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Pariah

Pariah companion

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0% found this document useful (0 votes)
208 views14 pages

Pariah

Pariah companion

Uploaded by

bopisec167
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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PARIAH NEXUS

TOURNAMENT COMPANION
VERSION 1.4
INTRODUCTION PARIAH NEXUS TOURNAMENT MISSION SEQUENCE
Welcome to the Pariah Nexus Tournament Companion! The following A Pariah Nexus Tournament Mission battle is waged by following the
guidelines are designed to support organisers of Warhammer 40,000 sequence below.
events in delivering a fine-tuned tournament experience using the
Pariah Nexus Mission Deck. That product offers unprecedented
scope for all kinds of matched play, and its many variables create
1 MUSTER ARMIES
Muster armies as described in the Core Rules.
a dizzying array of potential missions – thousands, in fact! Some
of these are particularly well suited to the most hotly contested
scenarios, and this pack provides suggestions for the best event
2 DInstead
ETERMINE MISSION
of shuffling and drawing from the Deployment,
configurations. We have also taken the opportunity to optimise Mission Rule and Primary Mission decks, players should
certain Core Rules concepts for tournament play. use the pre-generated missions from the Pariah Nexus
Tournament Mission Pool. Set aside the Secondary Mission
This document provides a ready-made framework for levelling the and Secret Mission decks as normal (players will receive
playing field and getting games underway quickly, whether you are these later).
planning your first matched play event or have years of experience
organising the largest and most acclaimed tournaments. Its
recommendations will be followed in full at most Games Workshop
3 READ MISSION
Read the Primary Mission and Mission Rule cards drawn.
matched play events, and are considered the official way to play The Primary Mission card details how and when you
Warhammer 40,000 in a tournament setting, but can be adapted score Victory points (VP), and may also apply additional
to suit your own circumstances – the terrain layout advice is conditions to the battle. You can also score VP by achieving
aimed primarily at newer organisers, for example, and those with Secondary Missions and Secret Missions (described later).
large established terrain collections should feel free to interpret The Mission Rule card details any special rules that apply to
it accordingly. the battle.

The recommendations are presented as follows: 4 PLACE OBJECTIVE MARKERS


P layers now set up objective markers on the battlefield.
■ P ariah Nexus Tournament Mission Sequence: Adjustments to the Each Deployment card’s deployment map will show
steps players would normally follow to generate a mission and players how many objective markers to set up and where
prepare the battlefield. each should be placed. In Pariah Nexus Tournament
■ Pariah Nexus Mission Deck Errata & FAQ: Updates to certain cards Missions, models can end any type of move on top of an
and answers to frequently asked questions. objective marker.
■ Pariah Nexus Tournament Mission Pool: 20 recommended
tournament rounds to draw from, with pre-set Primary Missions, Designer’s Note: In the Warhammer 40,000 Core Rules,
Mission Rules and deployment modes that put all players on an objective markers are physical artefacts that models cannot
equal footing and minimise pre-game admin. end a move on, representing vital data caches, xenos relics,
■ Terrain Layouts: A suite of carefully designed terrain setups to be Chaos portals or anything else that suits your narrative.
used in conjunction with the Pariah Nexus Tournament Mission Pool. While this adds to the cinematic nature of the battlefield and
■ Pairings and Rankings: Advice for fairly pairing players and offers exciting hobby opportunities, it can sometimes result
determining rankings. in model-positioning circumstances that not everyone will
enjoy equally. As such, these guidelines recommend treating
objective markers as flat, circular markers 40mm in diameter
that offer no impediment to the movement or placement
of models.

5 CREATE THE BATTLEFIELD


P layers now create the battlefield and set up terrain
features. Missions are played on rectangular battlefields
whose dimensions are approximately 44" by 60". When
setting up terrain features, use the guidelines detailed in the
Terrain Layouts section of this pack. Players must use the
rules for terrain features detailed in the Core Rules. While
other approaches to terrain layout may work within the
collections of experienced organisers, we recommend these
terrain guidelines when otherwise in doubt.

