40K Scenarios
Below is a listing of possible scenarios that you may have in the 40k tournament
Scenario 1: Cleansing Siege!
Deployment: Spearhead
The table is divided into four quarters, formed by drawing two imaginary perpendicular lines through the center point. Place one tactical marker in the exact center of the table.
The players roll-off, and the winner chooses to go first or second. The player that goes first then chooses one of the long table edges to be his own table edge. He then deploys his force in one of the two table quarters on his side of the table, more than 12” away from the center of the table (this is his ‘deployment zone’). His opponent then deploys in the diagonally opposite quarter, following the same restrictions. The remaining table quarters are considered “neutral” at the start of the game.
Both players may also chose to place units in reserve using the Reserves special rule (pg 94). When a unit is placed in reserve, the owning player must declare how that unit will enter play from reserves (e.g. Deep Strike, Outflank, etc).
At all times, armies must follow any and all special deployment rules specific to their Codex (i.e. Codex: Chaos Daemons).
Finally, alternate deploying any infiltrators and making any scout moves.
The player that chose his deployment zone first starts game Turn 1 with his first player turn. His opponent may attempt to seize the initiative as described in the Warhammer 40,000 rulebook (pg 92).
Special Rules:
Game Length is 6 turns or until time is called. Tactical Markers, Infiltrate, Reserves, Deep Strike.
Objectives:
Annihilation: The player with the most Kill Points as defined in the Warhammer 40K rulebook (pg 91) at the end of the game achieves this mission objective.
Battlefield Control: The player that controls the most table quarters at the end of the game achieves this mission objective. To control a table quarter there must be a Scoring Unit in the table quarter at the end of the game and the quarter must not be contested. A table quarter is contested if there are enemy units present (any unit, whether scoring or not). A unit may only control or contest ONE table quarter at a time. If a unit is spread between multiple table quarters, the unit is considered to control or contest the table quarter containing a MAJORITY of that unit. If this is unclear, then randomly determine which table quarter that unit is controlling or contesting.
Lead by Example: A player achieves this mission objective by having a model from an HQ unit within 6” of the tactical marker at the center of the table at the end of the game. Both players can achieve this mission objective.
Victory Conditions:
The player that has successfully achieved the most mission objectives at the end of the game wins.
If neither player has achieved victory through mission objectives, then the game ends in a tiebreak.
Wipeout: The player that achieves a ‘Wipeout!’ automatically wins the game. Mission objectives are scored as normal for both players (see Rules Addendum).
Tie Break – Victory Points: You must score at least 185 more Victory Points than your opponent as described in the Warhammer 40,000 rulebook (pg 300). If the Victory Point total is within 185 points, then score this game as a draw.
Scenario 2: Where Blood Will Soon Be Shed
Deployment: Pitched Battle
The table is divided lengthways into two halves, by drawing an imaginary line through the middle of the short table edges.
Place one tactical marker in the exact center of the table. Players roll-off, and the winner chooses to go first or second. The player that goes first then chooses one of the long table edges to be his own table edge and places another tactical marker wholly within his opponent’s deployment zone at least 6” from all table edges and 18” from the tactical marker in the center of the table. The opposing player then does the same. There should be a total of three (3) tactical markers on the table at this point.
The player that goes first then deploys his, with all models more than 12” away from the table’s middle line (this is his ‘deployment zone’). His opponent then deploys in the opposite half, following the same restrictions.
Both players may also chose to place units in reserve using the Reserves special rule (pg 94). When a unit is placed in reserve, the owning player must declare how that unit will enter play from reserves (e.g. Deep Strike, Outflank, etc).
At all times, armies must follow any and all special deployment rules specific to their Codex (i.e. Codex: Chaos Daemons).
Finally, alternate deploying any infiltrators and making any scout moves.
The player that chose his deployment zone first starts game Turn 1 with his first player turn. His opponent may attempt to seize the initiative as described in the Warhammer 40,000 rulebook (pg 92).
Special Rules:
Game Length is 6 turns or until time is called. Tactical Markers, Infiltrate, Reserves, Deep Strike.
Objectives:
The Sum of Parts: A player achieves this mission objective by destroying half or more of his opponent’s eligible Kill Points units (based on the total number of Kill Points in the army prior to deployment). Both players can achieve this mission objective. Units that are spawned/created throughout the course of the game (e.g. termagants, combat squads) DO NOT increase the Kill Points threshold for this mission objective.
