Eldar. The Eldar are an ancient race. They have a long and
proud history, overshadowed by The Fall. Now they are a species
in decline. They hang by a thread and fight for survival.
Space Marines. Created by the Emperor, the Space Marines are
the Imperial elite. They are few, but each can fill the place of 5
normal soldiers.
Tau. Tau are a young species. Only several thousand years
old, they have build a stellar empire of a number of star systems.
Tyranid. Tyranid came from beyond the vast intergalatic void.
They have only one goal -- consume all biomatter in the universe and
the resources to sustain it.
Witch Hunters. One of the three Ordos of the Holy Imperial
Inquisition, Ordo Hereticus (more commonly know as Witch Hunters)
patrol the worlds of the Imperium, seeking to purge the heretic,
mutant, and psyker.
My Knights of Gryphonne vs. Ryan Harris' Dark Angels
Knighs of Gryphone Scouts claim an objective from cover
Ryan Harfis' Dark Angels claim the central objective.
Knighs of Gryphone Drop Pod Assault!
Peter Omera's Imperial Guard Armor
KoG Vanguard Veterans's Heroic Intervention
Mack Romsay's Carnifex and Winged Tyrant are having KoG for Lunch.
My Knights of Gryphonne defend aginast another wave of Mack Romsay's Tyranid.
Peter Omera's Army prepairs to face the Knights of Gryphonne
My Knights of Gryphonne army.
A Beautifully painted Chaos Army
Hyde's Shadow's of the Emperor Space Marines
A very nice Tyranid army.
Ryan Harris' Dark Angels
Allen Burke's Daemon Horde
An Eldar Army
An Ork Waagh
Another nice Eldar army
Another Dark Angel army
Mack Romsay's Tyranid
James' Ultramarines
Peter Omera's Imperial Guard
A Sisters of Battle Army
A wonderful Vahallan Imperial Guard Regiment
-->
Missions
Mission
Players
Description
Boarding Party
by Matt Cardinale
287 kb
2
Overview:
A boarding party has been formed to raid an enemy spaceship
and assassinate or capture the enemy commander. The enemy has
very little warning of your attack, but you will be limited
in what you can use to accomplish this mission.
Special Rules:
Mission-specific.
Mission Type: Special.
Overview:
Designed for 4 players. Each player must attempt to claim an objective
while defending an objective in thier deployment zone.
Special Rules:
Infiltrate, Deep Strike, Reserves (modified), Hidden Setup (modified),
Victory Points, Night Fight (modified), Objectives.
Mission Type: Standard.
Carnage
252kb
4
Overview:
A mission for 4 players. Your mission is to get to the center of the board,
claim the objective and stay on it at all costs. Whoever has the closest model
to the objective when the game ends is the victor.
Special Rules:
Night Fight (1st Turn only), Infiltrate, Ramdom Game Length
Grand Tournament 2003 Mission 1
147kb
2
Overview:
Both forces are seeking to clear the area of all enemy forces and
secure the ground as they go. The player who eliminates the most enemy
forces and holds more ground at the end of the game wins.
To claim a table quarter, there must be no enemy troops, bikes, or
cavalry over half strength or mobile vehicles in the area. You must
have a mobile vehicle or at least one unit of infantry, bikes, or
cavalry with more than half its original number of models in the area.
Note that characters may not secure table quarters on their own unless
otherwise specified in their Codex.
Grand Tournament 2003 Mission 2 (Game 3)
150kb
2
Overview:
Take and hold the objective while driving off the enemy forces.
To control the objective, there must be no enemy troops, bikes, or
cavalry over half strength or mobile vehicles on the objective’s base.
You must have a mobile vehicle or at least one unit of infantry, bikes,
or cavalry with more than half their original number of models on the
objective’s base. Note that characters may not secure table quarters
on their own unless otherwise specified in their Codex.
Grand Tournament 2004 Missions
12 mb
2
Overview:
This is the entire book for the 2004 GT season.
NOTE: this file is 12mb!
Guarded Pass
by Brian Bell
1343kb
2
Overview:
The attackers are attempting to move through a pass guarded by the
enemy. The defenders have found out that the attackers are coming and
have moved into position. The attackers must secure the pass. The
defenders must hold the pass.
Special Rules:
Infiltrate, Deep Strike, Reserves, Hidden Setup (modified), Sentries,
Victory Points, Night Fight on 4+, Obstacles.
Mission Type: Standard or Breakthrough.
Quick Strike
by Brian Bell
1085kb
2
Overview:
This mission represents both sides making a quick dash to secure an
area that was previously thought unimportant. All available speed is
being made to reach the area. The goal is to occupy as much of the
area as possible while waiting for reinforcements.
Special Rules:
Infiltrate, Deep Strike, Reserves (Modified), Victory Points, Night
Fight on 4+.
Mission Type: Standard or Battle.
Red Zone
by Brian Bell
1096kb
2
Overview:
Each side is attempting to get one or more units off the far
edge of the board while keeping the opponent from doing the same.
Special Rules:
Infiltrate, Random Game Length, Night Fight on 4+.
Mission Type: Standard or Breakthrough.
Overview:
This mission is designed to accommodate 3 - 4 players. Each player’s
forces to destroy a given force, while taking as few casualties as
possible.
Special Rules:
Infiltrate, Deep Strike, Reserves, Objectives, Victory Points
(Special), Night Fight (Special), Random Game Length.
Mission Type: Standard or Battle.
Storm Lords
by Ryan Powell
259 kb
2
Overview:
The surrounding area has been ravaged by heavy storms
for the past week. As the storm starts to clear, your
forces begin to mobilize acros the muddy and wind-torn
terrain.
Special Rules:
Infiltrators, Night Fight (1st Turn), Victory Points, Scenario-Specific.
Mission Type: Special.