Set up exciting games of Warhammer 40,000 without wasting a second using the Tempest of War mission pack. This pack provides a fast and casual way to approach matched play missions, offering plenty of variety for your pick-up-and-play games.


TEMPEST OF WAR GAMES

A Tempest of war game is waged by following the sequence below (note that step 1 can be completed before you even get to the gaming table):

1. Select Battle Size and Muster Armies

The players must first select the battle size they wish to play: Incursion or Strike Force (a guide of how long each should take is shown in the table below). Each player must then select a Battle-forged army. The points limit of each player’s army, and the number of command points each player starts with when they begin mustering their army, are shown in the table below.

BATTLE SIZEBATTLE DURATIONPOINTS LIMITCOMMAND POINTS
IncursionUp to 2 hours10006
Strike ForceUp to 4 hours200012

Details of how to Battle-forge an army, use a points limit, select a WARLORD and what information a player’s army roster must contain can be found In the Warhammer 40,000 Core Book.

The players cannot include Understrength units in their army, and their army cannot include any Specialist Detachments.

All of the units in each Detachment in a player’s army must have at least one Faction keyword in common, and this keyword cannot be CHAOS, IMPERIUM, AELDARI, YNNARI or TYRANIDS, unless the detachment in question is a Fortification Network (this has no effect on the player’s Army Faction).

All of the units in a player’s army that have selectable Faction keywords presented in angular brackets that a player selects when they add those units to their army - must all have the same selectable keywords. This means, for example, that all units with the <CHAPTER> keyword in a player s army must be from the same Chapter, and so all these units must replace <CHAPTER> with the name of that Chapter; all units with the <KABAL> keyword in a player’s army must be from the same Kabal, all units with the <WYCH CULT> keyword in a player’s army must be from the same Wych Cult, and so on. The only exception to this are as follows:
  • The <MARK OF CHAOS> and <ALLEGIANCE> keywords - these can be different for different units in a player’s army.
  • The DREADBLADE and FREEBLADE keywords these units can have different selectable Faction keywords to other units in a player’s army.
If a player’s army includes one or more Super-heavy Auxiliary Detachments, they can change the Command Benefits of one of them to: ‘+2 Command points if the unit in this Detachment is not your WARLORD, but it is from the same Faction as your WARLORD’s Detachment, and that Faction is not CHAOS, IMPERIUM, AELDARI, YNNARI or TYRANIDS’.

If either player has access to any Stratagems that are used before the battle to upgrade units, these must be used now and the details of the upgrades noted on the player’s army roster.

Each player must then provide a copy of their army roster for their opponent to read through.

With the exception of units with the Troops or Dedicated Transport Battlefield Roles, or units that are added to a player’s army during the battle that cost Reinforcement points, each player can only include the same datasheet in their army 2 times (if they are playing an Incursion battle) or 3 times (if they are playing a Strike Force battle).

2. Determine Mission

The Players must first split the cards into their respective decks. Deployment deck, Mission Rule deck, Primary Mission deck and Secondary Mission decks (one for the Attacker and one for the Defender). Set aside the two Core Stratagem cards (each player will receive one of these later). The players determine their mission by shuffling the Deployment deck, the mission rule deck and the Primary Mission deck and randomly drawing one card from each of these decks.

Alternatively, you may use Mission Generator below.

NEW ORDERS1CP
Core Stratagem – Strategic Ploy Stratagem
Use this Stratagem at the end of your Command phase. Select one of your active secondary missions and discard it. Generate one new secondary mission.

3. Read Mission Briefing

The players should read the Primary Mission card and the Mission Rule card they have drawn.

The Primary Mission card details the primary mission that awards victory points to the players (players will also be able to achieve victory points by achieving secondary missions, which are detailed later) and will detail how and when the players will score victory points. Some Primary Mission cards also include actions that one or more units from a player’s army can perform, as described in the Warhammer Core Book.

The Mission Rule card details any special rule that applies for the duration of the battle. The players should read and familiarise themselves with these before proceeding.

Secondary Mission Deck

There are two Secondary Mission decks (one for the Attacker and one for the Defender) with identical cards, meaning players can draw the same secondary missions in a game. The Secondary Mission cards contain secondary missions that players can attempt to achieve to score victory points. Some Secondary Mission cards also include actions that one or more units from your army can perform, as described in the Warhammer 40,000 Core Book.

At the start of each player’s Command phase, the player whose turn it is must determine what Secondary Mission cards are active for them. To do so, that player randomly draws cards from their Secondary Mission deck; if they have fewer than three active Secondary Mission cards, they draw from their deck until they have three cards. If a player’s deck runs out, they cannot generate any additional secondary missions during this battle.

Each player has access to the New Orders Stratagem, which is included as a separate Core Stratagems card within this missions pack. The players can use this to discard an active secondary mission and generate a new one. In addition, at the end of their turn, a player can discard any of their active Secondary Mission cards that they wish to.

