Welcome to the Grand Tournament 2020 mission pack! On this page you will find all of the rules, required to lead your carefully selected Warhammer 40,000 army into finely balanced tabletop conflict against cunning and determined opponents.


The content of this pack is intended to be perfect for use in official gaming tournaments and competitive matched play environments, and for those Warhammer 40,000 hobbyists who prefer a carefully leveled strategic playing field. Each mission is designed to ensure that neither player can claim an advantage at battle’s commencement, victory instead being contingent upon clever army selection, expert tactical play and a healthy dose of good luck!

This pack contains a range of missions tailored to different battle sizes, from Incursions to full-blown Strike Force engagements. Moreover, within each of these missions you will find additional rules for picking secondary objectives that your army must pursue. These provide every player with the chance to fine-tune each mission to their own strategic strengths, and to optimise their ability to score more victory points than their foes.

Read on to absorb the full content of this mission pack, and to unlock the countless hours of exciting and close-run gaming it will provide.

FAQ

 Q: Does the Psychic Ritual psychic action need to be completed by the same unit three times in order for you to score victory points for the Psychic Ritual secondary objective, or can it be completed by different units?
A:
This Psychic action must must be completed three times by the same unit in order for you to score the victory points.
 Q: Does the Deploy Scramblers action need to be completed by the same unit three times in order for you to score victory points for the Deploy Scramblers secondary objective, or can it be completed by different units?
A:
It can be completed by different units. So long as the action has been completed a total of three times (once in each of the specified zones), you score the victory points, irrespective of which unit(s) from your army completed those actions.

Grand Tournament 2020 Mission Pack

A Grand Tournament 2020 game is waged by following the sequence below:

1. SELECT BATTLE SIZE
The players must first select the battle size they wish to play: Incursion or Strike Force. The table below gives a rough guide of how long each should take.

BATTLES
BATTLE SIZEBATTLE DURATION
IncursionUp to 2 hour
Strike ForceUp to 3 hour

2. MUSTER ARMIES
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:

ARMY
BATTLE SIZEPOINTS LIMITCOMMAND POINTS
Incursion10006
Strike Force200012

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

You cannot include any Understrength units in your army, and your army cannot include any Specialist Detachments. All of the units in each Detachment in your Battle-forged 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 your Army Faction).

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 (remember that you cannot use Stratagems that upgrade Detachments to become a Specialist Detachment). 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 your army during the battle that cost Reinforcement points, each player can only include the same datasheet in their army two times (if you are playing an Incursion battle) or three times (if you are playing a Strike Force battle). For the purposes of this restriction, the Daemon Prince, Daemon Prince of Chaos, Daemon Prince of Nurgle and Daemon Prince of Tzeentch datasheets are all considered to be the same datasheet. In addition, if by deleting the word ‘Cult’ or ‘Brood Brothers’ from a datasheet's title in Codex: Genestealer Cults it would match the title of a datasheet from Codex: Astra Militarum, then for the purposes of this restriction, those datasheets are considered to be the same.

3. DETERMINE MISSION
The players determine which mission will be used for the battle; they can choose from the missions for their chosen battle size. This will determine the deployment map that the players use, as well as the specific mission briefing. You can either simply agree which you will use with your opponent, or you can roll a D33 to randomly select a mission using one of the tables below. To roll a D33, roll two D3s one after the other; the first dice result determines your ‘tens’ and the second your ‘units’. For example, if you rolled two D3s and the first result was a 2 and the second was a 1, then the D33 result is a 21.



4. READ MISSION BRIEFING
Each mission has a mission briefing that will detail the primary objectives that award victory points to the players. Some missions may also include one or more secondary objectives that players can choose to select during the Select Secondary Objectives step. Some mission briefings also list one or more mission rules that will apply for the duration of the battle. The players should read and familiarise themselves with these before proceeding.

5. PLACE OBJECTIVE MARKERS
The players now set objective markers up on the battlefield. Each mission’s deployment map will show the players how many to set up, and where each should be placed.

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

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 rules for battlefield terrain features.

7. SELECT SECONDARY OBJECTIVES
Each player then secretly selects three secondary objectives for the battle and writes them down. Each can award victory points to the player who chose them. The secondary objectives that players can choose from can be found here, though each mission will include a secondary objective that the players can also choose from, as will many Codexes and Codex Supplements. Once both players have selected their secondary objectives, they reveal their selections to their opponent.

8. DETERMINE ATTACKER AND DEFENDER
The players roll off and the winner decides who will be the Attacker and who will be the Defender.

9. CHOOSE DEPLOYMENT ZONE
The Defender now selects one of the deployment zones for their army. Their opponent uses the other deployment zone.

10. DECLARE RESERVES AND TRANSPORTS
These missions use the Strategic Reserves rules.

Both players now secretly note down on their army roster which of the units in their army will start the battle in 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 what units are embarked on what model). When both players have done so, they declare their selections to their opponent.

No more than half the total number of units in your army can be Strategic Reserve and/or Reinforcement units, and the combined points value of all your 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 your army’s total points value, even if every unit in your army has an ability that would allow them to be set up elsewhere.

In Grand Tournament 2020 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).

11. DEPLOY ARMIES
The players alternate setting 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 one player finishes deploying all their units, their opponent then deploys the remainder of their units.

