30k Tourney Missions
30k Tourney Missions
Both sides have engaged in a desperate push to blood let the enemy and gain a valuable battlefield position. Extra
reserves have been mustered to account for the high amount of anticipated casualties.
The typical battlefield for this mission will have 8-12 terrain pieces in total, evenly divided across the table.
Set up (1) objective marker in the center of the table. Both players will roll off to determine deployment. The player
that rolled highest will choose which deployment zone to deploy in first and the other player will set up opposite. The
player that rolled highest will deploy their army first, followed by the player that rolled lower. That player may
attempt to seize the initiative.
Mission Rules:
Night Fighting
Reserves
2nd Wave- Any troops selection that is destroyed will enter from reserves on that players following turn off of any
deployment zone table edge. If the unit had a dedicated transport that unit is not counted for this rule to trigger and
is not replaced if destroyed. Units returning using this rule are not counted for last man standing.
Primary Objective:
Objective marker- At the beginning of each turn if the active player has a scoring unit on the objective then that
player scores 1VP. On the last turn the second player will score at the end of the turn instead of the beginning.
Secondary Objectives:
Slay the Warlord- if the enemy warlord is removed for any reason the opponent will score 1VP. If the enemy warlord
is a primarch then score an additional 1VP.
Last Man Standing- whichever army has the most units left on the table at the end of the game will score 1VP.
Independent characters are counted as a separate unit even if attached to a squad. Units that are falling back at the
end of the game count as destroyed.
Warlords Pride- if a super heavy vehicle is destroyed by the end of the game then the player that destroyed it will
score 1 VP. If the super heavy vehicle was worth more than 625 points then score an additional 1VP. If multiple super
heavy vehicles were destroyed count the highest point unit.
Total Recalibration
Following the outbreak of Horus’s rebellion both sides are attempting to secure vital assets that will provide
manpower or materiel to the broadening conflict. Some of these assets are hard to pin down and are often
contested.
The typical battlefield for this mission will have 2-3 pieces of terrain per quadrant with a passable terrain feature in
the middle that will allow for the placement of an objective marker.
Set up (1) objective marker in the center of the table. Both players will roll off to determine deployment. The player
that rolled highest will choose which deployment zone to deploy in first and the other player will set up opposite. The
player that rolled highest will deploy their army first, followed by the player that rolled lower. That player may
attempt to seize the initiative.
Mission Rules:
Recalibrating Objective- After the objective is scored it will scatter 1D6+6 inches. A hit will scatter as denoted by the
arrow direction.
Night Fighting
Reserves
Primary Objective:
Objective marker- At the beginning of each turn if the active player has a scoring unit on the objective then that
player scores 1VP. On the last turn the second player will score at the end of the turn instead of the beginning.
Secondary Objectives:
Slay the Warlord- if the enemy warlord is removed for any reason the opponent will score 1VP. If the enemy warlord
is a primarch then score an additional 1VP.
Last Man Standing- whichever army has the most units left on the table at the end of the game will score 1VP.
Independent characters are counted as a separate unit even if attached to a squad. Units that are falling back at the
end of the game count as destroyed.
Warlords Pride- if a super heavy vehicle is destroyed by the end of the game then the player that destroyed it will
score 1 VP. If the super heavy vehicle was worth more than 625 points then score an additional 1VP. If multiple super
heavy vehicles were destroyed count the highest point unit.
Cache Grab
Each side in the rebellion sought out stores of weapons and fuel essential to keeping their troops in the fight. Some
of the more daring acquisitions were fought out in the heat of battle as the precious cargo was taken under gun fire.
The typical battlefield for this mission will have 8-12 terrain pieces in total, evenly divided across the table.
Set up (3) objective markers in the center of the table. Both players will roll off to determine deployment. The player
that rolled highest will choose which deployment zone to deploy in first and the other player will set up opposite. The
player that rolled highest will deploy their army first, followed by the player that rolled lower. That player may
attempt to seize the initiative.
Mission Rules:
Precious Cache- After the objective is scored it may be moved 6” by the player that scored it at the beginning of the
turn. The objective cannot be moved into impassable terrain. Only one objective can be moved per player turn
Night Fighting
Reserves
Primary Objective:
Objective markers- At the beginning of each turn if the active player has a scoring unit on the objective then that
player scores 1VP. On the last turn the second player will score at the end of the turn instead of the beginning.
Secondary Objectives:
Slay the Warlord- if the enemy warlord is removed for any reason the opponent will score 1VP. If the enemy warlord
is a primarch then score an additional 1VP.
Last Man Standing- whichever army has the most units left on the table at the end of the game will score 1VP.
Independent characters are counted as a separate unit even if attached to a squad. Units that are falling back at the
end of the game count as destroyed.
Warlords Pride- if a super heavy vehicle is destroyed by the end of the game then the player that destroyed it will
score 1 VP. If the super heavy vehicle was worth more than 625 points then score an additional 1VP. If multiple super
heavy vehicles were destroyed count the highest point unit.