Each secondary Mission card will detail when and how it is achieved. Each time a player achieves one, that card is discarded and, unless otherwise stated, that player scores 5 victory points.

4. Create the Battlefield

The players now create the battlefield and set up terrain features. Missions are played on rectangular battlefields. The size of the battlefield depends on the battle size selected, as shown in the table below (the table shows the minimum size of battlefields):

BATTLE SIZEBATTLEFIELD SIZE (Minimum)
Incursion44" x 30"
Strike Force44" x 60"

Unless noted otherwise, when setting up terrain features, use the guidelines detailed in the Warhammer 40,000 Core Book. Terrain features cannot be set up on top of objective markers. Players must use the battlefield terrain rules for terrain features.

5. Place Objective Markers

The players now alternate setting up objective markers on the battlefield, one at a time, starting with the youngest player, until all objective markers have been set up. The number of objective markers placed on the battlefield depends on the battle size you have selected, as shown in the table below:

BATTLE SIZEOBJECTIVE MARKERS
Incursion4
Strike Force5

One objective marker must be placed wholly within each deployment zone, and the remaining objective markers must be placed wholly within no man’s land, as shown on the Deployment card drawn for each mission. Objective markers must be placed more than 6" from any battlefield edge and more than 9" from any other objective marker.

Unless otherwise stated objective markers can be set up on terrain features so long as the objective marker lies flat on that terrain feature and does not overhang any part of it, and that terrain feature does not have the Unstable Position terrain trait.

If for whatever reasons it is not possible to set an objective marker as described above it is simply not placed on the battlefield.

6. Determine Attacker and Defender

The players roll off and the winner decides who will be the Attacker and who will be the Defender. The players take their respective New Orders Core Stratagem card and Secondary Mission deck, shuffling the deck and placing it nearby for use later.

7. Choose Deployment Zone

The Defender now selects one of the deployment zones for their army. The Attacker uses the other deployment zone. The deployment zones and no man’s land for the battle are shown on the Deployment card drawn for this mission.

8. Declare Reserves and Transports

These missions use the Strategic Reserves rules, as described in the Warhammer 40,000 Core Book.

Both players now secretly note down on their army roster which of the units in their army will start the battle in Strategic Reserves (units with the Fortifications battlefield role can never be placed into Strategic Reserves), which of their units will start the battle in a location other than the battlefield (if a player has access to any Stratagems that enable them to set up units from their army in a location other than the battlefield, they must use such Stratagems now), and which of their units will start the battle embarked within TRANSPORT models (they must declare which units are embarked on which model). When both players have done so, they declare their selections to their opponent.

No more than half the total number of units in a players army can be Strategic Reserve and/or Reinforcement units, and the combined points value of all Strategic Reserve and Reinforcement units (including those embarked within TRANSPORT models that are Strategic Reserve and/or Reinforcement units) must be less than half of the total points value of a player’s army, even if every unit in that army has an ability that would allow them to be set up elsewhere.

In Tempest of War missions, Strategic Reserve and Reinforcement units can never arrive on the battlefield in the first battle round. Any Strategic Reserve or Reinforcement unit that has not arrived on the battlefield by the end of the third battle round counts as having been destroyed, as do any units embarked within them (this does not apply to units that are placed into Strategic Reserves after the first battle round has started).

9. Deploy Armies

The players alternate setting up their remaining units one at a time, starting with the Defender. A player must deploy all of their remaining units with the Fortifications battlefield role before deploying any other unit. A player’s models must be set up wholly within their deployment zone. If one player finishes deploying all their units, their opponent then deploys the remainder of their units.

Unless otherwise stated, when setting up a model from a unit with the Fortifications battlefield role on the battlefield, it cannot be set up within 3" of any other terrain feature that is not part of its own datasheet (excluding hills). If it is not possible to set up a Fortification as a result, a player can, in a War Zone Nachmund: Grand Tournament mission, remove one Obstacles or Area Terrain feature that is within their deployment zone from the battlefield in order to make room for their Fortification. If, by doing so, it is still not possible to set up their Fortification, replace the terrain feature removed - this Fortification cannot be deployed and counts as having been destroyed.

If a model from a player’s army is so large that it cannot physically be set up wholly within their deployment zone (i.e. the smallest dimension of that model is greater than the depth of their deployment zone), it must be set up so that it is touching that player’s battlefield edge. In the first battle round, that model’s unit cannot do any of the following: make a Normal Move, Advance, Fall Back, attempt to manifest or deny psychic powers, make any attacks with ranged weapons, declare a charge, perform a Heroic Intervention, perform any actions or psychic actions. Models in such units count as having moved a distance in inches equal to their Move (M) characteristic in their first Movement phase. If the unit has a minimum Move characteristic, it counts as having moved its maximum Move characteristic.

If both players have units with abilities that allow them to be set up ‘after both armies have deployed’, the players alternate setting up these units, starting with the Attacker.

10. Determine First Turn

The players roll off. The winner takes the first turn.