If a model from your army is so large that it cannot physically be set up wholly within your deployment zone (i.e. the smallest dimension of that model is greater than the depth of your deployment zone), it must be set up so that it is touching your 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 must roll off after all other units have been set up and alternate setting up these units, starting with the winner.

12. DETERMINE FIRST TURN
The players roll off. The winner declares whether they will take the first or second turn.

13. RESOLVE PRE-BATTLE ABILITIES
Players alternate resolving any pre-battle abilities units in 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.

14. BEGIN THE BATTLE
The first battle round begins. Players continue to resolve battle rounds until the battle ends.

Ending the Battle Early or Conceding
Ideally, a battle should always be played until the end. On occasion, though, one or both players may not be able, or may not wish, to complete the battle.

If you and your opponent both agree to end the battle early, then you can end the battle at a mutually agreed point (we suggest at the end of a battle round). You and your opponent can then calculate your final victory points totals, taking into account any objectives achieved, to determine the victor.

If only one player wants to end the battle early then that player must concede and remove all their models from the battlefield. A player who concedes scores 0 victory points for that battle and their opponent is automatically the victor (even if they scored 0 victory points during the battle). The other player may continue to play out their turns until the battle ends if they wish, perhaps to accrue a few more victory points, or they can choose to end the battle now.

15. 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.

16. 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 objectives and a maximum of 45 victory points from secondary objectives (from a maximum of 15 victory points from each of the 3 secondary objectives you have selected), 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 was painted to a Battle Ready standard, that player is awarded a bonus 10 victory points. This gives the player a maximum total score out of 100 victory points.

MISSION OBJECTIVES
During the battle, players can earn victory points by achieving mission objectives. There are two types of mission objectives: primary and secondary. Primary mission objectives are described in the mission's mission briefing. Secondary mission objectives are chosen by each player after the mission has been determined and the armies have been revealed. In each case, mission objectives can either be ‘End Game’ or ‘Progressive’. End Game mission objectives are scored at the end of the battle. Progressive mission objectives are scored during the battle (exactly when is detailed on the objective itself), and can be achieved, and hence award victory points, several times.

Secondary Objectives

When you are instructed to select secondary objectives, you can select from any presented here, in addition to any secondary objective listed on the mission you are playing, and any listed in your army’s Codex.

You can score no more than 15 victory points from each secondary objective you select during the mission (any excess victory points awarded are discounted).

Each secondary objective listed has a category (e.g. Purge the Enemy). When you select secondary objectives, you cannot choose more than one from each category.

Battlefield Supremacy

ENGAGE ON ALL FRONTS
Progressive Objective

No part of the battlefield can be left unchallenged; engage the foe on every front and disrupt their plans at every turn.

Score 2 victory points at the end of your turn if you have one or more units from your army wholly within three different table quarters, and those units are all more than 6" from the centre of the battlefield. Score 3 victory points instead if you have one or more units from your army wholly within each table quarter, and those units are all more than 6" from the centre of the battlefield.
LINEBREAKER
Progressive Objective

Despatch a spearhead to break through the enemy’s defences, wreak havoc behind the foe’s front lines and cut off their routes of escape.

Score 4 victory points at the end of your turn if two or more units from your army (excluding AIRCRAFT) are wholly within your opponent's deployment zone.
DOMINATION
Progressive Objective

The battleground is won one yard at a time. Maintain a stranglehold on your foe by dominating key strategic locations in the area.

Score 3 victory points if you control more than half the total number of objective markers on the battlefield at the end of your turn.

No Mercy, No Respite

THIN THEIR RANKS
End Game Objective

Exterminate the enemy. Show them no mercy. Scour them from the face of the battlefield with extreme firepower and allow them no quarter as they take their final breath upon your blades.

If you select this objective, keep a tally of kill points; each time an enemy model is destroyed, add 1 to this tally (add 10 to this tally instead if the model that was destroyed had a Wounds characteristic of 10 or more). A model can, if it is resurrected for any reason (i.e. it was destroyed and subsequently returned to the battlefield), potentially add several points to this tally (assuming it is resurrected and subsequently destroyed several times over). At the end of the battle, divide your kill points tally by 10 and round down - the result is the number of victory points you score.
GRIND THEM DOWN
Progressive Objective

Some battles cannot be won with a single surgical strike, Instead the enemy must be bled in a war of attrition.

Score 3 victory points at the end of the battle round if more enemy units than friendly units were destroyed this battle round.
WHILE WE STAND, WE FIGHT
End Game Objective

The foe cannot hope to best us while our mightiest heroes lead us to war, and our greatest engines of war stand inviolate over the battlefield.

If you select this objective, then before the battle you must identify which three models from your army (excluding models with the Fortifications Battlefield Role) have the highest points value, and make a note of them on your army roster (if two or more are models are tied, you can choose between them). If your army has three or fewer models, then you instead identify all the units in your army. A model's points cost includes the points of all weapons and wargear it is equipped with. You score 5 victory points for each of these models that are on the battlefield at the end of the battle.

Purge the Enemy

TITAN HUNTER
End Game Objective

The foe has committed its largest weapons of war to this battlefield. The larger the foe, the greater the glory.

Score 10 victory points at the end of the battle if one enemy TITANIC model is destroyed, 12 victory points if two enemy TITANIC models are destroyed, or 15 victory points if three or more enemy TITANIC models are destroyed.
BRING IT DOWN
End Game Objective

The opposing army contains numerous heavily armoured units. These are considered to be high-priority targets and you should take any opportunity to bring them down.

