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9 Edition Summary V3 (14/06/21) by Janco

This document provides a summary of the rules for the 9th edition Warhammer 40k multiplayer battle mission. It outlines 14 steps for setting up and playing a mission, including mustering armies, determining objectives, and resolving the battle. It also describes several primary and secondary mission objectives that players can aim to achieve during the game for victory points, such as controlling objectives, destroying enemy units, and completing special actions. The mission is played over several battle rounds with players alternating turns to move their armies and battle for supremacy on the battlefield.

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Eli Stanley
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We take content rights seriously. If you suspect this is your content, claim it here.
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0% found this document useful (0 votes)
258 views7 pages

9 Edition Summary V3 (14/06/21) by Janco

This document provides a summary of the rules for the 9th edition Warhammer 40k multiplayer battle mission. It outlines 14 steps for setting up and playing a mission, including mustering armies, determining objectives, and resolving the battle. It also describes several primary and secondary mission objectives that players can aim to achieve during the game for victory points, such as controlling objectives, destroying enemy units, and completing special actions. The mission is played over several battle rounds with players alternating turns to move their armies and battle for supremacy on the battlefield.

Uploaded by

Eli Stanley
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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9th Edition Summary V3 (14/06/21) by Janco

# Step Description
1 SELECT BATTLE SIZE
2 MUSTER ARMIES
3 DETERMINE MISSION Roll 2D3: 1st tens, 2nd units.
11 Retrieval 12 Scorched 13 Vital 21 Surround 22 Battle 23 The 31 32 Sweep 33 Priority
Mission Earth Intelligence and Destroy Lines Scouring Overrun and Clear Target
4 READ MISSION BRIEFING
5 PLACE OBJECTIVE MARKERS
6 CREATE THE BATTLEFIELD (terrain)
7 SELECT SECONDARY MISSIONS Each player Secretly selects 3. Only 1 from each group. Max 15 VPs for each one
8 DETERMINE ATTACKER AND DEFENDER Players Roll off. Winner decides who will be ATTACKER and DEFENDER
9 CHOOSE DEPLOYMENT ZONE DEFENDER selects deployment zone
10 DECLARE RESERVES AND TRANSPORTS Secretly which units: S. Reserves, Transports, abilities, and stratagems
11 DEPLOY ARMIES Players alternate, starting with the DEFENDER
12 DETERMINE FIRST TURN Roll off. Winner takes the First turn
13 RESOLVE PRE-BATTLE ABILITIES Players alternate, starting with the player who will take the First turn
14 BEGIN THE BATTLE
BATTLEFIELD SUPREMACY
ENGAGE ON ALL FRONTS BEHIND ENEMY LINES STRANGLEHOLD
If you have 1+ units wholly within 3 different table quarters If you have 1 unit (excluding AIRCRAFT) If you control 3+ objective markers and
and more than 6" from the centre of the battlefield: 2VPs EoT wholly within your opponent's more than you opponent: 3 VPs EoT
If you have 1+ units wholly within each quarter and more than deployment zone: 2VPs EoT
6” from the centre of the battlefield: 3VPs EoT If you have 2+ units instead: 4VPs EoT

NO MERCY, NO RESPITE
NO PRISONERS GRIND THEM DOWN TO THE LAST
For each 10 wounds from destroyed If more enemy than friendly For each one of the 3 more expensive units alive at the EoB: 5VPs EoB
enemy models (excluding VEHICLE, units were destroyed this If a unit splits into smaller units (excluding DRONEs): 5VPs EoB if each
MONSTER, CHARACTER): 1VP EoB battle round: 3VPs EoBR smaller unit survives; 3VPs EoB if only some of the smaller units survive.

SHADOW OPERATIONS
RAISE THE BANNERS HIGH INVESTIGATE SIGNAL RETRIEVE OCTARIUS DATA DEPLOY TELEPORT HOMER
Raise Banners (Action) Investigate Signal (Action) Retrieve Data (Action) Deploy Teleport Homer (Action)
WHO: 1 or more INFANTRY units WHO: 1 INFANTRY unit WHO: 1 INFANTRY unit (excluding WHO: 1 INFANTRY or BIKER unit
STARTED: End of Movement phase (excluding Characters) Characters) START: End of Move. phase
CONDITIONS: Each unit in range of a STARTED: End of Move. STARTED: End of Move. phase CONDITIONS: To be wholly
different objective marker without phase CONDITIONS: To be wholly within a within 12” of your opponent’s
your banner. Cannot start this action CONDITIONS: To be wholly table quarter that has not been deployment zone
if enemy units (excluding AIRCRAFT) within 6" of the centre of the retrieved yet (see EFFECT) and it is COMPLETE: End of next
are in range of the objective marker. battlefield without enemy more than 6” away from any other Command Phase (provided the
COMPLETED: EoT units (excluding AIRCRAFT) table quarter. CONDITIONS are still met)
EFFECT: that objective marker has wholly within 6" of the centre COMPLETED: EoT (if the unit is still EFFECT: none
your banner raised on it until your of the battlefield. within the table quarter) VPs: 2VPs Each time is
opponent controls the objective COMPLETED: EoT (provided EFFECT: The table quarter is completed; 4VPs instead if it is
marker at the start of any phase. the CONDITIONS are still met) retrieved completed wholly within your
VPs: 1VP End of your Command EFFECT: none VPs: 4VPs EoB for 2 table quarters, opponent’s deployment zone
Phase and 1VP EoB, for each banner VPs: 3VPs Each time is 8VPs EoB for 3, and 12VPs EoB for
completed all of them

