13
2016 Michigan GT Warhammer 40K Championships 1 Last Updated 5/25/2016 Welcome! These the Event Rules for the Warhammer 40K Championships at the 2016 Michigan GT! The Michigan GT 40K championships is an opportunity for Warhammer 40K players to celebrate all aspects of our hobby. Generalship, artistry, and sportsmanship will all play their part in determining who will walk away as the champions of the weekend! We’re excited to be a Major Event in the Independent Tournament Circuit (ITC), and look forward to this year being bigger and better than ever. These rules explain the event, missions, awards, and army construction. Please review them closely, as there are changes from previous years. These rules may be updated between now and the 2016 Michigan GT. No substantive changes will be made after September 3! Substantive changes from previous versions are printed in red. I. Basic Rules: 1. The Warhammer 40,000 7th Edition Rules and all relevant Games Workshop Errata and FAQs will be used. In the case of a conflict between printed and digital versions, the most recent update or FAQ will take precedence. http://www.games-workshop.com/en-GB/Rules-Errata 2. Additional rules questions will be answered by the Michigan GT 40K FAQ, coming soon. 3. Death From the Skies (DFTS) a. Attack Patterns, Flyer & Flyer Wing dataslates, and Flyer Detachments may be used. b. When applicable, DTFS Flyer dataslates replace the unit entries from the original codex. c. No other rules from DTFS will be used. d. When rolling on a Wing Leader table, any results that provide DTFS-specific bonuses (such as +1 Pursuit) have no effect. 4. Each player must bring a WH40K rulebook, the current rules for all units in their army and all other materials needed, including dice, measuring devices, templates, and a writing implement. 5. The models used in your army MUST be WYSIWYG and be painted with minimum of 3-colors. 6. The Michigan GT is a “Full Disclosure” tournament. Players must answer all questions and provide relevant rulebooks/information at their opponent's request. 7. Players are responsible for ensuring that their armies are legal. If illegal units are found in a player's list, at a minimum, the unit in violation will be removed from subsequent play. Tournament points may also be deducted and/or prize support eligibility may be forfeited at the tournament judges’ discretion. 8. Deliberate “slow playing” will not be tolerated. If a tournament judge observes such behavior, a warning will first be given. If the behavior continues, the tournament may issue an appropriate penalty, up to and including declaring that the player’s turn is immediately concluded. 9. Tournament judge rulings are final and poor conduct by players will not be tolerated. Michigan GT reserves the right to remove players from the event or the Michigan GT itself with no refunds allowed. II. Sportsmanship: 1. At the end of each game players will give their opponent a “Thumbs Up” or “Thumbs Down” rating. 2. Players who receive 2 “Thumbs Down” will receive a warning from the Michigan GT staff. 3. Players who receive 3 “Thumbs Down” will be disqualified from any awards and may be ejected from the event at the discretion of the Michigan GT staff. III. Total Points: Battle: 250 (Maximum 50 Points/Game) Appearance & Theme: 160

2016 Michigan GT Warhammer 40K Championshipsmichigangt.com/wp...MIGT-WH40K-Champs-Rules-Final.pdf · 2016 Michigan GT Warhammer 40K Championships 2 Last Updated 5/25/2016 IV. Army

  • Upload
    ngodat

  • View
    229

  • Download
    0

Embed Size (px)

Citation preview

Page 1: 2016 Michigan GT Warhammer 40K Championshipsmichigangt.com/wp...MIGT-WH40K-Champs-Rules-Final.pdf · 2016 Michigan GT Warhammer 40K Championships 2 Last Updated 5/25/2016 IV. Army

2016 Michigan GT Warhammer 40K Championships

1 Last Updated 5/25/2016

Welcome! These the Event Rules for the Warhammer 40K Championships at the 2016 Michigan GT! The Michigan GT 40K championships is an opportunity for Warhammer 40K players to celebrate all aspects of our hobby. Generalship, artistry, and sportsmanship will all play their part in determining who will walk away as the champions of the weekend! We’re excited to be a Major Event in the Independent Tournament Circuit (ITC), and look forward to this year being bigger and better than ever. These rules explain the event, missions, awards, and army construction. Please review them closely, as there are changes from previous years. These rules may be updated between now and the 2016 Michigan GT. No substantive changes will be made after September 3! Substantive changes from previous versions are printed in red.

I. Basic Rules: 1. The Warhammer 40,000 7th Edition Rules and all relevant Games Workshop Errata and FAQs will be

used. In the case of a conflict between printed and digital versions, the most recent update or FAQ will take precedence. http://www.games-workshop.com/en-GB/Rules-Errata

2. Additional rules questions will be answered by the Michigan GT 40K FAQ, coming soon. 3. Death From the Skies (DFTS)

a. Attack Patterns, Flyer & Flyer Wing dataslates, and Flyer Detachments may be used. b. When applicable, DTFS Flyer dataslates replace the unit entries from the original codex. c. No other rules from DTFS will be used. d. When rolling on a Wing Leader table, any results that provide DTFS-specific bonuses (such as

+1 Pursuit) have no effect. 4. Each player must bring a WH40K rulebook, the current rules for all units in their army and all other

materials needed, including dice, measuring devices, templates, and a writing implement. 5. The models used in your army MUST be WYSIWYG and be painted with minimum of 3-colors. 6. The Michigan GT is a “Full Disclosure” tournament. Players must answer all questions and provide

relevant rulebooks/information at their opponent's request. 7. Players are responsible for ensuring that their armies are legal. If illegal units are found in a player's

list, at a minimum, the unit in violation will be removed from subsequent play. Tournament points may also be deducted and/or prize support eligibility may be forfeited at the tournament judges’ discretion.