Score 2 victory points at the end of the battle for each enemy MONSTER or VEHICLE model with a Wounds characteristic of 10 or less that is destroyed, and 3 victory points for each enemy MONSTER or VEHICLE model with a Wounds characteristic of 11 or more that is destroyed.
CUT OFF THE HEAD
End Game Objective

The enemy commander is a powerful and effective warlord. Isolate and eliminate him as quickly as possible to leave the enemy army without its leadership.

At the end of the battle, you score a number of victory points if the enemy WARLORD was destroyed during the battle. The number of victory points scored depends on the battle round during which the enemy WARLORD was destroyed, as shown in the table below.

BATTLE ROUNDVICTORY POINTS
113
210
36
43
51

If an enemy WARLORD was destroyed, but was then resurrected or otherwise returned to the battlefield and subsequently destroyed again, then for the purposes of this secondary objective it was destroyed during the battle round in which it was last removed from the battlefield.
ASSASSINATE
End Game Objective

The enemy looks to their champions for courage. Identify and eliminate them with extreme prejudice.

Score 3 victory points at the end of the battle for each enemy CHARACTER model that is destroyed.

Shadow Operations

RAISE THE BANNERS HIGH
Progressive and End Game Objective

Claim the battlefield and display your colours high so that the enemy is in no doubt as to their defeat.

If you select this objective, then units in your army can perform the following action:

Raise Banners (Action): One or more INFANTRY units from your army can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be in range of a different objective marker that does not have one of your banners raised upon it (see below). A unit cannot start this action while there are any enemy units (excluding AIRCRAFT) in range of the same objective marker. The Action is completed at the end of your turn. If this Action is successfully completed, that objective marker is said to have one of your army’s banners raised on it (the banner is ‘removed’ if your opponent controls the objective marker at the start of any phase). You score 1 victory point at the end of each of your Command phases, and 1 victory point at the end of the battle, for each objective marker on the battlefield that has one of your banners raised upon it.
INVESTIGATE SITES
Progressive Objective

A vital objective has been identified somewhere in the vicinity. You must secure, search and locate it without delay.

Score 3 victory points each time a unit from your army successfully completes the following action:

Investigate Site (Action): One INFANTRY unit (excluding CHARACTERS) from your army can start to perform this action at the end of your Movement phase if it is within 6" of the centre of the battlefield and no enemy units (excluding AIRCRAFT) are within 6" of the centre of the battlefield. The Action is completed at the end of your turn.
DEPLOY SCRAMBLERS
End Game Objective

To prevent the enemy from launching a counter-attack in this region, your forces must deploy scramblers to interfere with orbital augurs and scanner arrays.

Score 10 victory points at the end of the battle if you successfully completed the following action three times during the battle — once in your deployment zone, once in your opponent's deployment zone and once more than 6" from either player's deployment zone:

Deploy Scramblers (Action): One INFANTRY unit (excluding CHARACTERS) from your army can start to perform this action at the end of your Movement phase if it is wholly within your deployment zone, wholly within your opponent's deployment zone, or more than 6" from either player’s deployment zone. This action is completed at the end of your turn.
TELEPORT HOMER
Progressive Objective

Vanguard forces deployed a teleport homer behind enemy lines, but it was damaged. If your forces can repair it we will be able to launch a surprise assault on the foe.

Score 4 victory points each time a unit from your army successfully completes the following action:

Teleport Homer (Action): One INFANTRY unit from your army can start to perform this action at the end of your Movement phase if it is wholly within your opponent’s deployment zone. This action is completed at the end of your next Command phase, provided the unit attempting it is still wholly within your opponent’s deployment zone.

Warpcraft

ABHOR THE WITCH
End Game Objective

The presence of enemy psykers in this theatre of war can no longer be tolerated - use whatever methods you see fit to hunt them down and exterminate them.

You cannot select this secondary objective if your army includes any PSYKER units. Score 5 victory points at the end of the battle for each enemy PSYKER CHARACTER unit that is destroyed, and 3 victory points for every other enemy PSYKER unit that is destroyed.
MENTAL INTERROGATION
Progressive Objective

The enemy’s agenda in this war must be discovered if we are to devise a strategy to defeat them. Your psykers are ordered to use their mental powers to delve into the minds of the enemy leaders and discover their battle plans.

Score 3 victory points each time you successfully complete the following psychic action:

Mental Interrogation (Psychic Action - Warp Charge 4): One PSYKER CHARACTER from your army can attempt to perform this psychic action in your Psychic phase if it is within 18" of any enemy CHARACTER models.
PSYCHIC RITUAL
End Game Objective

The war does not fare well, and desperate times call for desperate measures. Completion of a complex ritual will allow your psykers to fully harness the power of the warp, and perhaps snatch victory from the jaws of defeat.

Score 15 victory points at the end of the battle if any unit from your army successfully completed the following psychic action 3 times during the battle:

Psychic Ritual (Psychic Action - Warp Charge 3): One PSYKER CHARACTER unit from your army can attempt to perform this psychic action in your Psychic phase if it is within 6" of the centre of the battlefield.
PIERCE THE VEIL
End Game Objective

All attempts to infiltrate behind enemy lines and discover the enemy's disposition have thus far resulted in failure. Your psykers must attempt to use their warp-gifted sight to scry that which cannot be seen by conventional methods.