1
6 DETERMINE ATTACKER AND DEFENDER
L ook at the Deployment card drawn and agree which
8 DECLARE BATTLE FORMATIONS
P layers secretly note down which of their Leader units will
edges of your battlefield are the Attacker’s and Defender’s start the battle attached to which Bodyguard units, which
battlefield edges. Roll off: the winner decides who will be the of their units will start the battle embarked within which
Attacker and who will be the Defender. Transports, and which of their units will start the battle
in Reserves (including Strategic Reserves). Players then
7 SELECT SECONDARY MISSIONS reveal these decisions.

S econdary Mission cards detail additional ways to score


VP, and must be used either as Fixed or Tactical Missions.
RESERVES RESTRICTIONS
Players now secretly note down whether they will use ■N  o more than half of the units in your army can start the battle
Fixed or Tactical Missions; if using Fixed Missions, they in Reserves, and the points total of those units cannot be more
must also note down which two Fixed Missions they will than half of the points total of your army (units embarked within
use (see below). Players then reveal these decisions and a Transport that is set up in Reserves also count towards
proceed accordingly. these limits).
■ Reserves units cannot arrive on the battlefield during the first
battle round (excluding units placed into Strategic Reserves during
FIXED MISSIONS the battle).
Fixed Missions are goals that remain throughout the battle, and can ■ Any Reserves units that have not arrived on the battlefield by the
be achieved multiple times. end of the third battle round count as having been destroyed, as
do any units embarked within them (excluding units placed into
Fixed Missions are those marked with the symbol shown on Strategic Reserves during the battle).
the left. After revealing the two Fixed Missions you will use, set
aside the remainder of your Secondary Mission deck (it will not
be needed during the battle). Your selected Fixed Mission cards
9 DEPLOY ARMIES
P layers take it in turns to set up their remaining units one at
cannot be discarded for any reason other than the Adapt or Die a time, starting with the Defender. A player’s models must be
Mission Rule card. set up wholly within their deployment zone. If a player sets
up a Titanic unit when it is their turn to set up a unit, they
skip their next turn to set up a unit. If one player finishes
TACTICAL MISSIONS deploying all of their units, their opponent then deploys the
Tactical Missions are replenished at the start of your Command remainder of their units.
phase, and are discarded once achieved.
10 REDEPLOY UNITS
After revealing that you will use Tactical Missions, shuffle your S ome rules allow players to redeploy certain units after both
Secondary Mission deck. armies are deployed. Unless otherwise stated, such rules
are resolved in this step. Players alternate resolving any
If you are using Tactical Missions: such rules, starting with the Attacker.

■ A t the start of your first Command phase, draw two cards from your 11 DETERMINE FIRST TURN
Secondary Mission deck; those two Secondary Mission cards are Roll off: the winner takes the first turn.
active for you until you achieve them. At the start of each of your
subsequent Command phases, if you have fewer than two active 12 RESOLVE PRE-BATTLE RULES
Secondary Mission cards, draw from your Secondary Mission deck P layers alternate resolving any pre-battle rules units from
until you have two active Secondary Mission cards. their army may have, starting with the player who will take
■ At the end of your Command phase, you can spend CP to use the the first turn.
New Orders Stratagem below.
13 BEGIN THE BATTLE
NEW ORDERS The first battle round begins. Players continue to resolve
CORE – STRATEGIC PLOY STRATAGEM battle rounds until the battle ends.
High command has received new intelligence.
14 END THE BATTLE
1CP WHEN: End of your Command phase.
T he battle ends after five battle rounds have been
TARGET: One of your active Secondary completed. Even if one player has no models remaining in
Mission cards. their army at the start of their turn, players continue to play
EFFECT: Discard it and draw one new Secondary out their turns until the battle ends.
Mission card.

■ A t the end of either player’s turn, if you scored any VP this turn as
described on a Secondary Mission card, discard that Secondary
Mission card – it is achieved.
■ At the end of your turn, you can discard one or more of your active
Secondary Mission cards. If you do, you gain 1CP.
■ If your Secondary Mission deck runs out, you cannot generate any
additional Secondary Missions during the battle.