Tactical Markers: The player that controls the most tactical markers at end of the game achieves this mission objective. To control a tactical marker there must be a Scoring Unit within 3″ of it and no enemy units (any unit, whether scoring or not) within 3″ of it at the end of the game.
Recon: The player with the most units (scoring or otherwise) wholly within the enemy deployment zone at the end of the game wins this mission objective. The goal of this mission objective is not to “control” the enemy deployment zone, simply total up the number of eligible units in each deployment zone to determine the winner.
Victory Conditions:
The player that has successfully achieved the most mission objectives at the end of the game wins.
If neither player has achieved victory through mission objectives, then the game ends in a tiebreak.
Wipeout: The player that achieves a ‘Wipeout!’ automatically wins the game. Mission objectives are scored as normal for both players (see Rules Addendum).
Tie Break – Victory Points: You must score at least 185 more Victory Points than your opponent as described in the Warhammer 40,000 rulebook (pg 300). If the Victory Point total is within 185 points, then score this game as a draw.
Scenario 3: Of Blood and Iron
Deployment: Pitched Battle
Before deciding deployment zones, each player must declare a single, non-dedicated transport unit in the opposing army to be ‘Marked for Termination’. If this unit splits (e.g. combat squads) at any point during the game, then BOTH units are considered to be ‘Marked for Termination’ and BOTH units must be destroyed to achieve the mission objective. Record this unit under the mission objective. Next, the players roll-off and the winner places a tactical marker on the table. Then his opponent does the same and the players alternate placing tactical markers until five (5) tactical markers have been placed. These markers may not be placed in impassable terrain, or within 12” of a table edge or another marker. The table is divided lengthways into two halves, by drawing an imaginary line through the middle of the short table edges. Players roll-off, and the winner chooses to go first or second. The player that goes first then chooses one of the long table edges to be his own table edge. He then deploys his force in his half of the table, with all models more than 12” away from the table’s middle line (this is his ‘deployment zone’). His opponent then deploys in the opposite half, following the same restrictions. Both players may also chose to place units in reserve using the Reserves special rule (pg 94). When a unit is placed in reserve, the owning player must declare how that unit will enter play from reserves (e.g. Deep Strike, Outflank, etc). At all times, armies must follow any and all special deployment rules specific to their Codex (i.e. Codex: Chaos Daemons). Finally, alternate deploying any infiltrators and making any scout moves. The player that chose his deployment zone first starts game Turn 1 with his first player turn. His opponent may attempt to seize the initiative as described in the Warhammer 40,000 rulebook (pg 92).
Special Rules:
Game Length is 6 turns or until time is called. Tactical Markers, Marked for Termination, Infiltrate, Reserves, Deep Strike.
Objectives:
Annihilation: The player with the most Kill Points as defined in the Warhammer 40K rulebook (pg 91) at the end of the game achieves this mission objective.
Seize Ground: The player that controls the most tactical markers at end of the game achieves this mission objective. To control a tactical marker there must be a Scoring Unit within 3″ of it and no enemy units (any unit, whether scoring or not) within 3″ of it at the end of the game.
Marked for Termination: A player achieves this mission objective by destroying the opposing unit that was Marked for Termination at the start of the game (see Deployment). Both players can achieve this mission objective.
Unit Marked for Termination:_______________________________________
Victory Conditions:
The player that has successfully achieved the most mission objectives at the end of the game wins.
If neither player has achieved victory through mission objectives, then the game ends in a tiebreak.
Wipeout: The player that achieves a ‘Wipeout!’ automatically wins the game. Mission objectives are scored as normal for both players (see Rules Addendum).
Tie Break – Victory Points: You must score at least 185 more Victory Points than your opponent as described in the Warhammer 40,000 rulebook (pg 300). If the Victory Point total is within 185 points, then score this game as a draw.
Scenario 4: At Dawn With Victorious Weapons!
Deployment: Dawn of War
The table is divided lengthways into two halves.
The players roll-off, and the winner chooses to go first or second. The player that goes first then chooses one of the long table edges to be his own table edge and places the first tactical marker. Players then take turns placing their tactical markers until a total of 6 markers (3 per player) are on the table. Tactical markers must be placed according to the following rules:
• The first tactical marker a player places MUST be placed in his/her own deployment zone.
• The remaining two tactical markers MUST be placed in their opponent’s half of the table.