Score 8 victory points at the end of the battle if one or more units from your army successfully completed the following psychic action 2 or more times during the battle, or 15 victory points at the end of the battle if one or more units from your army successfully completed the following psychic action 4 times during the battle (note that you can only score this objective once):

Pierce the Veil (Psychic Action - Warp Charge 4): One PSYKER CHARACTER unit from your army can attempt to perform this psychic action during your Psychic phase if it is within 6" of your opponent’s battlefield edge and more than 6" from any enemy models.

Tournament Scoring Sheet

The winner of a Grand Tournament mission is the player who has scored the most victory points, which can be scored in a number of different ways. In order to keep track of how many victory points you have scored (as well as how and when they were scored) it is useful to fill in a scoring sheet during your game.


  1. At the top of the scoring sheet is space to write the battle size and the mission you are playing.
  2. There are two sections on the scoring sheet — one to keep track of the Attacker’s victory points and one to keep track of the Defender’s. After you have determined who the Attacker and Defender will be, write your names at the top of the appropriate section.
  3. You can make a note in both the Attacker’s and Defender’s section of all the objectives that are being used in your battle. In the case of your primary objectives (which will be the same for both players), simply delete whichever does not apply. In the case of secondary objectives, after both players have made their selections you should write them down in the appropriate box.
  4. As the battle progresses, keep track of the victory points each player scores in the relevant section. For progressive objectives, write down (or keep a tally) of how many points were scored during each battle round, and in the case of End Game objective, do the same at the end of the battle.
  5. At the bottom of each player's section there is space for you to add up the total victory points you have scored for primary objectives (a score out of 45), and the victory points you have scored for each secondary objective (each will be a score out of 15).
  6. If a player’s army is painted to a Battle Ready standard, that player will score an additional 10 victory points. Make a note on the scoring sheet if a player’s army was Battle Ready or not.
  7. Add up each player's victory points total from objectives to their Battle Ready score for a grand victory points score out of 100.
  8. You can make a note regarding whether the Attacker or the Defender won, or if the game was a draw, here.

Battle Ready

Playing games of Warhammer is a shared experience that we all want to look and feel great. To reflect this, Grand Tournaments 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 Grand Tournament 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 Grand Tournament 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.

Incursion Missions


Grand Tournament 2020 — Incursion

Crossfire
 11

MISSION BRIEFING
Enemy forces are massing in the area, seeking to secure the battlefield. A direct assault against them may result in unacceptable casualties, but victory can be assured by outflanking the foe and catching them in a deadly crossfire.

Mission Rules
Crossfire: When resolving attacks against target units that are within 9" of the centre of the battlefield, those attacks ignore the benefits of cover provided you can satisfy at least one of the following conditions:
  • You control both objective markers labelled A and the attacking model’s unit is in range of an objective marker labelled A.
  • You control both objective markers labelled B and the attacking model's unit is in range of an objective marker labelled B.

PRIMARY OBJECTIVES
Victory points are awarded for controlling objective markers, as follows:

Take and Hold (Progressive): At the end of each player's Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
This primary objective cannot be scored in the first battle round.

SECONDARY OBJECTIVES
In this mission, when the players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Outflank, below.

Outflank (Progressive): At the end of your Command phase, you score 3 victory points if you control both of the objective markers labelled A. Score 5 victory points instead if, at the end of your Command phase, you control both of the objective markers labelled A and there is at least one enemy unit within 9" of the centre of the battlefield. This secondary objective cannot be scored in the first battle round.

Grand Tournament 2020 — Incursion

Resupply
 12

MISSION BRIEFING
Braving the flak batteries of the foe, your best pilots are inbound with supplies to drop down to your beleaguered forces. You must race your enemy to the prize, driving them away from the drop coordinates and seizing the supplies as they land.

Mission Rules
Drop Zone Repleted: After choosing deployment zones, the Defender randomly selects one objective marker that is not in either player's deployment zone to be the Gamma objective marker. They then randomly select one of the two remaining objective markers that are not in either player's deployment zone to be the Beta objective marker.

At the start of the fourth battle round, the Gamma objective marker is removed from the battlefield. At the start of the fifth battle round, the Beta objective marker is removed from the battlefield.

PRIMARY OBJECTIVES
Victory points are awarded for controlling objective markers, as follows:

Take and Hold (Progressive): At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
This primary objective cannot be scored in the first battle round.

SECONDARY OBJECTIVES
In this mission, when players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Secure Landing Sites (see below).

Secure Landing Sites (Progressive): Score a number of victory points at the end of your Command phase for each objective marker labelled A that you control, as shown in the table below (note that the victory points scored changes depending upon the battle round number):

BATTLE ROUNDVICTORY POINTS PER OBJECTIVE
A CONTROLLED
22
32
43
56

This secondary objective cannot be scored in the first battle round.

Grand Tournament 2020 — Incursion

Raid
 13

MISSION BRIEFING
After a prolonged campaign of bloodshed that has resulted in a stalemate, both sides are running low on supplies. In order to break the deadlock you must launch a daring assault into enemy territory to raid the enemy’ supply lines, whilst also recovering any other war materiel you discover in the vicinity.

Mission Rules
Recover Supply Cache: In this mission, a player receives one additional Command point at the start of their Command phase if they control one or both of the objective markers in their opponent's deployment zone (this is in addition to the Battle-forged CP bonus).