2
15 DETERMINE VICTOR
A t the end of the battle, the player with the most VP is the SECRET MISSIONS
winner. If the players are tied, the battle is a draw. Secret Missions are challenging covert goals you can pursue if
the Primary Mission seems in jeopardy.
The maximum VP each player can score is 100VP. Each
player scores 10VP if their army is painted to a Battle Ready At the end of the third battle round, starting with the player who
standard. The maximum VP that can be scored from each had the second turn, if your Primary Mission VP total is less than
source of VP is detailed on below. In all cases, any excess VP or equal to your opponent’s, you can choose to undertake a
awarded above these maximums are lost. Secret Mission. If you do:

■ S ecretly select one card from your Secret Mission deck and
VP SOURCE MAXIMUM VP place it to one side, face-down.
Primary Mission and/or Secret Mission 50VP ■ In the fifth battle round, you cannot score any VP from the
Secondary Missions 40VP* Primary Mission card.
■ You cannot score more than 20VP from the Primary Mission
Army painted to a Battle Ready standard 10VP card; any excess VP awarded above this maximum are lost.
* If using Fixed Missions, 20VP maximum per Fixed Mission card. ■ At the end of the battle, reveal your Secret Mission card to your
opponent. If you achieved the goal described on that card, you
score VP as described on that card.
DESIGNER’S NOTES

VP FOR DESTROYING MODELS OR UNITS ACTIONS


Some cards award VP for destroying enemy models or units. If Your forces can attempt daring battlefield tasks to
you gain VP as described on such cards, you retain those VP even turn the conflict in your favour.
if those destroyed models or units are subsequently returned to
the battlefield. Some cards feature Actions that certain units can perform. Each
Action states which units can perform it, when it is started and
VP UP TO A LIMIT completed, and what the effects of completing it are.
Some cards award VP up to a stated limit, which may not be a round
multiple, e.g. ‘2VP (up to 5VP)’. In such cases, you can keep scoring A unit cannot start to perform an Action if one or more of the
up to the stated limit, then any excess VP awarded are lost. following apply to that unit:
DISCARDING CARDS ■ It is an Aircraft unit.
Some cards begin with a section named ‘When Drawn’, which details ■ It is Battle-shocked.
immediate next steps including when such cards either can or must ■ It has an Objective Control characteristic of 0.
be discarded. Note that if such a card is a Secondary Mission card, ■ It is within Engagement Range of one or more enemy units
this section only applies if you are using Tactical Missions. (unless it is a Titanic Character unit).
■ It Advanced or Fell Back this turn.
DEPLOYMENT CARD KEY ■ It is not eligible to shoot this phase (including units that have
already been selected to shoot this phase).
ATTACKER’S DEPLOYMENT ZONE
If a unit starts to perform an Action, until the end of the turn,
The Attacker must set up their army within this area. that unit is not eligible to shoot or declare a charge, unless it is
a Titanic Character unit, in which case, until the end of the
DEFENDER’S DEPLOYMENT ZONE
turn, that unit cannot start to perform another Action and is not
The Defender must set up their army within this area. eligible to declare a charge.

NO MAN’S LAND If a unit performing an Action makes a move (excluding Pile-in


The region of the battlefield that is not within either player’s and Consolidation moves) or leaves the battlefield, that Action
deployment zone. cannot be completed.

OBJECTIVE MARKERS
T he quantity and locations of objective markers are shown
with this icon.

CENTRE OF BATTLEFIELD

ATTACKER’S DEFENDER’S
BATTLEFIELD EDGE BATTLEFIELD EDGE

3
PARIAH NEXUS MISSION DECK: CARDS ERRATA
When using the Pariah Nexus Mission Deck, use the updated cards presented below in place of their printed equivalents. Note that both the
Attacker and Defender should use the text presented on the Attacker cards shown below. Updated text is shown in red.

SECONDARY MISSION – ATTACKER SECONDARY MISSION – ATTACKER


RECOVER ASSETS ASSASSINATION
Scattered strategic assets must be swiftly reclaimed. The enemy look to their champions for courage. Identify and
eliminate them with extreme prejudice.
When Drawn: If there are fewer than two units from your army
on the battlefield, you can discard this card and draw a new ANY BATTLE ROUND VICTORY POINTS
Secondary Mission card.
WHEN: While this card is active
RECOVER ASSETS (ACTION) (if you are using Fixed Missions).

