot start to perform another Action and is not eligible to declare a charge instead).
If a unit performing an Action makes a move (excluding
Pile-in and
Consolidation moves) or leaves the battlefield, that Action cannot be completed.
In an Incursion mission:- Advancing does not make a BATTLELINE unit ineligible to start an Action.
- Starting an Action does not make a BATTLELINE unit ineligible to shoot.
Battle Ready
Playing games of Warhammer is a shared experience that we all want to look and feel great. To reflect this, Chapter Approved games reward you for having a fully painted ‘Battle Ready’ army. Here we explain what that means, and where to find achievable online tutorials and painting guides to get your army ready for action!
When you play a Chapter Approved game, there are 10 victory points available if every model in your army is painted to a Battle Ready standard. Battle Ready means your models are fully painted with a detailed or textured base.
This is considered to be the minimum standard of miniature painting for a Chapter Approved mission, as well as a guaranteed method of scoring some victory points before the dice even start rolling.
The Citadel Colour range includes all the paints and hobby supplies you’ll need to paint your miniatures quickly and efficiently, In fact, Contrast paints were created especially to help you get your armies Battle Ready in no time — just one coat of Contrast paint lays down both a base colour and a bit of shade — while Technical paints give you a textured base with one application. It’s never been easier to get your army ready for a tournament.
Introduction
Welcome to the Champter Approved Tournament Companion! The following guidelines are designed to support organisers of Warhammer 40,000 events in delivering a fine-tuned tournament experience using the Chapter Approved Mission Deck. That product offers great scope for all kinds of matched play, and its many variables create a dizzying array of potential missions – thousands, in fact! Some of these are particularly well suited to the most hotly contested scenarios, and this pack provides suggestions for the best event configurations. We have also taken the opportunity to optimise certain Core Rules concepts for tournament play.
This document provides a ready-made framework for levelling the playing field and getting games underway quickly, whether you are planning your first matched play event or have years of experience organising the largest and most acclaimed tournaments. Its recommendations will be followed in full at most Games Workshop matched play events, and are considered the official way to play Warhammer 40,000 in a tournament setting, but can be adapted to suit your own circumstances – the terrain layout advice is aimed primarily at newer organisers, for example, and those with large established terrain collections should feel free to interpret it accordingly.
The recommendations are presented as follows:
- Chapter Approved Tournament Mission Sequence: Adjustments to the steps players would normally follow to generate a mission and prepare the battlefield.
- Chapter Approved Mission Deck Errata & FAQ: Updates to certain cards and answers to frequently asked questions.
- Chapter Approved Tournament Mission Pool: 20 recommended tournament rounds to draw from, with pre-set Primary Missions and deployment modes that put all players on an equal footing and minimise pre-game admin.
- Terrain Layouts: A suite of carefully designed terrain setups to be used in conjunction with the Chapter Approved Tournament Mission Pool.
- Pairings and Rankings: Advice for fairly pairing players and determining rankings.
Designer’s Note: This document does not use the full contents of your Chapter Approved Mission Deck; it has been written to provide the best experience for strangers to play a pick-up game or face off in an event. For this reason we have not included the Asymmetric War cards and the Twist cards, which are both left for pick-up-and-play games where you can plan and prepare. In addition, this document assumes you will be playing Strike Force sized games; as such, the layouts are designed to be used with the Strike Force Deployment cards. We recommend that tournament organisers who wish to run an Incursion event should adjust these layouts as appropriate.
Chapter Approved Tournament Mission Pool
The 20 Chapter Approved Tournament Missions in this section are designed to act as a pool from which organisers can build their events, selecting from it in random order. Further commentary on these is given below.
Primary Missions
The Chapter Approved Mission Deck includes 10 Primary Missions, for the best balanced experience we have used a mix of 7 of these Primary Missions for organisers to build their events. We recommend selecting options that span a variety of different Primary Missions, to provide different challenges for the players to adapt to.
For those running longer-format events, or whose attendees are particularly expectant of a perfectly balanced mission every time, we have included the more straightforward Primary Missions in a greater number of configurations.
Recommended Terrain Layouts
When using the recommended terrain layouts in this pack, please note the layouts best suited for each deployment mode, as shown in the table below. We recommend structuring your mission order to facilitate any changes to terrain layouts you will need to make during your event, if, as the organiser, you choose to set up the tables for the players.
