2003 Vancouver GT Missions

Well after one of my loyal Scandinavian readers requested it, and seeing I needed some fresh content to satisfy the GoogleBot, I've decided to type up the text of all six missions used at the 2003 40K Grand Tournament. I'd already rambled on how I was going to approach each potential mission. And I tried to recollect what I did in the six games. But unlike for my Calgary summary, when I had a scanner available, I did not provide my loyal readers with the complete text of the missions.

Vancouver Missions

Calgary Missions

For those who missed em the first time, which is everyone based on the web logs.

Never Ending Carnage: Vancouver Mission One

Overview Your forces have set out to annihilate each other. A seemingly never-ending stream of reinforcements is on the way. This is where it gets messy.

Scenario Special Rules Sustained Attack for both sides & Victory Points.

Set-up Roll to choose sides, then roll to see who places a unit first. Take turns deploying units up to 12" in from your table edge in the following order: Heavy Support, Troops, Elites, HQ and Fast Attack. Roll to see who gets the first turn.

Mission Objectives Make the enemy combat ineffective; you know... mess em up good! Use the standard Victory Points rules found in the Warhammer 40,000 rulebook.

Line of Retreat Troops that are forced to fall back must do so towards their nearest deployment zone table edge, using the normal rules.

Game Length Six turns or time is called.

Fubar or Not Fubar: Vancouver Mission Two

Overview In the heat of battle your army gets disoriented and many of your units get lost on the way to the front.

Scenario Special Rules Reserves, Victory Points. Roll for Reserves as normal, but instead of placing them on your long table edge roll on the table below. On a 1 they arrive on your left edge, a 2-5 they arrive on your long table edge on a six they arrive on your right edge.

Set-up Roll to choose sides, then roll to see who places a unit first. Roll for each unit or character before you deploy it. On a 4-6 they deploy normally and on a 1-3 they are held in reserve. Take turns deploying units up to 12" in from your table edge in the following order: Heavy Support, Troops, Elites, HQ and Fast Attack. Roll to see who gets the first turn.

Mission Objectives To wipe out the enemy before the full force gets to you. This mission uses the standard Victory Points found in the Warhammer 40,000 rulebook.

Line of Retreat Troops that are forced to fall back must do so towards their nearest deployment zone table edge, using the normal rules.

Game Length The game lasts six turns or the time is called.

Advance By Starlight: Vancouver Mission Three

Overview Your orders are to advance towards the enemy positions and establish a defensive position before dawn.

Scenario Special Rules Reserves, Night Fight, Victory Points and The Break of Dawn. The Break of Dawn: At the start of turn 4 roll a D6. If you roll a 4+ the sun is up and the Night Fight rules are no longer in effect. Otherwise roll again at the start of each new turn with the sun coming up on a 3+ in turn 5 and a 2+ in turn 6.

Set-up Roll to choose sides, then roll to see who places a unit first. Take turns deploying units up to 18" in from your table side but no closer than 24" to an enemy unit in the following order: Heavy Support, Troops, Elites, HQ and Fast Attack. Either player may hold units in reserve if they wish. Roll to see who gets the first turn.

Mission Objectives Victory Points

Line of Retreat Troops that are forced to fall back must do so towards the nearest table edge in their deployment zone.

Game Length Six turns or until time is called.

Supply Drop: Vancouver Mission Four

Overview During a lengthy and bloody campaign one side is being re-supplied by air drop while the other side tries to intercept the supplies.

Scenario Special Rules Reserves, Infiltrators, Deep Strike, Limited Ammo. This scenario uses three objective markers supplied by the attacker, they represent the Supply Drops and are placed by the Defending Player anywhere as long as they are no closer than 6" to a table edge or 12" to each other. Limited Ammo. The attacking force is very short on supplies, and any unit, model, or vehicle that rolls more ones then sixes during the shooting phase has run out of ammunition and may no longer make shooting attacks until they can spend one full turn in contact with an objective marker. Ordinance weapons run out of ammo if they roll a 6" scatter result.

