This section describes the format Guidelines for the 2019 8th Edition ITC Champion Mission pack. In this section, you will find the rules for pre-game setup, including deployment and scoring for Primary and Secondary missions. Unless otherwise stated, all of the six missions listed below follow these steps. Questions should be directed to: email@example.com.
Step 1: Before any dice are rolled, players adjust and define terrain on the board, then both players choose Warlord Traits, Psychic Powers, spend pre-deployment command points, free relic, and any additional Relics they wish to use. These should be written or notated clearly for reference in game.
Step 2: Players reveal the items from step 1 to each other simultaneously.
Step 1: Players roll off for deployment.
Step 2: The player who rolled higher randomly determines the deployment type from the maps on pg. 216-217 of the 40k Main Rulebook, and then chooses their deployment zone.
Step 3: Players then place objectives following scenario guidelines as listed on each mission. Instructions for placing objectives are as follows:
A: All objectives are considered to be on the ground floor and may not be placed inside of enclosed buildings. Move terrain if necessary to accommodate this requirement.
B: Distances are measured to and from models to the closest point of the objective marker when determining which models are in range to control an objective.
Step 4: Each player chooses 3 of the Secondary Mission Objectives listed below. A player may only choose each mission once. They then reveal them to their opponent simultaneously.
Step 5: The player who lost the roll-off in step 1 deploys the first unit. Deployment proceeds normally thereafter.
Step 1: Players roll off for first turn.
A: The player that finished deploying first gets a +1 modifier to the roll to go first.
Step 3: The player that wins the roll-off may choose to go first or second.
Step 4: The player that is elected to go second by their opponent may choose to roll to seize the initiative.
Each game lasts 6 Battle Rounds. At the game’s conclusion, the player with the higher total score is the winner. If one player chooses to concede before the game has come to a natural conclusion, they automatically score 0 points and their opponent is marked as the victor. At the time of concession, the victor keeps their current score and earns 4 points per remaining Battle Round towards the Primary Mission, assuming their army has enough forces to accomplish mission objectives. Additionally, the victor also earns the maximum number of possible Secondary Mission points left to them, also assuming the victor’s army has the capability to accomplish the mission objectives.
Example Scenario: If it were the end of Battle Round 3 when the losing player concedes, and the victor chose Recon for their secondary mission, but had not yet scored any points for that secondary mission. The victor would earn 3 total points for the secondary mission as they would have 3 more turns to earn those points had the game continued, assuming they have at least 4 units left on the table with which to fulfill the mission’s scoring parameters. If they have 3 or less units left, they score no points for that Secondary Mission as it would not be possible for them to fulfill the scoring parameters even if the game had gone on to a natural conclusion.
If one player is tabled (a player has no qualifying models on the table at the end of any player turn), the tabled player keeps their points earned up until that point in the game, and their opponent earns points in the same fashion as outlined above.
If a player draws a bye due to an uneven number of players, this should go to the player with the lowest total score and that player receives a win and a score of 20 points.
Players should take careful note that tabling your opponent does not automatically score maximum points for the mission. Concession also does not automatically award max points to the victor!
Each player scores points at the end of their player turn.
Each Player also scores points at the end of each Battle Round.
Each player may score up to 4 pts for each of the following Secondary Missions, for a total of 12 between the three they’ve chosen. These points can be scored at any time unless otherwise specified in the description.
<Secondary> objectives marked with an asterisk (*) “stack“ and may be scored concurrently with other objectives. Once an enemy unit is selected to give up points for a secondary mission, it may not give up points for any other secondary objective unless that objective is marked with an asterisk. Example: a unit that is selected to give up points for Gang Busters may not be selected to give up points for any other secondary mission that lacks an asterisk such as Marked for Death, etc.
Headhunter: 1pt for each enemy Character that is destroyed.
Kingslayer: Choose an enemy model that is a Character.
Marked for Death: Choose 4 of your opponent’s units with a Power Level of 7+. Earn 1 pt for each of these units destroyed.
Titan Slayers: For every 8 wounds lost by enemy units with the Titanic keyword in total throughout the course of the game, earn 1 point regardless of wounds being “healed” or “regenerated” etc. You may choose when to count wounds dealt to any one Titanic model but as soon as you do, that model will no longer yield points for any other non-stacking secondary mission.