PURGE THE ENEMY


ASSASSINATION TITAN HUNTER BRING IT DOWN
For each enemy CHARACTER model destroyed: If some enemy TITANIC models are For each enemy MONSTER/VEHICLE model
3VPs EoB destroyed: 4VPs for 1, 9VPs for 2, or destroyed: 1VP EoB if 10 Wounds or less, 2VPs EoB
If the enemy Warlord was destroyed: 1VP EoB 15VPs for 3+ models. if 11-19 Wounds, or 3VPs EoB if 20+ Wounds

WARPCRAFT
ABHOR THE WITCH WARP RITUAL PIERCE THE VEIL PSYCHIC INTERROGATION
You cannot select it if your Warp Ritual (Psychic Action - Warp Pierce the Veil (Psychic Action - Warp Psychic Interrogation (Psychic
army includes any PSYKER Charge 3) Charge 4) Action - Warp Charge 4)
units WHO: 1 PSYKER CHARACTER WHO: 1 PSYKER CHARACTER WHO: 1 PSYKER CHARACTER
Each PSYKER unit WHEN: Psychic Phase WHEN: Psychic Phase WHEN: Psychic Phase
destroyed: 2VPs EoB (if CONDITIONS: if it is within 6" of CONDITIONS: if it is within 6" of your CONDITIONS: if it is within 24" of
it was a CHARACTER, the centre of the battlefield. opponent’ battlefield edge and more than any visible enemy CHARACTER
3VPs EoB instead) VPs: 3VPs for 1 action completed, 6" from any enemy models. models.
7VPs for 2, or 12VPs for 3+. VPs: 8VP EoB if 1+ units completed it 2-3 VPs: 3VP Each time is completed
times, or 15VPs EoB for 4+ times.
11 RETRIEVAL MISSION (HOLD 1 - HOLD 2)
PRIMARY
SECONDARY OBJECTIVE:
OBJECTIVE
MINIMIZE LOSSES
(T&H):
5VPs End of Starting number of units in your
Command phase for: army = Strength
- Control 1+ objective At EoB, add the Strength you
- Control 2+ objective have left:
- Control more than
your opponent
Strength
25-50 50-75 75+
In the5th Battle left (%)
round, the 2nd player
scores primary VPs at VPs 5 10 15
the End of their Turn

12 SCORCHED EARTH (HOLD 1 - HOLD 2)


MISSION RULES
Raze Objective (Action)
WHO: 1 unit
STARTED: End of Movement phase
CONDITIONS: Within range of an objective without enemy
units (excluding AIRCRAFT) within range of it.
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.
COMPLETED: EoT
EFFECT: Objective marker is removed (Razed)
PRIMARY OBJECTIVE SECONDARY
(T&H): OBJECTIVE: RAZE
5VPs End of Command 6VPs EoB if 1 objective was
phase for: removed
- Control 1+ objective 12VPs EoB if 2 objectives
- Control 2+ objective were removed
- Control more than your (removed due to a
opponent successful action performed
by a unit from your army)
In the 5th Battle round, the
2nd player scores primary
VPs at the End of their Turn

13 VITAL INTELLIGENCE (HOLD 2 - HOLD 3)


MISSION RULES
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.
PRIMARY SECONDARY OBJECTIVE:
OBJECTIVE (DOM): DATA INTERCEPT (action)
5VPs End of Command WHO: 1 unit
phase for: STARTED: End of Move. phase
- Control 2+ objective CONDITIONS: To be within
- Control 3+ objective range of an objective without
- Control more than enemy units (excluding
your opponent AIRCRAFT) within range of it
COMPLETED: End of next
In the 5th Battle round, Command Phase (if still within
the 2nd player scores objective’s range)
primary VPs at the End VPs: X VPs Each time is
of their Turn completed (X = #objectives you
currently control)
21 SURROUND AND DESTROY (HOLD 1 - HOLD 2)
PRIMARY
SECONDARY OBJECTIVE:
OBJECTIVE
SURROUND THEM
(T&H):
5VPs End of IF you control both objective
Command phase for: markers in your deployment
- Control 1+ objective zone and 1+ objective markers
- Control 2+ objective in your opponent’s deployment
- Control more than zone:
your opponent 4VPs End of your Command
phase and EoB
In the 5th Battle If you control all 4 objective
round, the 2nd player markers that are in deployment
scores primary VPs at zones: 8VPs End of your
the End of their Turn Command phase and EoB