STARTS: Your Shooting phase. Each time an enemy Character model FIXED
is destroyed. 4VP
UNITS: One or more units from your army, if each of those
units is wholly within a different one of the following areas:
your deployment zone; No Man’s Land; your opponent’s ANY BATTLE ROUND VICTORY POINTS
deployment zone. WHEN: End of either player’s turn
COMPLETES: End of your opponent’s next turn or the end of (if you are using Tactical Missions).
the battle (whichever comes first), if either two or three of
One or more enemy Character models TACTICAL
those units are on the battlefield. 5VP
were destroyed this turn.
IF COMPLETED: Those units recover assets.
OR

ANY BATTLE ROUND VICTORY POINTS All Character models from your
TACTICAL
opponent’s army have been destroyed 5VP
WHEN: End of your opponent’s turn or the during the battle.
end of the battle (whichever comes first).
Two of your units recovered assets this turn. 3VP
OR
This Secondary
Mission cannot be Three of your units recovered assets this turn. 6VP
selected as a Fixed
Mission, and should
not have the Fixed
Mission symbol.

SECONDARY MISSION – ATTACKER SECONDARY MISSION – ATTACKER


CULL THE HORDE STORM HOSTILE OBJECTIVE
The enemy come forth in teeming masses. Their ranks must Dominate the field of battle. Storm every site of tactical import
be thinned if the day is to be won. and leave the foe with no place to hide.

When Drawn: If there are no enemy units on the battlefield When Drawn: If it is the first battle round, you can draw a new
that satisfy either of the conditions required to achieve this Secondary Mission card and shuffle this card back into your
card, you can discard this card and draw a new Secondary Secondary Mission deck.
Mission card.
ANY BATTLE ROUND VICTORY POINTS
ANY BATTLE ROUND VICTORY POINTS
WHEN: End of your turn.
WHEN: While this card is active.
You control one or more objective markers
Each time an enemy Infantry unit is that were controlled by your opponent at 4VP
destroyed, if one or more of the following the start of the turn.
conditions are satisfied: OR (SECOND BATTLE ROUND ONWARDS)
■ T he Starting Strength of the destroyed Your opponent did not control any
unit was 20+. objective markers at the start of the turn,
■ The total of the Wounds characteristics and you control one or more objective 4VP
of the models in the destroyed unit 5VP markers that you did not control at the
was 25+ (at its Starting Strength). start of the turn.
■ When that unit’s player added that unit
to their army, the points value they
subtracted from the total permitted for
this battle was sufficient for that unit
to be composed of 20 or more models.
Note: For the purposes of the above conditions, models in
attached Leader units are ignored.
PRIMARY MISSION PRIMARY MISSION
SCORCHED EARTH LINCHPIN
What cannot be secured must be burned to ash. True victory is built upon a firm foundation. If the centre
cannot hold then all else swiftly crumbles.

BURN OBJECTIVE (ACTION)


SECOND BATTLE ROUND ONWARDS
STARTS: Your Shooting phase, from the second battle
round onwards. WHEN: End of the Command phase (or the end of your turn
if it is the fifth battle round and you are going second).
UNITS: One unit from your army within range of an objective
marker that is not within your deployment zone. If the player whose turn it is does not control the objective
COMPLETES: End of your opponent’s next turn or the end of marker in their deployment zone, they score 3VP for each
the battle (whichever comes first), if your unit is still within objective marker they control.
range of the same objective marker and you control that
objective marker. OR

IF COMPLETED: That objective marker is burned and If the player whose turn it is controls the objective marker
removed from the battlefield. in their deployment zone, they score 3VP for controlling
that objective marker, and 5VP for each other objective
marker they control (up to 15VP per turn).
SECOND BATTLE ROUND ONWARDS

WHEN: Any time.


Each time a player burns an objective marker, that player
scores 5VP if that objective marker was in No Man’s Land,
or 10VP instead if that objective marker was in their
opponent’s deployment zone.

SECOND BATTLE ROUND ONWARDS

WHEN: End of the Command phase (or the end of your turn
if it is the fifth battle round and you are going second).
The player whose turn it is scores 5VP for each objective
marker they control (up to 10VP per turn).

MISSION RULE
HIDDEN SUPPLIES
Reconnaissance units have uncovered a hidden cache of
ammunition, fuel and rations in this war zone.