PRIMARY OBJECTIVES
Victory points are awarded for controlling objective markers, as follows:

Domination (Progressive): At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control two or more objective markers
  • They control three or more objective markers.
  • They control more objective markers than their opponent controls.
This Primary Objective cannot be scored during the first battle round.

SECONDARY OBJECTIVES
In this mission, when players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Raid Supply Lines (see below).

Raid Supply Lines (Progressive): At the end of each of your Command phases, you score 3 victory points if you control one of the objective markers that is in your opponent's deployment zone, or 5 victory points if you control both of the objective markers that are in your opponent's deployment zone. This secondary objective cannot be scored in the first battle round.

Grand Tournament 2020 — Incursion

Centre Ground
 21

MISSION BRIEFING
You must advance swiftly into contested territory to seize the battlefield while maintaining a strong rearguard to protect your supply lines. The battleground is won and lost one yard at a time, and a commander must simultaneously master offensive and defensive tactics if they are to prevail.

PRIMARY OBJECTIVES
Victory points are awarded for controlling objective markers, as follows:

Take and Hold (Progressive): At the end of each player's Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
This primary objective cannot be scored in the first battle round.

SECONDARY OBJECTIVES
In this mission, when the players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Centre Ground, below.

Centre Ground (Progressive): Each time a unit from your army successfully completes the following action, you score 3 victory points if you currently control one of the objective markers labelled A, or 5 victory points if you currently control both objective markers labelled A:

Centre Ground (Action): One unit from your army can start to perform this action at the end of your Movement phase if it is within range of an objective marker labelled A and no enemy units (excluding AIRCRAFT) are within range of that objective marker. The action is completed at the end of your next Command phase so long as the unit performing it is still within range of the same objective marker.

Grand Tournament 2020 — Incursion

Ascension
 22

MISSION BRIEFING
This battlefield houses sites of great import. Honour and power will be bestowed upon a warlord mighty enough to claim it. The leaders of your army must seize this site, whilst ensuring it is denied to the enemy.

Mission Rules
Champion's Honour: With the exception of your WARLORD, if a unit has a pre-game ability that enables it to be set up anywhere on the battlefield, that unit must still be set up wholly within your deployment zone. With the exception of your WARLORD, if a unit has a pre-game ability that enables it to make a move, it must end that move wholly within your deployment zone. In addition, your WARLORD has the Objective Secured ability whilst they are within range of the central objective marker.

PRIMARY OBJECTIVES
Victory points are awarded for controlling objective markers, as follows:

Take and Hold (Progressive): At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
This primary objective cannot be scored in the first battle round.

SECONDARY OBJECTIVES
In this mission, when the players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Ascend, below.

Ascend (Progressive): At the end of each of your turns, if you control the central objective marker you score a number of victory points equal to the current battle round number (so 1 victory point in the first battle round, 2 victory points in the second battle round, etc.). In addition, at the end of each of your turns you score 1 victory point if your WARLORD is within range of the central objective marker.

Grand Tournament 2020 — Incursion

Forward Push
 23

MISSION BRIEFING
This area is of extreme importance and you have been ordered to push forward and lead an immediate all-out assault to capture it. Storm every site of tactical import and leave the foe with no place to hide.

Mission Rules
Quick March: Any Advance rolls of less than 3 made in the first battle round instead count as 3.

PRIMARY OBJECTIVES
Victory points are awarded for controlling objective markers, as follows:

Take and Hold (Progressive): At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
This primary objective cannot be scored in the first battle round.

SECONDARY OBJECTIVES
In this mission, when the players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Forward Push, below.

Forward Push (Progressive): If you select this objective, then units in your army can perform the following action:

Forward Push (Action): One unit from your army can start to perform this action at the start of your Movement phase if it is within range of an objective marker that you control. The action is completed at the end of your turn and you score a number of victory points depending on which objective marker this action was performed on:

OBJECTIVE MARKERPLAYER A VICTORY POINTSPLAYER B VICTORY POINTS
A18
B24
C42
D81

Grand Tournament 2020 — Incursion

Rise of the Machine Spirit
 31

MISSION BRIEFING
An ancient and deadly war-fortress lies dormant in orbit, but if you can inload the correct data-psalms at key locations, its machine spirit will awaken under our control.

Mission Rules
Binharic Interference: In this mission, Reinforcement units cannot be set up within range of any objective markers.

PRIMARY OBJECTIVES
Victory points are awarded for controlling objective markers, as follows:

Take and Hold (Progressive): At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
This primary objective cannot be scored in the first battle round.

SECONDARY OBJECTIVES
In this mission, when the players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Inload Data-psalm, below.

Inload Data-psalm (Progressive): If you select this objective, then units in your army can perform the following action:

Inload Data-psalm (Action): One or more units from your army can start to perform this action at the end of your Movement phase. Each unit that starts to perform this action must be within range of a different objective marker. A unit cannot start this action while any enemy units (excluding AIRCRAFT) are in range of the same objective marker. This action is completed at the end of your next Command phase, and you score a number of victory points depending on how many units completed this action this phase, as shown in the table below:

INLOAD DATA-PSALM ACTIONSVICTORY POINTS
11
23
36
410

Grand Tournament 2020 — Incursion

Show of Force
 32

MISSION BRIEFING
You have been ordered to conduct an opportunistic assault to expand our territory. Take control of vital tactical sites and crush any who oppose you, but be careful to minimise your own losses, lest your forces be unable to consolidate and secure the newly won ground.

