RulesWD 520 · pp. 36–47
The cooperative mini-game gains a Chaos enemy roster and four operations inspired by Space Marine 2. Teleporting reinforcements, high-rend attacks and sorcery require different responses from the earlier Tyranid encounters, while each mission supplies its own map, spawning instructions, deadline and degrees of victory.
Space Marine OperationsWarhammer 40,000Space Marines
RulesWD 520 · pp. 37–47
Threat tables assemble groups from expendable guardsmen and Tzaangors through Rubric Marines, Terminators and sorcerers to a two-stage Helbrute. Individual cards define movement priorities and surge effects, with spellcasters disrupting Marine abilities and the largest opponent becoming a different threat after its first stage is defeated.
Space Marine OperationsWarhammer 40,000Thousand Sons
RulesWD 520 · pp. 38–39
The Marines must destroy the totems suppressing an astropathic relay while Chaos reinforcements arrive continuously. Working on an objective also attracts teleporting enemies, so progress creates its own danger; the final result distinguishes a clean extraction of the task from one achieved through casualties and revives.
Space Marine OperationsWarhammer 40,000Space Marines