When Drawn: If you also drew The Ritual Primary Mission


card, discard this Mission Rule card and draw a new Mission
Rule card.
In the Place Objective Markers step, players must set up one
additional objective marker in No Man’s Land.
Before setting up this new objective marker, players must
first move the objective marker in the centre of the battlefield
6" directly towards one of the corners of the battlefield (if
No Man’s Land touches any of the corners of the battlefield,
you must move the objective marker towards one of those
corners). Otherwise, the players roll-off, and the winner
selects which corner the objective marker is moved
towards. Players then set up the new objective marker 6"
from the centre of the battlefield towards the diagonally
opposite corner of the battlefield to the previously moved
objective marker.
PARIAH NEXUS MISSION DECK: FAQS
Your questions about the Pariah Nexus Mission Deck will be reviewed periodically and answered below. Newly added entries are marked in red.

Q: If my unit starts an Action in my turn that completes at the end of from/to the centre or the edge of the objective marker?
my opponent’s next turn, can I target that unit with the Fire Overwatch A: In all of these instances, you measure from the centre of the
Stratagem in my opponent’s turn without causing that Action to fail? objective marker. This also includes the central objective marker
A: Yes. in the Search and Destroy deployment map when measuring the
boundaries of the deployment zones.
Q: When scoring the Overwhelming Force Secondary Mission, how
do I calculate the VP I gain for destroying one or more units within an Q: If a unit includes some models that have an Objective Control
Attached unit? characteristic of 0 and some models that have an Objective Control
A: If that Attached unit started the turn within range of an objective Characteristic of higher than 0, does that prevent it from starting to
marker, you score VP for each unit within that unit you destroyed this perform an Action?
turn. For example, if you destroyed both the Leader and Bodyguard A: No.
units in that Attached unit, you would score 5VP (3VP x 2, capped
at 5VP). Q: To start performing the Sabotage Action, does it require both the
terrain feature and your unit to not be within your deployment zone?
Q: If a unit that is part of an Attached unit is destroyed, and that Or is it just your unit that must not be within your deployment zone?
Attached unit was performing an Action, can the remaining unit(s) in A: Only your unit must not be within your deployment zone to start
that Attached unit still complete that Action? performing the Sabotage Action.
A: Yes.
Q: In Burden of Trust, can you guard objective markers in your own
Q: When using the Smoke and Mirrors Mission Rule, if I select a deployment zone?
Transport with one or more units embarked within it, do I use the A: Yes.
combined points total of that Transport and those embarked units
for the 25% Strategic Reserves limit? Q: If an Action states in its Units section that one unit can perform it,
A: Yes. is it possible for multiple units to each be performing one instance of
that Action?
Q: If my opponent selects an Attached unit for the Marked for Death A: No, only one unit from an army can be performing that Action at
Secondary Mission, which units forming that Attached unit must I any one time.
destroy to score VP?
A: To score VP, you must destroy the Bodyguard unit and at least Q: For Primary and Secondary Missions that award VP for destroying
one of the Leader units that was attached to it. For example, if your Character models or units, if those models or units are returned
opponent selects a unit of Boyz led by a Warboss and a Weirdboy, to the battlefield and then subsequently destroyed again, will
and you destroy that Boyz unit so that the Warboss and Weirdboy such Primary and Secondary Missions award VP for them being
each become individual units, you must also destroy either that destroyed again?
Warboss or that Weirdboy (or one of them must be removed from the A: Yes, unless that Primary or Secondary Mission specifies otherwise.
battlefield for any other reason) to score VP from Marked for Death.
Q: For the purposes of the Mission Pack, are there any amendments to
Q: When selecting units for the Marked for Death Secondary Mission, the Core Rules regarding how Ruins affect charging units and which
can I select a Leader within an Attached unit? models can fight?
A: No. A: No. This means models can be positioned to make it difficult to
charge directly through sections of terrain features into combat, as
Q: When performing the Terraform Action, can I terraform an objective models can’t end their Charge move where any part of their model
marker my opponent has already terraformed? or base would be within sections of those terrain features (e.g. a
A: No. solid Ruins wall). This may mean the result of a Charge roll needs to
be greater to allow a unit to make a Charge move that ends within
Q: When do I resolve mission rules, such as Supply Drop, which Engagement Range and not within any sections of those terrain
happen at the start of the battle? features, while still following all other conditions of charging.
A: Just after the Determine First Turn step.
Designer’s Note: Organisers, if your terrain collection includes
Q: In the Burden of Trust Primary Mission, how many times can each large enclosed structures that units would be able to move within,
player score VP for guarding an objective marker they control? but may render ending a Charge move within Engagement Range of
A. The player going first can score VP for guarding an objective those units within that terrain impossible, you may wish to include
marker they control at the end of their opponent’s second, third, additional clarification for your particular terrain elements within your
fourth and fifth turn. The player going second can score VP for event packs to avoid uninteractive situations.
guarding an objective marker they control at the end of their
opponent’s third, fourth and fifth turn.