PRIMARY OBJECTIVES
Victory points are awarded for controlling objective markers, as follows:

Take and Hold (Progressive): At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
This primary objective cannot be scored in the first battle round.

SECONDARY OBJECTIVES
In this mission, when players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Minimise Losses (see below).

Minimise Losses (End Game): At the start of the battle, add up the number of units in your army ~ this is your army’s Strength. If a unit splits to form two or more individual units during the battle, then immediately increase your army's Strength accordingly (e.g. if one unit in your army splits to form three individual units, your army’s Strength is increased by 2). If a unit merges with another to form a combined unit during the battle, then decrease your army’s Strength accordingly (e.g. if two units from your army merge to form one unit, you immediately decrease your army's Strength by 1).

At the end of the battle, add up how many units from your army are left on the battlefield, including all units embarked within TRANSPORTS, but excluding all units that have been added to your army during the battle. If the total is 75% or more of your army’s Strength, score 15 victory points; if the total is less than 75%, but is 50% or more of your army’s Strength, score 10 victory points; if the total is less than 50%, but is 25% or more of your army’s Strength, score 5 victory points.

Grand Tournament 2020 — Incursion

Reconnaissance Mission
 33

MISSION BRIEFING
You have been detailed to conduct vital reconnaissance ahead of a major offensive, but enemy patrols are also operating in this area. Use your rapid response units to secure tactical sites and conduct recon scans quickly, whilst your supporting forces destroy any hostiles you encounter.

Mission Rules
Recon Units: Units that have the Fast Attack Battlefield Role have the Objective Secured ability.

PRIMARY OBJECTIVES
Victory points are awarded for controlling objective markers, as follows:

Take and Hold (Progressive): At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
This primary objective cannot be scored in the first battle round.

SECONDARY OBJECTIVES
In this mission, when players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Recon Sweep (see below).

Recon Sweep (End Game): If you select this objective, then units in your army can perform the following action:

Recon Sweep (Action): One unit from your army can start to perform this action at the start of your Movement phase, if it is wholly within a table quarter that has not already been reconnoitred by a unit from your army and it is more than 9" from the centre of the battlefield. The action is completed at the end of your turn and, provided the unit is still wholly within that table quarter, that table quarter is said to have been reconnoitred by your forces. You score a number of victory points for the number of table quarters that have been reconnoitred by your forces by the end of the battle, as shown below:

TABLE QUARTERS RECONNOITREDVICTORY POINTS
13
26
310
415

Strike Force Missions


Grand Tournament 2020 — Strike Force

Retrieval Mission
 11

MISSION BRIEFING
The battlefield is strewn with discarded equipment, supplies and other detritus of war that, for various reasons, you wish to recover. You must recover as many of these vital objectives as you can without sustaining unacceptable casualties in the process.

PRIMARY OBJECTIVES
Victory points are awarded for controlling objective markers, as follows:

Take and Hold (Progressive): At the end of each player's Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
This primary objective cannot be scored in the first battle round.

SECONDARY OBJECTIVES
In this mission, when the players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Minimise Losses, below.

Minimise Losses (End Game): At the start of the battle, add up the number of units in your army — this is your army’s Strength. If a unit splits to form two or more individual units during the battle, then immediately increase your army’s Strength accordingly (e.g. if one unit in your army splits to form three individual units, your army’s Strength is increased by 2). If a unit merges with another to form a combined unit during the battle, then decrease your army’s strength accordingly (e.g. if two units from your army merge to form one unit, you immediately decrease your army’s strength by 1).

At the end of the battle, add up how many units from your army are left on the battlefield, including all units embarked within TRANSPorts, but excluding all units that have been added to your army during the battle. If the total is 75% or more of your army’s Strength, score 15 victory points; if the total is less than 75%, but is 50% or more of your army's Strength, score 10 victory points; if the total is less than 50%, but is 25% or more of your army's Strength, score 5 victory points.

Grand Tournament 2020 — Strike Force

Scorched Earth
 12

MISSION BRIEFING
The time for a decisive strike against the foe is nigh. Key targets have been identified and their continued existence can no longer be tolerated. Spread ruination throughout the enemy’s territory and leave nothing but heaped corpses and blazing wreckage in your wake!

Mission Rules
Raze Objective (Action): One unit from your army can start to perform this action at the start of your Movement phase if it is within range of an objective marker that can be razed and no enemy units (excluding AIRCRAFT) are within range of that objective marker. Player A can only attempt to raze the objective markers labelled B, and player B can only attempt to raze the objective markers labelled A. The action is completed at the end of your turn. If this action is successfully completed, that objective marker is razed and removed from the battlefield.

PRIMARY OBJECTIVES
Victory points are awarded for controlling objective markers, as follows:

Take and Hold (Progressive): At the end of each player's Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
This primary objective cannot be scored in the first battle round.

SECONDARY OBJECTIVES
In this mission, when the players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Raze, below.

Raze (End Game): At the end of the battle, a player scores 6 victory points if one objective marker was removed from the battlefield due to a successful Raze Objective action performed by a unit from their army during the battle, and 12 victory points if two objective markers were so removed.