Example: One enemy Titanic model loses 4 wounds turn 1, and a different enemy Titanic unit loses 12 wounds turn 2 for a total of 16 wounds lost in total to enemy Titanic models. You choose to count those wounds and earn 2pts towards this objective but neither of those Titanic units may give up points for other secondary missions that require destroying an enemy unit.
Gang Busters: For every 6 wounds inflicted on a multi-model unit composed entirely of models with 3 or more wounds, score 1 point. Units with the SWARM keyword do not count towards this mission.
Big Game Hunter: 1 point for every enemy model with the Monster or Vehicle keyword and 7+ wounds destroyed.
Pick Your Poison: Pick up to four keywords from the following list: psyker, fly, biker, vehicle, monster, titanic. You cannot pick a keyword more than once. For each keyword you pick, nominate an enemy unit with that keyword, you cannot nominate a unit for more than 1 keyword. Score 1 point for each nominated unit that is destroyed.
The Butcher’s Bill: Destroy 2+ enemy units during a player turn to earn 1 Point.
*The Reaper: For every 20 enemy models destroyed, earn 1 point.
*Recon: Have a unit at least partially in each table quarter at the end of your player turn. A unit may only count as being in one table quarter at a time for the purposes of this rule. 1pt per turn.
*Behind Enemy Lines: If at least one of your units is entirely in the enemy Deployment Zone at the start of your turn, earn 1 Point. A unit is entirely within if every model in the unit is at least partially in the enemy Deployment Zone.
*Ground Control: Earn 1 point for each objective held at the end of the last Battle Round played.
*King of the Hill: At the end of the Battle Round the player who chose this secondary scores 1 point if they have two non-character, multi-model, units wholly within 6 inches of the center of the table. Units that score King of the Hill cannot score Recon, Ground Control, or Engineers. Multi-model in this instance means a unit that began the game with more than 1 model.
*Engineers: Select two non-character/non-fortification units from your army to be Engineers. Starting from Battle Round 2, if one or more of these units starts and ends your turn within 3” of an objective marker you control, and it did not make any attacks or manifest any psychic powers during your turn, earn 1 point at the end of that turn. These units may not score this objective if they join other units during the course of play or split into multiple units. Units chosen to be Engineers may never benefit from a rule that keeps them from being the target of attacks, Cloud of Flies, for example. They can benefit from terrain blocking Line of Sight to them.
*Old School: Earn 1 point for the following:
ITC Missions 1, 3, 5 will continue to use the ITC Mission Deployment and Matched Play deployment style from previous seasons.
ITC Missions 2, 4, 6 will use the new deployment, as outlined here:
Seize Ground Bonus Point: If a player holds or contests 5 or more objectives at the end of their player turn, gain 1 point.
For an objective to be contested, both players have models within 3” of it but neither controls it. This typically occurs because both players have an equal number of models within range of the objective and either none of them are Objective Secured, or all of them are.
Scenario 2: Cut to the Heart
Cut to the Heart Bonus Point: If a player controls the center objective and their opponent’s objective at the end of their player turn, they gain 1 point.
Nexus Control Bonus Point: If a player holds all four objectives at the end of their player turn, they score 1 point.
Scenario 4: What’s Yours Is Mine
5 objectives: 1 objective is placed in the middle of the table. Next, starting with the player that did not choose their deployment zone, each player places 1 objective anywhere on the table more than 6” from a table edge and 12” from another objective. Each player then places 1 objective in their opponent’s deployment zone more than 6” from a table edge and 12” from another objective.
What’s Yours Is Mine Bonus Point: If a player controls both of the objectives they placed on the table, they earn 1 point.
Precious Cargo Bonus Point: Before the game begins, each player chooses a separate objective--their Priority Objective--to defend starting with the player that chose their deployment zone first. After deployment zones have been determined but before deployment, in the order established above, each player may move their Priority Objective in any direction up to 6” from its original position so long as it is more than 6” from a table edge and 12” from another objective.
If a player holds their opponent’s Priority Objective at the end of their player turn, score 1 bonus point.
Crucible of Champions Bonus Point: If a player has three models with the character keyword in scoring range of three different objectives at the end of their player turn, they score 1 point.