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Raid and Ruin — Campaign Rules

A paraphrased personal-reference summary of the tabletop campaign, not a reproduction of the rulebook. © Games Workshop, for personal use only.

What It Is

A multi-battle Warhammer 40k campaign set in the Maelstrom warp-rift (Chaos Space Marine, Aeldari corsair, Ork Freebooter and Leagues of Votann raiders/pirates). 2+ players agree on a number of battles each (4+ recommended, doesn't have to be a fixed bracket/tournament). Each battle uses one of 12 Incursion-scale missions.

How a Battle Is Picked

Each player secretly picks one of four schemes — Rapid Raid, Planned Strike, Ambush, or Hold Prize — then reveals it. The combination of both players' schemes looks up a specific mission (and which player is the Attacker) on the "Maelstrom Mission Matrix."

The matrix missions: Loot the Dead, To the Victor, Risk and Reward, Trapped, Hold at All Costs, Dawn Raid, Reavers at Bay, Extraction, High Stakes, Heist, Chance Engagement. Two extra Mayhem missions — A Knife for Every Back (3 players) and Mayhem in the Maelstrom (4 players) — can be played standalone or as part of the campaign, using separate multiplayer sequencing rules.

Standard structure for a battle: create the 44"x60" battlefield → declare battle formations (Leaders/Bodyguards, Transports, Reserves — max half the army in Reserves) → deploy armies per the mission → redeploy/place objectives → determine first turn → resolve pre-battle rules → fight up to 5 battle rounds → determine the victor (usually most objective markers controlled).

Notoriety Points (NP)

Campaign winner = highest total NP (victory-count NP + title NP). Ties broken by: most victories, then most titles, then a shared win.

Spoils of War

After each battle, a player rolls a D66 (two D6, tens then units) once per objective marker they controlled at the end of that battle (minimum one roll if they controlled none), then picks one of their own rolled results to hold as an item until their next battle. There are 36 possible results across 6 categories:

Additional Mission Rules

Apply to all 12+2 missions:

Stratagems Unique to the Campaign

Core (usable in any Raid and Ruin battle): Warp Revenants (bring back a destroyed Battleline unit into Strategic Reserves), Larceny (steal an adjacent enemy unit's objective marker in your Command phase), Fortune Favours the Bold (move a stationary unit through enemy models, with a Desperate Escape test), Hasty Retreat (+D6" move for a unit that just Fell Back).

Mayhem-only (3–4 player multiplayer): Parley (offer CP or a reciprocal deal to another player), Rapid Ingress, Opportunistic Volley and Reactive Fusillade (replace Fire Overwatch with a riskier reactive-shooting mechanic, hits only on an unmodified 6), Duplicitous Intervention (replaces Heroic Intervention, lets a non-active player declare a charge reactively), Treacherous Offensive (replaces Counter-offensive, lets a unit jump the fight order).

Coverage gap: 2 of the 36 scanned rulebook pages had no extractable text (art/cover-only pages), and the full "Hold at All Costs" and "Mayhem in the Maelstrom" mission write-ups weren't captured in this summary — check the scanned pages or the physical book for those two missions' exact deployment/victory conditions.

Source: 36 scanned pages of the physical Raid and Ruin Warhammer 40k campaign book (Maelstrom setting).