Grand Tournament 2020 — Strike Force

Vital Intelligence
 13

MISSION BRIEFING
Important tactical information must be captured. Key data-terminals have been detected, but the machine spirits of several must be slaved to your data-tethers at the same time if you are to intercept the intelligence you need.

Mission Rules
Data Terminals: The objective markers in this mission represent data terminals. In this mission, if you control an objective marker at the end of your Command phase, it remains under your control unless your opponent controls it at the end of any subsequent phase, even if you have no models within range of it.

PRIMARY OBJECTIVES
Domination (Progressive): At the end of each player's Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control two or more objective markers.
  • They control three or more objective markers.
  • They control more objective markers than their opponent controls.
This primary objective cannot be scored in the first battle round.

SECONDARY OBJECTIVES
In this mission, when the players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Data Intercept, below.

Data Intercept (Progressive): Each time a unit from your army successfully completes the following action, you score a number of victory points equal to the number of objective markers you currently control:

Data Intercept (Action): One unit from your army can start to perform this action at the end of your Movement phase if it is within range of an objective marker and no enemy units (excluding AIRCRAFT) are within range of that objective marker. The action is completed at the end of your next Command phase so long as the unit performing it is still within range of the same objective marker.

Designer’s note: This battlefield uses diagonal measurements. The shorts distance between the two deployment zones is 24". The deployment map includes some measurements in blue that help make finding the corners of the deployment zones easier on a *battlefie that is approximately 44"x60".

Grand Tournament 2020 — Strike Force

Surround and Destroy
 21

MISSION BRIEFING
The time to crush your enemy once and for all is at hand. Maintain a strong rearguard whilst your vanguard forces sweep past the foe’s flanks to surround them and cut off their means of escape. Then, let the slaughter begin.

PRIMARY OBJECTIVES
Victory points are awarded for controlling objective markers, as follows:

Take and Hold (Progressive): At the end of each player's Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
This primary objective cannot be scored in the first battle round.

SECONDARY OBJECTIVES
In this mission, when the players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Surround Them, below.

Surround Them (Progressive and End Game): Score 4 victory points at the end of your Command phase, and at the end of the battle if you control both the objective markers in your deployment zone and one or more objective markers in your opponent's deployment zone. Score 8 victory points instead if you control all four objective markers that are in deployment zones.

Grand Tournament 2020 — Strike Force

Battle Lines
 22

MISSION BRIEFING
Two armies approach the same battlefield, determined to capture the vital strategic ground that separates their battle lines and, if possible, strike deep into enemy territory to deal the foe a devastating blow.

PRIMARY OBJECTIVES
Victory points are awarded for controlling objective markers, as follows:

Take and Hold (Progressive): At the end of each player's Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
This primary objective cannot be scored in the first battle round.

SECONDARY OBJECTIVES
In this mission, when the players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Vital Ground, below.

Vital Ground (Progressive): At the end of each of your Command phases, you score 3 victory points if you control the objective marker in your opponent's deployment zone, and score 2 victory points for each objective marker that you control that is not in either player's deployment zone (for a maximum of 7 victory points). This secondary objective cannot be scored in the first battle round.

Grand Tournament 2020 — Strike Force

The Scouring
 23

MISSION BRIEFING
Both sides are sweeping through the area, tasking scout units to identify and scan sites of strategic import. However, not all sites are of equal worth - victory will go to the warlord who can secure the most valuable sites and cripple the enemy’s ability to locate others.

PRIMARY OBJECTIVES
Victory points are awarded for controlling objective markers, as follows:

Domination (Progressive): At the end of each player's Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control two or more objective markers.
  • They control three or more objective markers.
  • They control more objective markers than their opponent controls.
This primary objective cannot be scored in the first battle round.

SECONDARY OBJECTIVES
In this mission, when the players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Strategic Scan, below.

Strategic Scan (End Game): If you select this objective, then units in your army can perform the following action:

Strategic Scan (Action): One or more units from your army can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be in range of a different objective marker that has not already been scanned by a unit from your army (see below). A unit cannot start this action while there are any enemy units (excluding AircRAFT) in range of the same objective marker. This action is completed at the start of your next Command phase, or at the end of the battle (whichever happens first). If this action is successfully completed, that objective marker is said to have been scanned by your army. You score a number of victory points at the end of the battle depending on how many times units from your army completed this action this battle, as shown in the table below:

STRATEGIC SCAN ACTIONSVICTORY POINTS
13
26
310
4+15

Grand Tournament 2020 — Strike Force

Overrun
 31

MISSION BRIEFING
Two forces are converging on the battlefield at breakneck speed, determined to smash aside their foes and take control of this region in one fell swoop. If one side can break through the other's spearhead before support forces can establish a beachhead, the enemy’s front will be completely overrun.

PRIMARY OBJECTIVES
Victory points are awarded for controlling objective markers, as follows:

Domination (Progressive): At the end of each player's Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control two or more objective markers.
  • They control three or more objective markers.
  • They control more objective markers than their opponent controls.
This primary objective cannot be scored in the first battle round.

SECONDARY OBJECTIVES
In this mission, when the players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Overrun, below.