Q: When setting up objective markers as part of step 4 of the Pariah


Nexus Tournament Mission Sequence, or setting up a new objective
marker as part of a Primary Mission (such as The Ritual), do I measure

6
PARIAH NEXUS TOURNAMENT MISSION POOL
The 20 Pariah Nexus Tournament Missions in this section are designed to act as a pool from which organisers can build their
events, selecting from it in random order. Further commentary on these is given below.

PRIMARY MISSIONS MISSION RULES


Every Primary Mission from the Pariah Nexus Mission Deck is Mission Rules are an exciting component of the Pariah Nexus
included in this mission pool. If you are running an event with only Mission Deck, providing twists to the way a mission is normally
3-6 rounds, we recommend selecting options that span a variety played, and the ones recommended here are particularly suited to
of different Primary Missions. For example, if running a 3-round tournament play.
Saturday tournament, you might use missions B, I, and M, or C, K,
and O. RECOMMENDED TERRAIN LAYOUTS
When using the recommended terrain layouts in this pack, please
For those running longer-format events, or whose attendees are note the layouts best suited for each deployment mode, as shown
particularly expectant of a perfectly balanced mission every time, in the table below. We recommend structuring your mission order to
we have included the more straightforward Primary Missions in a facilitate any changes to terrain layouts you will need to make during
greater number of configurations. your event, if, as the organiser, you choose to set up the tables for
the players.

PARIAH NEXUS TOURNAMENT MISSION POOL


PRIMARY MISSION MISSION RULE DEPLOYMENT TERRAIN LAYOUTS
A Take and Hold Raise Banners Tipping Point 1, 2, 4, 6, 7, 8

B Purge the Foe Smoke and Mirrors Tipping Point 1, 2, 4, 6, 7, 8

C Linchpin Fog of War Tipping Point 1, 2, 4, 6, 7, 8

D Scorched Earth Swift Action Tipping Point 1, 2, 4, 6, 7, 8

E Take and Hold Prepared Positions Hammer and Anvil 1, 7, 8

F Burden of Trust Hidden Supplies Hammer and Anvil 1, 7, 8

G The Ritual Stalwarts Hammer and Anvil 1, 7, 8

H Supply Drop Smoke and Mirrors Hammer and Anvil 1, 7, 8

I Burden of Trust Prepared Positions Search and Destroy 1, 2, 3, 4, 6

J Linchpin Raise Banners Search and Destroy 1, 2, 3, 4, 6

K Scorched Earth Stalwarts Search and Destroy 1, 2, 3, 4, 6

L Take and Hold Hidden Supplies Search and Destroy 1, 2, 3, 4, 6

M Purge the Foe Rapid Escalation Crucible of Battle 1, 2, 4, 6, 8

N The Ritual Swift Action Crucible of Battle 1, 2, 4, 6, 8

O Terraform Stalwarts Crucible of Battle 1, 2, 4, 6, 8

P Scorched Earth Inspired Leadership Crucible of Battle 1, 2, 4, 6, 8

Q Supply Drop Rapid Escalation Sweeping Engagement 3, 5

R Terraform Swift Action Sweeping Engagement 3, 5

S Linchpin Raise Banners Dawn of War 5

T Unexploded Ordnance Inspired Leadership Dawn of War 5

7
TERRAIN LAYOUTS
The following battlefield recommendations are intended primarily for newer organisers and those looking for a steer in building
up a terrain collection for regular tournament play. These layouts will be seen at most Games Workshop matched play events,
and reflect the type of terrain density that creates risk-and-reward decisions that a wide variety of army types can engage
with. They are by no means the only way to set up a battlefield for balanced play, but represent a reliable starting point when
in doubt.