• All tactical markers MUST be at least 12” away from other tactical markers and at least 6” from all table edges.
• Tactical markers may NEVER be placed in impassable terrain.
The player that goes first then can deploy up to two units from his Troops selections and up to one unit from his HQ selections in his half of the table (this is his ‘deployment zone’). His opponent then does the same in the opposite half, but must position his three units more than 18” from enemy units.
Both players may also chose to place units in reserve using the Reserves special rule (pg 94). When a unit is placed in reserve, the owning player must declare how that unit will enter play from reserves (e.g. Deep Strike, Outflank, etc).
At all times, armies must follow any and all special deployment rules specific to their Codex (i.e. Codex: Chaos Daemons).
Finally, alternate deploying any infiltrators and making any scout moves. Troops and HQ units that can infiltrate, can do so, as long as at the end of deployment the player still has a maximum of one HQ and two Troops on the table.
All units that were not deployed, and were not declared to be in reserve during deployment, must enter the game in the Movement phase of their first player turn by moving in from their own table edge, just like units moving in from reserve.
The player that chose his deployment zone first starts game Turn 1 with his first player turn. His opponent may attempt to seize the initiative as described in the Warhammer 40,000 rulebook (pg 92).
Special Rules:
Game Length is 6 turns or until time is called. Turn 1 Night Fighting, Tactical Markers, Infiltrate, Reserves, Deep Strike.
Objectives:
Annihilation: The player with the most Kill Points as defined in the Warhammer 40K rulebook (pg 91) at the end of the game achieves this mission objective.
Defend the Flag: You achieve this mission objective by controlling more tactical markers in your half of the table than your opponent. To control a tactical marker there must be a Scoring Unit within 3″ of it and no enemy units (any unit, whether scoring or not) within 3″ of it at the end of the game.
Take and Hold: You achieve this mission objective by controlling more tactical markers in your opponent’s half of the table than your opponent. To control a tactical marker there must be a Scoring Unit within 3″ of it and no enemy units (any unit, whether scoring or not) within 3″ of it at the end of the game.
Victory Conditions:
The player that has successfully achieved the most mission objectives at the end of the game wins.
If neither player has achieved victory through mission objectives, then the game ends in a tiebreak.
Wipeout: The player that achieves a ‘Wipeout!’ automatically wins the game. Mission objectives are scored as normal for both players (see Rules Addendum).
Tie Break – Victory Points: You must score at least 185 more Victory Points than your opponent as described in the Warhammer 40,000 rulebook (pg 300). If the Victory Point total is within 185 points, then score this game as a draw.
Scenario 5: Priorities
Overview:
Specific areas of the battlefield are very important to your army and only you know it.
Deployment:
Before deciding deployment zones, each player must declare a single, non-dedicated transport unit in the opposing army to be ‘Marked for Termination’. If this unit splits (e.g. combat squads) at any point during the game, then BOTH units are considered to be ‘Marked for Termination’ and BOTH units must be destroyed to achieve the mission objective. Record this unit under the mission objective.
The table is divided into two equal diagonal deployment zones (18” from opposite corners) as shown in the deployment diagram below. Players roll-off, and the winner chooses to go first or second. The player that goes first then chooses one of the deployment zones and deploys his force in said deployment zone. His opponent then deploys in the other deployment zone. Both players may also chose to place units in reserve using the Reserves special rule (pg 94). When a unit is placed in reserve, the owning player must declare how that unit will enter play from reserves (e.g. Deep Strike, Outflank, etc). At all times, armies must follow any and all special deployment rules specific to their Codex (i.e. Codex: Chaos Daemons). Finally, alternate deploying any infiltrators and making any scout moves. The player that chose his deployment zone first starts game Turn 1 with his first player turn. His opponent may attempt to seize the initiative as described in the Warhammer 40,000 rulebook (pg 92).
Special Rules:
Game Length is 6 turns or until time is called. Deep Strike, Infiltrate, Reserves, Scouts
Objectives:
Modified Seize Ground per page 91 of the Wh40K Rulebook: Players will each place 3 priority objective markers instead of rolling a random number of them. Players will alternate placing objective markers with a secret point allotment assigned to them. One marker must be assigned a value of 1, another must be assigned a value of 2, and the last a value of 3. The markers only have value to the player placing them. The markers must be placed at least 6” outside the controlling player’s Deployment Zone (but may be in an opponent’s) and at least 10” away from the controlling player’s other markers.