Overrun (Progressive): Score a number of victory points at the end of your Command phase if you control one or more of the objective markers that are within your opponent's territory, as shown in the table below:

NUMBER OF OBJECTIVE MARKERS IN OPPONENT’S TERRITORY YOU CONTROLVICTORY POINTS
12
23
35

Grand Tournament 2020 — Strike Force

Sweep and Clear
 32

MISSION BRIEFING
Both forces are moving forward to capture as much ground as possible, cleansing objectives of enemies as they move. Some warlords prefer a systematic sweep of the surrounding areas, whilst others favour a more bold, direct attack into the heart of the enemy lines.

Mission Rules
Objective Cleared: In this mission, if you control an objective marker at the end of your Command phase, it remains under your control unless your opponent controls it at the end of any subsequent phase, even if you have no models within range of it.

PRIMARY OBJECTIVES
Victory points are awarded for controlling objective markers, as follows:

Take and Hold (Progressive): At the end of each player's Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
This primary objective cannot be scored in the first battle round.

SECONDARY OBJECTIVES
In this mission, when the players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Direct Assault, below.

Direct Assault (Progressive): Score 3 victory points if you control either the objective marker in the centre of the battlefield or the objective marker in your opponent's deployment zone at the end of your turn, or 5 victory points if you control both of these objective markers at the end of your turn.

Grand Tournament 2020 — Strike Force

Priority Target
 33

MISSION BRIEFING
Intel reports indicate precious cargo is being transported through this region, but the exact whereabouts of these targets is yet to be confirmed. Locate and secure these sites at all costs.

Mission Rules
Priority Objectives: After players have chosen their deployment zones, but before they declare reserves and transports, the players reposition the objective markers labelled A and B as described below:
  • First, the Attacker repositions either one objective marker labelled A or one objective marker labelled B.
  • Secondly, the Defender repositions one objective marker labelled A and one objective marker labelled B (an objective marker cannot be repositioned more than once).
  • Finally, the Attacker repositions the last objective marker labelled A or B that has yet to be repositioned.
In all cases, when an objective marker is repositioned, you set it up wholly within 6" horizontally of its original position, and not on or within any Obstacles or Defensible terrain features.

After all objective markers have been repositioned, each player secretly notes down one of the objective markers that is within their own territory to be a Priority Objective Marker (this cannot be the objective marker in the centre of the battlefield). After both players have done so, they reveal their choices to their opponent.

PRIMARY OBJECTIVES
Victory points are awarded for controlling objective markers, as follows:

Take and Hold (Progressive): At the end of each player's Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
This primary objective cannot be scored in the first battle round.

SECONDARY OBJECTIVES
In this mission, when the players are selecting their secondary objectives, they can, if they wish, choose for one of them to be Priority Targets, below.

Priority Targets (Progressive): Score 3 victory points if you control either of the Priority Objective Markers (see above) at the end of your turn, or 5 victory points if you control both of these objective markers at the end of your turn.

PSYCHIC RITUAL
End Game Objective

The war does not fare well, and desperate times call for desperate measures. Completion of a complex ritual will allow your psykers to fully harness the power of the warp, and perhaps snatch victory from the jaws of defeat.

Score 15 victory points at the end of the battle if any unit from your army successfully completed the following psychic action 3 times during the battle:

Psychic Ritual (Psychic Action - Warp Charge 3): One PSYKER CHARACTER unit from your army can attempt to perform this psychic action in your Psychic phase if it is within 6" of the centre of the battlefield.
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.
DEPLOY SCRAMBLERS
End Game Objective

To prevent the enemy from launching a counter-attack in this region, your forces must deploy scramblers to interfere with orbital augurs and scanner arrays.

Score 10 victory points at the end of the battle if you successfully completed the following action three times during the battle — once in your deployment zone, once in your opponent's deployment zone and once more than 6" from either player's deployment zone:

Deploy Scramblers (Action): One INFANTRY unit (excluding CHARACTERS) from your army can start to perform this action at the end of your Movement phase if it is wholly within your deployment zone, wholly within your opponent's deployment zone, or more than 6" from either player’s deployment zone. This action is completed at the end of your turn.
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.
Understrength Units
Sometimes you may find that you do not have enough models to field a minimum-sized unit; if this is the case, you can still include one unit of that type in your army with as many models as you have available. This is known as an Understrength unit. The Power Rating of an Understrength unit is the same as if you had a minimum-sized unit, even though it contains fewer models.

  • Understrength unit: A unit that starts the battle with fewer models than a minimum-sized unit.
  • Has same Power Rating as a minimum-sized unit.
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.
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
The same Psyker unit cannot attempt to manifest Smite more than once during the same battle round. 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.

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.
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.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Defensible
If every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it.

If every model in an INFANTRY unit is within 3" of an Obstacle terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it if, were you to draw a straight line, 1mm in thickness, between the closest parts of the bases (or hulls) of the two closest models in the two units, that line would pass over or through that terrain feature.

A unit cannot Hold Steady or Set to Defend while it is within Engagement Range of any enemy units.

If a unit Holds Steady, any Overwatch attacks made by that unit this phase will score hits on rolls of 5+. If a unit Sets to Defend, it cannot fire Overwatch this phase, but you add 1 to hit rolls when resolving attacks made with melee weapons by models in that unit until the end of the next Fight phase.

  • INFANTRY units can Hold Steady or Set to Defend (if no enemy within Engagement Range}.
  • Hold Steady: Overwatch attacks hit on 5+.
  • Set to Defend: Cannot fire Overwatch but add 1 to hit rolls in next Fight phase.
© Vyacheslav Maltsev 2013-2020