These are the terrain layouts we use for balance and internal testing OBJECTIVE MARKERS
within the Warhammer Design Studio. We feel they reflect how a Objective markers can and sometimes will be either hidden within
battlefield should look for balanced play in the current edition of terrain or placed in the open.
Warhammer 40,000.
USE OF RUINS
They are by no means the only way to set up a battlefield for The following layouts primarily use the Ruins terrain feature.
balanced play, but represent a reliable starting point when in doubt. This efficiently achieves a good amount of line-of-sight blockage
These layouts were designed with a few key principles in mind: and cover appropriate for balanced games, thanks to the natural
abstraction of line of sight within the rules for Ruins. Remember that
RECOMMENDED MEASUREMENTS a variety of terrain heights not only adds to the immersive nature of
For all of the battlefield recommendations we use a combination of the battlefield, but is also important for line of sight and rules such
three different sizes of area terrain outlines: as Plunging Fire. For organisers and players with a more robust
terrain collection (especially elements that block true line of sight),
AREA TERRAIN SIZE QUANTITY incorporating features such as Woods, Barricades and Hills into your
chosen layouts is perfectly acceptable.
6" x 4" 4
10" x 5" 2
TERRAIN KEY – SUGGESTED TERRAIN HEIGHT
12" x 6" 6
MORE THAN 4" 2" OR LESS
Using the area terrain outlines detailed above, all of the battlefield
recommendations have preset measurements provided. This
allows for organisers to easily set up the tables, or allow the players
themselves to set up their own tables at the beginning of each round.

For model mobility purposes, we have shaded the area terrain


outlines in the above colours to show our recommendations
for how tall the terrain should be in each section.

Below are examples of Ruins terrain placements within area


terrain sections, as well as icons that denote if connected
area terrain outlines are a single area terrain section or
separate area terrain sections when determining line of sight.

These height and Ruin placement guidelines help provide a


balanced tournament experience; as organisers you are free
to adjust this to suit your terrain collection.

RECOMMENDED
RUINS TERRAIN
PLACEMENT

SINGLE SEPARATE
AREA TERRAIN AREA TERRAIN
SECTION SECTIONS

8
TERRAIN LAYOUT 1
4"

16"

16"

4"

30"

23"
17"

10" 6"

5"
28"
TERRAIN LAYOUT 2

4" 4"

8"

16"

22"

13"

24"

2"

24"

16"
9"
5"

4"
TERRAIN LAYOUT 3

10"

14"
17"
10"

21"

17"

2"

23"
4"

22"

12"

14" 13"

10"
6"
4" 4"
TERRAIN LAYOUT 4

4"
6"
12"

12"

16"

18"

18"

4"

21"

4"

17"

12"

13"

4"
TERRAIN LAYOUT 5
4"

12" 6"
11"

16"

16"

5"

2"

16"

4"
15"

8"

14.5"
2"
TERRAIN LAYOUT 6

13"

23"

4" 26" 22"

6"

10"
13"
12"

12" 10"

4" 4"
TERRAIN LAYOUT 7
8" 17"

8"

18"

30"

22"

18"

6"

4"
TERRAIN LAYOUT 8

4"

12"

10"

4"

13"
22" 29"

6" 22"

19" 18"
21"

13"
12"

15"