At the end of the game, players reveal the value of each of their priority markers. Each player determines which of their own priority markers they control. Players then add up the total value of their own priority markers that they control. The player with the highest total wins the game.
Annihilation: The player with the most Kill Points as defined in the Warhammer 40K rulebook (pg 91) at the end of the game achieves this mission objective.
Marked for Termination: A player achieves this mission objective by destroying the opposing unit that was Marked for Termination at the start of the game (see Deployment). Both players can achieve this mission objective.
Unit Marked for Termination:_______________________________________
Victory Conditions:
The player that has successfully achieved the most mission objectives at the end of the game wins.
If neither player has achieved victory through mission objectives, then the game ends in a tiebreak.
Wipeout: The player that achieves a ‘Wipeout!’ automatically wins the game. Mission objectives are scored as normal for both players (see Rules Addendum).
Tie Break – Victory Points: You must score at least 185 more Victory Points than your opponent as described in the Warhammer 40,000 rulebook (pg 300). If the Victory Point total is within 185 points, then score this game as a draw.
Scenario 6: Lead by Example
Overview:
Move forward, hold the ground, and kill the enemy.
Deployment:
The table is divided lengthways into two halves, by drawing an imaginary line through the middle of the long table edges. Place one objective markers in the center of the table (see Primary Objective). Before deployment zones are determined, both players must write down which model is carrying the Vortex Grenade (see Special Rules). Players roll‐off, and the winner chooses to go first or second. The player that goes first then chooses one of the short table edges to be his own table edge. He then deploys his force in his half of the table, with all models within 24” of his short table edge (this is his ‘deployment zone’). His opponent then deploys in the opposite half, following the same restrictions. Both players may also chose to place units in reserve using the Reserves special rule (pg 94). When a unit is placed in reserve, the owning player must declare how that unit will enter play from reserves (e.g. Deep Strike, Outflank, etc). Outflanking units will arrive from the long table edges. At all times, armies must follow any and all special deployment rules specific to their Codex (i.e. Codex: Chaos Daemons). Finally, alternate deploying any infiltrators and making any scout moves. The player that chose his deployment zone first starts game Turn 1 with his first player turn. His opponent may attempt to seize the initiative as described in the Warhammer 40,000 rulebook (pg 92).
Special Rules:
Game Length is 6 turns or until time is called. Deep Strike, Infiltrate, Reserves, Scouts.
Objectives:
Recon: The player with the most units (scoring or otherwise) wholly within the enemy deployment zone at the end of the game wins this mission objective. The goal of this mission objective is not to “control” the enemy deployment zone, simply total up the number of eligible units in each deployment zone to determine the winner.
Annihilation: The player with the most Kill Points as defined in the Warhammer 40K rulebook (pg 91) at the end of the game achieves this mission objective.
Lead by Example: A player achieves this mission objective by having a model from an HQ unit within 6” of the exact center of the table at the end of the game. Both players can achieve this mission objective.
Victory Conditions:
The player that has successfully achieved the most mission objectives at the end of the game wins.
If neither player has achieved victory through mission objectives, then the game ends in a tiebreak.
Wipeout: The player that achieves a ‘Wipeout!’ automatically wins the game. Mission objectives are scored as normal for both players (see Rules Addendum).
Tie Break – Victory Points: You must score at least 185 more Victory Points than your opponent as described in the Warhammer 40,000 rulebook (pg 300). If the Victory Point total is within 185 points, then score this game as a draw.
WIPEOUT:
A ‘Wipeout!’ in the Warhammer 40K Tournament immediately occurs when one player has had all of his models destroyed and there is no chance that any of his models will return to play later. When this happens, the game ends immediately. The player who achieves a ‘Wipeout!’ automatically wins the game. Mission objectives are awarded as normal to both players. Some mission objectives can only be scored if you still have the relevant units on the table that are normally required to achieve those mission objectives.
Example 1: Mission 2 (Cleansing Siege!) requires at least one Scoring Unit still alive to achieve Battlefield Control and one model from an HQ unit still alive to achieve Lead by Example.
Example 2: In Mission 2 (Of Iron and Blood!) a player that has suffered a ‘Wipeout!’ can still achieve 2 mission objectives (even though the game is considered a loss). The Sum of Parts and Marked for Termination can both be achieved before the ‘Wipeout!’ conditions are met.