CHAPTER APPROVED TOURNAMENT MISSION POOL | | PRIMARY MISSION | DEPLOYMENT | TERRAIN LAYOUTS | A | Take and Hold | Tipping Point | Layout 1, Layout 2, Layout 4, Layout 6, Layout 7, Layout 8 | B | Supply Drop | Tipping Point | Layout 1, Layout 2, Layout 4, Layout 6, Layout 7, Layout 8 | C | Linchpin | Tipping Point | Layout 1, Layout 2, Layout 4, Layout 6, Layout 7, Layout 8 | D | Scorched Earth | Tipping Point | Layout 1, Layout 2, Layout 4, Layout 6, Layout 7, Layout 8 | E | Take and Hold | Hammer and Anvil | Layout 1, Layout 7, Layout 8 | F | Hidden Supplies | Hammer and Anvil | Layout 1, Layout 7, Layout 8 | G | Purge the Foe | Hammer and Anvil | Layout 1, Layout 7, Layout 8 | H | Supply Drop | Hammer and Anvil | Layout 1, Layout 7, Layout 8 | I | Hidden Supplies | Search and Destroy | Layout 1, Layout 2, Layout 3, Layout 4, Layout 6 | J | Linchpin | Search and Destroy | Layout 1, Layout 2, Layout 3, Layout 4, Layout 6 | K | Scorched Earth | Search and Destroy | Layout 1, Layout 2, Layout 3, Layout 4, Layout 6 | L | Take and Hold | Search and Destroy | Layout 1, Layout 2, Layout 3, Layout 4, Layout 6 | M | Purge the Foe | Crucible of Battle | Layout 1, Layout 2, Layout 3, Layout 4, Layout 6 | N | Hidden Supplies | Crucible of Battle | Layout 1, Layout 2, Layout 3, Layout 4, Layout 6 | O | Terraform | Crucible of Battle | Layout 1, Layout 2, Layout 3, Layout 4, Layout 6 | P | Scorched Earth | Crucible of Battle | Layout 1, Layout 2, Layout 3, Layout 4, Layout 6 | Q | Supply Drop | Sweeping Engagement | Layout 3, Layout 5 | R | Terraform | Sweeping Engagement | Layout 3, Layout 5 | S | Linchpin | Dawn of War | Layout 5 | T | Purge the Foe | Dawn of War | Layout 5 |
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Terrain Layouts
The following battlefield recommendations are intended primarily for newer organisers and those looking for a steer in building up a terrain collection for regular tournament play. These layouts will be seen at most Games Workshop matched play events, and reflect the type of terrain density that creates risk-and-reward decisions that a wide variety of army types can engage with. They are by no means the only way to set up a battlefield for balanced play, but represent a reliable starting point when in doubt.
These are the terrain layouts we use for balance and internal testing within the Warhammer Design Studio. We feel they reflect how a battlefield should look for balanced play in the current edition of Warhammer 40,000.
They are by no means the only way to set up a battlefield for balanced play, but represent a reliable starting point when in doubt. These layouts were designed with a few key principles in mind:
Recommended Measurements
For all of the battlefield recommendations we use a combination of three different sizes of area terrain outlines:
AREA TERRAIN SIZE | QUANTITY | 6" x 4" | 4 | 10" x 5" | 2 | 12" x 6" | 6 |
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Using the area terrain outlines detailed above, all of the battlefield recommendations have preset measurements provided. This allows for organisers to easily set up the tables, or allow the players themselves to set up their own tables at the beginning of each round.
Objective Markers
Objective markers can and sometimes will be either hidden within
terrain or placed in the open.
Use of Ruins
The following layouts primarily use the
Ruins terrain feature. This efficiently achieves a good amount of line-of-sight blockage and cover appropriate for balanced games, thanks to the natural abstraction of line of sight within the rules for Ruins. Remember that a variety of terrain heights not only adds to the immersive nature of the battlefield, but is also important for line of sight and rules such as
Plunging Fire. For organisers and players with a more robust terrain collection (especially elements that block true line of sight), incorporating features such as
Woods,
Barricades and
Hills into your chosen layouts is perfectly acceptable.
TERRAIN KEY – SUGGESTED TERRAIN HEIGHTFor model mobility purposes, we have shaded the area terrain outlines in the above colours to show our recommendations for how tall the terrain should be in each section.
Below are examples of Ruins terrain placements within area terrain sections, as well as icons that denote if connected area terrain outlines are a single area terrain section or separate area terrain sections when determining line of sight.
These height and Ruin placement guidelines help provide a balanced tournament experience; as organisers you are free to adjust this to suit your terrain collection.
| RECOMMENDED RUINS TERRAIN PLACEMENT | | SINGLE AREA TERRAIN SECTION | | SEPARATE AREA TERRAIN SECTIONS |
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