4"
PAIRINGS AND RANKINGS
There are countless different ways in which a Warhammer organised RANKING PLAYERS
play event can be run. While broad-stroke concepts like pairing In many tournaments, the overall Best General will be the single
off players with the same record are straightforward enough, the remaining undefeated player at the end of the event. Sometimes,
nuance of running a successful Warhammer tournament is the however, there are not enough rounds available to determine a single
subject of continuous conversation and evolution. The following undefeated player, and players often wish to know their ranking
recommendations are once again for newer organisers who are still regardless of whether they won the whole event. To help break
establishing their principles and best practices, to help improve the ties between players who end an event with the same record, we
average experience at any Warhammer tournament. These principles recommend ranking players by the following criteria:
are also followed at most official Games Workshop events, and are
designed to create the fairest, most fun experience possible for ■ First – by overall record (wins, losses and draws)
every attendee, regardless of standing. ■ Second – by their opponents’ win records (i.e. those with more wins
against opponents with better win records would place higher)
PAIRING PLAYERS ■ Third – by total Victory points (VP)
While the first round of most tournaments is randomly paired,
subsequent round pairing can be done in a number of ways. The first Designer’s Note: Traditionally, many organisers use total VP or VP
pairing metric will almost always be player record, i.e. pairing a 3-1 differential to determine ranking. However, the number of VP scored
player with another 3-1 player, and so on. Given that most rounds will within any one game of Warhammer 40,000 rarely tells a clear story
include numerous players with the same record, however, deciding about how close that game actually was. Often, a more challenging
pairings beyond this metric can be quite nuanced, and the different opponent will be harder to score against (and thus yield a lower
methods available can have significant impacts on the experience score despite the victory being all the more hard-earned), or the
of players at an event. We recommend pairing players by the nature of how the two armies match up may dictate a risky strategy
following criteria: that doesn’t pay off (and thus yield a wide score disparity despite
almost working out).
■ First – by record (i.e. the number of wins, losses and draws)
■ Second – by win path (i.e. the timing of the rounds in which a player As such, we do not recommend using VP as a pairing metric, nor as a
won or lost their games) ranking metric until all other metrics have been exhausted, or when
■ Third – randomly within players of the same ranking further tie-breaking is required (e.g. in larger events where identical
rankings become more likely). By contrast, opponent win record is
an ideal metric, because when two players end up with the same
record, the overall skill of their opponents is a better indicator of
Win Path which player had the more challenging path along the way.
A player’s ‘win path’ refers not to their number of wins and
losses, but to the timing of those wins and losses. While
pairing by win path has an incidental tendency to pair people
by strength of schedule, its greatest impact is on the overall The Rules Commentary, Errata and FAQ
enjoyment experienced by all players, as it tends to pair There are myriad ways to enjoy the Warhammer hobby,
players based upon shared experience. and these all manifest themselves at a tournament: gifted
hobbyists with beautiful armies, skilled competitors aiming for
For example, let’s take two 3-1 players. One of them lost their Best General, casual players looking to face new opponents
first game; they likely lowered their expectations for winning and make new friends (by far the most common type of
the whole event after this, but are probably in a great mood attendee), and even practitioners of the niche hobby of Rules
after three consecutive victories. The other won their first three Lawyer! These particular hobbyists often find unusual rules
games then lost their fourth – a sharp disappointment after a interactions at the very fringes of Warhammer 40,000, which
3-0 start. Should these players face off, their shared enjoyment can create interesting challenges for tournament organisers
may be at odds as they are in very different emotional places. looking to provide clear answers and an easy gaming
Win path ensures players enter their match with recent experience for their attendees. For the current edition, the
common experiences upon which to build a friendship during Warhammer Design Studio has created its most robust and
their next game of Warhammer. comprehensive Rules Commentary, Errata and FAQ to date.
Available to download on warhammer-community.com, these
living documents will be reviewed periodically to clarify any
issues that may be causing uncertainty. Should an odd rules
interaction come up during your event and the Core Rules
do not provide a clear answer, we recommend consulting
these resources.

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AFTERWORD
WHAT IS THE POINT OF A
WARHAMMER TOURNAMENT?
Warhammer is more popular than ever, and this popularity has
extended to the tournament scene. Over the last few years, more
than one million games of Warhammer 40,000 were played in
tournaments around the world, and that growth will only continue
in the future. With so many Warhammer hobbyists participating in
the game within growing communities, it’s important to ruminate
on the point of a tournament. First and foremost, it is not about
celebrating the ultimate victor; someone who goes undefeated
and wins Best General needs very little acclaim beyond the
outcome itself (after all, they won!). Instead, it is the experience
of every single attendee that truly matters, and the recognition
that, for most people who attend a tournament, community and
friendship are both the purpose and the outcome.

Before you roll a single dice against an opponent to start your


tournament experience, remember two things:

1) T he person across the table from you shares your love


of Warhammer.

2) By the time the dust settles on the event, almost everyone will
have lost a game (typically, at most, only one or two people will
manage to leave the event without a loss).

While any game often yields winners and losers on the tabletop,
the magic of Warhammer in an event setting is the opportunity
it provides every participant to become a bigger part of the
Warhammer community, and to build friendships with fellow
hobbyists that can last a lifetime. As an organiser or a player, if
you focus on this inalienable truth, then while most of you will
have lost a game or two, you’ll all share victory in your experience
of what it is to attend a Warhammer event.

- The Warhammer Design Studio and


the Warhammer Events Team

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