Open Fire! Tournament Packet

Mission Pack for the Open Fire! Tournament at Event Horizon:

 

Pre-Game Process

  1. Once at your table, swap lists with your opponent and study what you’re up against.
  2. Place the Relic at the center of the table (if necessary)
  3. Place Objectives per mission rules
  4. Choose/Roll for Warlord Traits
  5. Choose/Roll for Psychic Powers
  6. Determine Deployment: Both players roll off, rerolling any ties. The winner rolls a single die to determine the deployment type (p.216-217). Once the map is determined, the loser of the roll off chooses his/her deployment zone.
  7. Alternate Deployment as per BRB, starting with the player who did not choose their deployment zone.
  8. After both players have finished deploying their army, roll to determine first turn. The player who finished deploying first receives a +1 to this roll. The player that wins the roll can choose to go first or second. The player who is chosen to go second may attempt to seize the initiative.
  9. Shake hands and start playing.

Battle Length: At the end of game turn 5, the player who went first must roll a D6. On a roll of a 3+ the game continues, otherwise, the game ends. At the end of game turn 6, the player who went second rolls a D6. On a roll of a 4+ the game continues, otherwise, the game ends. The game ends automatically at the end of the 7th game turn.

Updated Sudden Death: If, at the end of any turn after the first full game turn, a player has no models on the table, a judge should be called. Note, Flyers do not count towards models on the table per GW FAQ. The player with models remaining must play out the remainder of the game including rolls to see if the game continues at the end of game turns 5 and 6.

Forfeit: A player who gives up, refuses to/is unable to play out a match to its conclusion, or otherwise forfeits receives no points they may have earned during the match. If this occurs, call a judge immediately. The remaining player will act as though a “Sudden Death” has occurred.

Rerolls before the first Battle Round: Players may reroll die rolls before the first round begins. However, all rolls before the first battle round starts count as a single phase. EXAMPLE: A player loses the roll off to determine who goes first. That player chooses to reroll their die and still loses. That player may not later reroll their Seize the Initiative roll because they have already used the “Command Reroll” Strategem this phase.

 

Mission 1: (5 Objectives, 1 in the middle of the board and 1 in the middle of each table quarter)

Primary: Open Fire! – Players score 1 Kill Point for each of their opponent’s units that are destroyed or off of the table at the end of the game. Victory points are scored as follows: Win by 5+ Kill Points (10-0 VPs); Win by 3-4 Kill Points (8-2 VPs); Win by 1-2 Kill Points (6-4 VPs); If both players score the same number of Kill Points (5-5 VPs)

Secondary: Control the Field – Starting on the second GAME turn, a player scores 1 VP if they control more objectives than their opponent at the beginning of their turn. The maximum points for this objective is 5 VPs. Keep track of this throughout the game.

Secondary: Take and Hold – Each Objective is worth 1 VP to the controlling player at the end of the game.

Tertiary*: First Blood, Warlord, Line breaker

 

Mission 2: (5 objectives placed by players and 1 relic)

Primary: Take and Hold – Each Objective is worth 2 VPs to the controlling player at the end of the game. (This does not include the relic)

Secondary: Open Fire! – Players score 1 Kill Point for each of their opponent’s units that are destroyed or off of the table at the end of the game. Victory points are scored as follows: Win by 5+ Kill Points (5-0 VPs); Win by 3-4 Kill Points (4-1 VPs); Win by 1-2 Kill Points (3-2 VPs); If both players score the same number of Kill Points (2-2 VPs)

Secondary: The Relic – Starting on the second GAME turn, a player scores 1 VP if they are carrying the relic or, if no model holds the relic at the beginning of that player’s turn, that player has more models within 3” of the relic. The maximum points for this objective is 5 VPs. Keep track of this throughout the game.

Tertiary*: First Blood, Warlord, Line breaker

 

Mission 3: (5 objectives placed by players and 1 relic)

Primary: Control the Field – Starting on the second GAME turn, a player scores 2 VPs if they control more objectives than their opponent at the beginning of their turn. Keep track of this throughout the game

Secondary: The Relic – At the end of the game the Relic a player who is carrying the Relic scores (5-0 VPs). If no player carries the Relic then treat it as an objective. The player with more models within 3” of the Relic at the end of the games scores (4-1 VPs). If no models are within 3” of the relic the player with a model closest to the Relic scores (3-2 VPs).

Secondary: Take and Hold – Each Objective is worth 1 VP to the controlling player at the end of the game. (This does not include the relic)

Tertiary*: First Blood, Warlord, Line breaker

 

*Tertiary Objectives worth 5 VPs.
-First Blood: Worth 1 VP if both players achieve it on the same turn. 2 VP if a player scores it on a game turn before the other player.
-Slay the Warlord: Worth 1 VP if both players slay the enemy warlord. Worth 2 VP if only one player slays the enemy warlord.
-Line-breaker: 1 VP