22 BATTLE LINES (HOLD 1 - HOLD 2)


PRIMARY
SECONDARY OBJECTIVE:
OBJECTIVE
VITAL GROUND
(T&H):
5VPs End of If you control the objective
Command phase for: marker in your opponent’s
- Control 1+ objective deployment zone: 3VPs End of
- Control 2+ objective your Command phase
- Control more than Each objective marker you
your opponent control outside either
deployment zones: 2VPs End of
In the 5th Battle your Command phase
round, the 2nd player (maximum of 7 VPs)
scores primary VPs at
the End of their Turn (this cannot be scored in the 1st
battle round)

23 THE SCOURING (HOLD 2 - HOLD 3)


PRIMARY SECONDARY OBJECTIVE:
OBJECTIVE (DOM): STRATEGIC SCAN (action)
5VPs End of Command WHO: 1 or more units
phase for: STARTED: End of Movement
- Control 2+ objective phase
- Control 3+ objective CONDITIONS: Each of those
- Control more than units must be in range of a
your opponent different non-Scanned
objective marker. Cannot start
In the 5th Battle round, this action if there are enemy
the 2nd player scores units (excluding AIRCRAFT) in
primary VPs at the End range of that objective marker.
of their Turn COMPLETED: Start of your next
Command phase OR at the EoB
(whichever happens first).
EFFECT: Objective is Scanned.
VPs: 3VP for 1 action, 6VP for
2, 10VP for 3, and 15VP for 4+
31 OVERRUN (HOLD 2 - HOLD 3)
PRIMARY SECONDARY OBJECTIVE:
OBJECTIVE (DOM): OVERRUN
5VPs End of Command End of your Command phase, if
phase for: you control one or more of the
- Control 2+ objective objective markers that are
- Control 3+ objective within your opponent’s
- Control more than territory: 2VPs for 1 objective,
your opponent 3VPs for 2, and 5VPs for 3.

In the 5th Battle round,


the 2nd player scores
primary VPs at the End
of their Turn

32 SWEEP AND CLEAR (HOLD 1 - HOLD 2)


MISSION RULES
Objective Cleared: 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.

PRIMARY SECONDARY OBJECTIVE:


OBJECTIVE (T&H): DIRECT ASSAULT
5VPs End of Command If you control either the
phase for: objective marker at the centre
- Control 1+ objective of the battlefield, or the
- Control 2+ objective objective marker in you
- Control more than opponent’s deployment zone:
your opponent 3VPs EoT
If you control both: 5VPs EoT
In the 5th Battle round,
the 2nd player scores
primary VPs at the End
of their Turn

33 PRIORITY TARGET (HOLD 1 - HOLD 2)


MISSION RULES
Priority Objectives: Between STEP 9 and 10, the players
reposition the objective markers labelled A and B:
1st- ATTACKER repositions 1 objective marker, A or B.
2nd- DEFENDER repositions 1 objective A and 1 B (an
objective marker cannot be repositioned more than once).
3rd- ATTACKER repositions the last A/B objective marker.
Repositioning: set it up wholly within 6" horizontally of its
position, not within any Obstacles or Defensible terrain
4th- Each player secretly chooses their Priority Objective
Marker: has to be within their own territory (A or B).
SEC. OBJECTIVE:
PRIMARY OBJECTIVE (T&H): PRIORITY
TARGETS
5VPs End of Command phase for: If you control 1
- Control 1+ objective Priority Objective
- Control 2+ objective Marker EoT: 3VPs
- Control more than your opponent EoT
If you control both:
In the 5th Battle round, the 2nd 5VPs EoT
player scores primary VPs at the
End of their Turn
ACTIONS AND PSYCHIC ACTIONS

STRATEGIC RESERVES
SETTING UP STRATEGIC RESERVE UNITS
• Always wholly within 6” of any battlefield edge
(other than the enemy’s battlefield edge).
• Always1 more than 9” from any enemy models.
• They cannot be set up on the 1st battle round.
• In the 2nd battle round, they cannot be set up
within the enemy’s deployment zone.
• In Grand Tournament 2020 missions, any
Strategic Reserve or Reinforcement unit that
has not arrived on the battlefield by the end
of the 3rd battle round counts as having been
destroyed. (doesn’t apply to units that are placed into Strategic Reserves after the 1st Battle Round has Started)
1
Except if they are set up within 1” of their own battlefield edge and wholly within their deployment zone, then
there are no limitations: they can even be set up within Engagement Range of enemy models, and in that case, that
unit counts as having made a charge move this turn.