11. Resolve Pre-battle Abilities

The players alternate resolving any pre-battle abilities units from their army may have, and resolving any Stratagems that are used before the battle (excluding those that upgrade their units or those that enable them to set up a unit in a location other than the battlefield), starting with the player who will take the first turn.

12. Begin the Battle

The first battle round begins. The players continue to resolve battle rounds until the battle ends. The players will generate secondary missions during each battle round.

13. Ending the Battle

The battle ends after five battle rounds have been completed. If one player has no models remaining in their army at the start of their turn, the other player may continue to play out their turns until the battle ends.

14. Determine Victor

At the end of the battle, the player with the most victory points is the winner. If players are tied, the battle is a draw.

Each player can score a maximum of 45 victory points from primary missions and a maximum of 45 victory points from secondary missions, for a total of 90 possible victory points from mission objectives (any excess victory points awarded are discounted). If every model in a player’s army is painted to a Battle Ready standard, that player is awarded a bonus 10 victory points. This gives the players a maximum total score out of 100 victory points.

Mission Generator

This is the mission generator, and it will generate a random game for you using rules described above. When you press the ‘Start New Game’ button, the Mission Rule, Primary Mission and Deployment cards are "drawn" as described in the Determine Mission section. Secondary Mission cards appear in accordance with the Secondary Mission Deck section (cards that cannot be achieved in the first battle round are reshuffled automatically). Continue to follow provided mission rules using ‘Draw a Card’, ‘Discard’ () and ‘Reshuffle’ () buttons.

Note that:
  • If you accidentally close the browser or refresh the page your progress will be safe. It is saved in cookies of the browser on the current device.
  • ‘Reshuffle’ button used in quite unique cases such as: in the first battle round you discard one card using New Orders stratagem and draw another one that cannot be used in the first battle round.
  • It is not recommended to use this generator on several tabs of the same browser on the same device. It’s useless enough and also definitely will break the game.
Start New Game



Secondary Missions
Draw a Card(0 left)
Hand is full!
Secondary Mission deck is out!
Points Limit
An army’s size and relative power can also be described with a points limit instead of a Power Level — the bigger this limit, the larger and more powerful an army is. To use a points limit, you will first need to agree with your opponent what the points limit for your battle will be. Both players can use the same limit, but this does not need to be the case. You will then need to add up the points values for every unit in your army, and make sure the total does not exceed the agreed points limit for the game.

  • Points limit: Sum of all points values in army cannot exceed this.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Army Faction
In a Battle-forged army, all of the units in your army - with the exception of those that are UNALIGNED — must have at least one Faction keyword in common (e.g. IMPERIUM or CHAOS) even if they are in different Detachments. If a unit does not have the correct Faction keyword, it cannot be included in your army.

  • Army Faction: All units in army must share at least one Faction keyword.
  • UNALIGNED units are exempt.
Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

  • Roll-off: Both players roll a D6 – highest wins.
  • Roll again if a tie.
Reinforcement Units
If a unit is ever added to a Battle-forged army during the battle, it is never considered to be part of a Detachment. This means that it never costs CPs to include them in your army but they will never benefit from any Detachment abilities.

  • Units added to your army during the battle are never part of a Detachment.
Points Values
Every model and weapon has a points value, which is found in a number of Warhammer 40,000 publications. Points values are similar to Power Ratings, in that they give you a guide as to how powerful certain warriors and weapons are, but they offer a greater degree of granularity. A unit’s points value is calculated by adding together the points value of every individual model in that unit and the points value of every individual weapon equipped by a model in that unit. Certain items of wargear also have a points value, and must be included in a unit's points value if equipped by a model in that unit. While it takes a little longer to work out each unit's points value, doing so enables you to differentiate between two similar squads equipped with different weapon options, as the points values listed in our publications reflect the fact that some weapons are more powerful than others.

  • Points values: Detailed measure of a unit's efficacy.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Manifesting Psychic Powers
When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.
Unstable Position
Models cannot be set up or end a move on top of this terrain feature (they can move up, over and down this terrain feature, but they cannot end a move on top of it).

  • Cannot be set up or end a move on top of this terrain feature.
INSANE BRAVERY2CP
Core Stratagem
Use this Stratagem before you take a Morale test for a unit in your army. That test is automatically passed (do not roll any dice). You can only use this Stratagem once per battle.
COMMAND RE-ROLL1CP
Core Stratagem
Use this Stratagem after you have made a hit roll, a wound roll, a damage roll, a saving throw, an Advance roll, a charge roll, a Psychic test, a Deny the Witch test or you have rolled the dice to determine the number of attacks made by a weapon. Re-roll that roll, test or saving throw.
NEW ORDERS1CP
Core Stratagem – Strategic Ploy Stratagem
Use this Stratagem at the end of your Command phase. Select one of your active secondary missions and discard it. Generate one new secondary mission.
© Vyacheslav Maltsev 2013-2022