Set-up Roll to choose sides. Roll to see who is attacking. The Attacker places their whole army within 6" of their table edge, any units that can infiltrate may make a free move before the game starts. The Defenders Army comes on the table in reserve starting with turn 1. Any units that can Deep Strike may do so but do not roll for it until turn 2. The Defender goes first.

Mission Objectives The side that controls the most objective counters wins. To control an objective move a model into base to base contact. Models that are destroyed or fall back drop their counter.

Line of Retreat Troops that are forced to fall back must do so towards the nearest table edge in their deployment zone.

Game Length The game lasts six turns or until time is called.

Emissary Escort: Vancouver Mission Five

Overview Your forces have been charged with escorting an important diplomat to a meeting. This diplomat is also a target for assassination. Will he make it, or will he be another casualty of war?

Scenario Special Rules Victory Points, Infiltrators for attacking force, Deep Strike for defending force. Emissary: The Defenders have an Emissary to protect. Take either an unused model (an extra from the army, messenger model whatever) or if no unused models are available use a basic Troop model pulled from a squad of the Defender's choice. The Emissary has the following profile - WS2 BS2 S2 T3 W2 I2 A1 LD9 Sv4+ invulnerable, no shooting weapon and has a basic hand weapon. He is treated as an independent character and may lead units if he joins (he is, after all, an Emissary). He may ride in Transports of a unit he joins only if there is room in the transport for him to fit. He has none of the special rules for the army he is part of.

Set-up The player with the highest percentage of points spent in Fast Attack will be the Attacker, unless one of the armies has a special rule that always makes them the Attacker (e.g. Dark Eldar) if both armies have said special rule, roll a d6 the highest roll is the Attacker. Divide the table into quarters. Both players roll a d6 and the player with the highest roll may choose a table quarter as their deployment zone, the other player may now place their first unit within their deployment zone. The players take turns deploying units in the following order: Heavy Support, Troops, Elites, HQ, and Fast Attack. No unit may be placed within 18" of an enemy unit. Both players roll a d6, the winner may choose to go first or second.

Mission Objectives Victory Points plus modifiers. Attacker: Assassinate the Emissary! if the Emissary is dead or has left the table for any reason the Attacker gets +300 VP's. Defender: Primary Objective- Keep the Emissary alive! If the Emissary is alive and still on the table the Defender will receive +150 VP's. Secondary Objective - Get the Emissary to the transport site. The Attacking forces know where the transport site is; the Attackers deployed there! If at the end of the game the Emissary is alive, not fleeing and in any part of the enemy's deployment zone the Defender receives +150 VP's (Note: this is an addition to the 150 for keeping him alive).

Line of Retreat Troops that are forced to fall back must do so towards the nearest table edge in their deployment zone.

Game Length The game lasts six turns or the time is called.

Cleanse This! Vancouver Mission Six

Overview Both sides are attempting to clear out the enemy and establish an illusion of control if not the real thing.

Scenario Special Rules Random Game length.

Set-up Roll to choose sides, the player who rolled highest picks a table quarter as their deployment zone. The other player places a unit anywhere inside the opposite table quarter then players take turns placing units. Units may not be closer then 18" to enemy models and are deployed in the following order: Heavy Support, Troops, Elites, HQ and Fast Attack. Roll to see who gets the first turn.

Mission Objectives Secure table quarters. If you have secured more than your opponent you win, if you have an equal number the game is a tie. To secure a table quarter you must have at least one unbroken unit with more than half its original models or a mobile vehicle in it. There can be no unbroken enemy units with more than half of their original models or mobile vehicles in the same quarter. Independent characters can not claim quarters.

Line of Retreat Troops that are forced to fall back must do so towards the nearest table edge in their deployment zone.

Game Length Random as per the rules found in the 40K rulebook.


Words and Images © Andrew "Muskie" McKay.
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