TERRAIN CATEGORIES
Hills Obstacles Area Terrain
TERRAIN TRAITS
Defensible Defence Line Breachable
If every model in an INFANTRY unit is on or in an Area If an enemy unit is within 1" of this terrain INFANTRY, BEASTS and SWARM units
Terrain with this trait, then it can either Hold Steady feature, you can still make a charge move can move through the walls, girders,
or it can Set to Defend when an enemy unit declares against it so long as the charging unit ends its chains and foliage of this terrain feature
a charge against it. If every model in that unit is within charge move touching that terrain feature and without impediment.
3” of an Obstacle with this feature, if, were you to within 2" of the target unit. Units are eligible to
draw a straight line, 1mm in thickness, between the fight, and models can make attacks with melee
closest parts of the bases (or hulls) of the two closest weapons, if their target is on the opposite side
models in the two units, that line would pass over or of this terrain feature and within 2".
through that terrain feature.

Difficult Ground Dense Cover Unstable Position


If a unit makes a Normal Move, If this terrain feature is at least 3" in height, then subtract 1 from Models cannot be set up or end a move
Advances, Falls Back or it makes a the hit roll when resolving an attack with a ranged weapon unless on top of this terrain feature (they can
charge move, and any of its models you can draw straight lines, 1mm in thickness, to every part of at move up, over and down this terrain
wish to move over any part of this least one model’s base (or hull) in the target unit from a single feature, but they cannot end a move on
terrain feature, subtract 2" from the point on the attacking model’s base (or hull) without any of those top of it).
maximum distance that every lines passing over or through any part of any terrain feature with
model in that unit can move (to a this trait. Models that are on or within an Area Terrain feature
minimum of 0), even if every part of with this trait do not suffer this penalty if the only terrain feature
this terrain feature is 1" or less in these lines pass over or through is the terrain feature that the
height. This penalty does not apply attacking model is on or within. Models within 3" of an Obstacle
if every model in the moving unit terrain feature with this trait do not suffer this penalty if the only
can FLY. terrain feature these lines pass over or through is the terrain
feature that the attacking model is within 3" of. The height of a
terrain feature is measured from the highest point on that terrain
feture.

Models
do not
suffer
this
penalty
to their hit rolls when making an attack with a ranged weapon
that targets an AIRCRAFT unit, or a unit that includes any models
with a Wounds (W) characteristic of 18 or more, even if this
terrain feature is between it and the firing model (note that the
reverse is not true).

Difficult Ground Obscuring Light Cover


Models never receive the benefits of cover If this terrain feature is at least 5" in height, then When an attack made with a ranged
while they are on top of this terrain feature, models cannot see through or over this terrain weapon wounds a model that is receiving
but they can gain the benefits of cover while feature. This means that one model is not visible to the benefits of cover from this terrain
they are behind it. another if you cannot draw a straight line, 1mm in feature, add 1 to the saving throw made
thickness, between them without it passing through against that attack (invulnerable saving
or over any part of this terrain feature. The height of throws are not affected).
a terrain feature is measured from the highest point
on that terrain feature.
Models that are on or within this terrain feature can
be seen and targeted normally. AIRCRAFT models,
and models with a Wounds (W) characteristic of 18 or
more, are visible and can be targeted even if this
terrain feature is in-between it and the firing model
(note that the reverse is not true).
Heavy Cover Scaleable Inspiring
When an attack made with a melee weapon Only INFANTRY, BEASTS and SWARM models, Add 1 to the Leadership (Ld) characteristic of units
wounds a model that is receiving the and models that can FLY, can be set up or end a while they are wholly within 6" of this terrain
benefits of cover from this terrain feature, move on top of an Obstacles terrain feature feature. If this terrain feature lists any keywords
add 1 to the saving throw made against that with this trait. Only INFANTRY, BEASTS and in brackets, then this bonus only applies to units
attack unless the model that the attack is SWARM models, and models that can FLY, can that have that keyword.
allocated to made a charge move this turn be set up or end a move on the upper floors of
(invulnerable saving throws are not an Area ‘Terrain feature with this trait (other
affected). models can be set up or end a move on the
ground floor). INFANTRY, BEASTS and SWARM
models can move through the floors, ceilings,
and gantries of this terrain feature without
impediment.

OTHER RULES

9th Edition Summary V3.0 (14/06/2021) - by Janco

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