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Horus Heresy Tournament

Horus Heresy Tournament

Cannot be sold internationally. Available Saturday, April 05 2025
Singles, 11 left
$20.00
  • Description

    Horus Hersy Tournament 

    Date: april 5th 2025

    Time: doors open at 10:00 Dice roll at 11:00

    Price:$20.00

    Prizes: 1st, 2nd, best painted 

    Lists:3000 points the only rite of war not allowed is Fury of the Ancients.

     

     

     

     

    Settled Scores

    Mission 3: Mugu Heresy Mission Pack

    Massive pitched battles were frequent during Horus’s rebellion from Isvaan to Beta-Garmon. These fights would signal a huge shift as the final battle on Terra edged closer.

    The typical battlefield for this mission will have 6-10 terrain pieces in total, evenly divided between both deployment zones. The no-man’s portion of the table should have minimal terrain.

    The player that rolled highest will choose which deployment zone to deploy in first and the other player will set up opposite. The player that rolled highest will deploy their army first, followed by the player that rolled lower. That player may attempt to seize the initiative.

    Mission Rules: 

    Personal Grudge- Each player starting with the high roll from the step above will choose an enemy independent character.

    No Price Is Too High- Each player starting with the high roll will select one non-character unit in their army, including any designated transport, if any. That unit will not be affected by the target eliminated rule.

    All in- No reserves are used in this mission unless they are arriving using deep strike assault or outflank assault. Each flyer may choose one of these modes to arrive at the start of the game.

    Game Length: 5 turns

    Primary Objective:

    Target eliminated- if the declared target from Personal Grudge is removed from play that player will score 2VP. An additional 1VP will be scored if the target is a primarch. 1VP is scored for any other unit removed from play or broken at the end of the game unless it was declared No Price Too High.


    Secondary Objectives:

    Linebreaker- any player that has a line unit in the enemy deployment zone at the end of the game will score 1VP. Broken units don’t count.

    Last Man Standing- whichever army has the most units left on the table at the end of the game will score 1VP. Independent characters are counted as a separate unit even if attached to a squad. Units that are falling back at the end of the game count as destroyed.

     

    Mission 5

    Hammer and anvil deployment. 

    Mission length : 5 turns


    Night fight 

    Reserves 

     

    Take and hold 

    Player places a single objective into the opposing player deployment zone, 6 inches away from the edge 

    At the end of each player turn, the active player scores 1 point if they hold a single objective and 3 points if you hold both. 

     

    Secondary:

    Secondary Objectives:

    Slay the Warlord- if the enemy warlord is removed for any reason the opponent will score 1VP. If the enemy warlord is a primarch then score an additional 1VP.

    Warlords Pride- if a super heavy vehicle is destroyed by the end of the game then the player that destroyed it will score 1 VP. If the super heavy vehicle was worth more than 625 points then score an additional 1VP. If multiple super heavy vehicles were destroyed count the highest point unit.

    Last Man Standing- whichever army has the most units left on the table at the end of the game will score 1VP. Independent characters are counted as a separate unit even if attached to a squad. Units that are falling back at the end of the game count as destroyed.

     

    Cache Grab

    Mission 2: Mugu Heresy Mission Pack

    Each side in the rebellion sought out stores of weapons and fuel essential to keeping their troops in the fight. Some of the more daring acquisitions were fought out in the heat of battle as the precious cargo was taken under gun fire.

    The typical battlefield for this mission will have 8-12 terrain pieces in total, evenly divided across the table. 

    Set up (3) objective markers in the center of the table. Both players will roll off to determine deployment. The player that rolled highest will choose which deployment zone to deploy in first and the other player will set up opposite. The player that rolled highest will deploy their army first, followed by the player that rolled lower. That player may attempt to seize the initiative.

    Mission Rules: 

    Precious Cache- After the objective is scored it may be moved 6” by the player that scored it at the beginning of the turn. The objective cannot be moved into impassable terrain. Only one objective can be moved per player turn

    Night Fighting

    Reserves

    Game Length: 5 turns

    Primary Objective:

    Objective markers- At the beginning of each turn if the active player has a scoring unit on the objective then that player scores 1VP. On the last turn the second player will score at the end of the turn instead of the beginning.

    Secondary Objectives:

    Slay the Warlord- if the enemy warlord is removed for any reason the opponent will score 1VP. If the enemy warlord is a primarch then score an additional 1VP.

    Last Man Standing- whichever army has the most units left on the table at the end of the game will score 1VP. Independent characters are counted as a separate unit even if attached to a squad. Units that are falling back at the end of the game count as destroyed.

     

    Warlords Pride- if a super heavy vehicle is destroyed by the end of the game then the player that destroyed it will score 1 VP. If the super heavy vehicle was worth more than 625 points then score an additional 1VP. If multiple super heavy vehicles were destroyed count the highest point unit. 

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