8. Deliberate “slow playing” will not be tolerated. If a tournament judge observes such behavior, a warning will first be given. If the behavior continues, the tournament may issue an appropriate penalty, up to and including declaring that the player’s turn is immediately concluded.

9. Tournament judge rulings are final and poor conduct by players will not be tolerated. Michigan GT reserves the right to remove players from the event or the Michigan GT itself with no refunds allowed.

II. Sportsmanship: 1. At the end of each game players will give their opponent a “Thumbs Up” or “Thumbs Down” rating. 2. Players who receive 2 “Thumbs Down” will receive a warning from the Michigan GT staff. 3. Players who receive 3 “Thumbs Down” will be disqualified from any awards and may be ejected

from the event at the discretion of the Michigan GT staff.

III. Total Points: Battle: 250 (Maximum 50 Points/Game)

Appearance & Theme: 160

Page 2: 2016 Michigan GT Warhammer 40K Championshipsmichigangt.com/wp...MIGT-WH40K-Champs-Rules-Final.pdf · 2016 Michigan GT Warhammer 40K Championships 2 Last Updated 5/25/2016 IV. Army

2016 Michigan GT Warhammer 40K Championships

2 Last Updated 5/25/2016

IV. Army Construction Rules: 1. All players must bring a minimum of 7 copies of their army list to the Michigan GT. All players must

field a Battle-Forged army of up to 1850 points. Unbound armies are not allowed. 2. Any number of detachments/formations may be taken with the following restrictions:

The Warlord must be the same in every game.

Players may take ONE detachment or formation twice. All other detachments and formations must be unique (0-1), including detachments/formations that are part of other detachments/formations.

Current codices, supplements, and any other official GW publication (including Forgeworld, subject to the limitations below), released on or prior to September 3, 2016, will be allowed.

Apocalypse War Zone formations/detachments, Apocalypse formations, and Horus Heresy army lists/units are NOT allowed. NOTE: Some allowable units are in the most recent Apocalypse rulebook, these are exceptions to the general exclusion of the book.

2. The following Forgeworld Imperial Armour army lists are allowed:

IA1, 2nd Ed.: Armored Battle Group o NOTE: All units in this Army List are played exactly as they are listed. You may not use the

stats or points cost listed in Codex: Astra Militarum even if a unit has the same name.

IA3, 2nd Ed.: Elysian Drop Troops & Imperial Guard Tallarn Upgrade o NOTE: All units in this Army List are played exactly as they are listed. You may not use the

stats or points cost listed in Codex: Astra Militarum even if a unit has the same name, except that units listed as having the Junior or Senior Officer special rules will reference the Voice of Command rules in Codex: Astra Militarum.

IA4, 2nd Ed.: Detachment D-99 & Red Scorpions Chapter Tactics o NOTE: The Inquisitorial Experimental Detachment Warlord Trait bonus and penalties may be

selected at the beginning of each game.

IA11, 2nd Ed.: Eldar Corsairs, Warhost of the Pale Courts, Hosts of the Craftworlds (Command and Auxiliary choices ONLY – Support choices are not allowed)

IA12: Minotaurs Chapter Tactics & Death Korps of Krieg Assault Brigade o NOTE: All units in this Army List are played exactly as they are listed. You may not use the

stats or points cost listed in Codex: Astra Militarum even if a unit has the same name. o NOTE: While the Dark Harvest army list is not allowed, units that can be taken outside of

that list may still be taken, subject to the 0-1 limitation.

IA13: Renegades and Heretics

IA14: Death Korps of Krieg & Renegades of Vraks 3. Imperial Armour (Forgeworld) units are allowed, but are 0-1. Imperial Armor weapon/turret options

for a codex unit and Forge World army lists are NOT bound by this limitation. 4. Fortifications (including massive fortifications and fortification networks) are allowed. 5. Lords of War may be taken subject to the formation/detachment limits above, plus:

Lords of War with more than 12 hull points or more than 8 wounds are not allowed.

If a Lord of War that costs more than 500 points is included in an army, no other Lords of War may be included in that army.

6. For ITC scoring purposes and for determining the Force Champion awards, your ITC Faction will be whatever faction has the most points in your army. Points spent on fortifications are added to whichever detachment they are a part of when determining ITC Faction. If 2 or more factions are tied for “most points” the player may designate any of those as their ITC Faction.

Page 3: 2016 Michigan GT Warhammer 40K Championshipsmichigangt.com/wp...MIGT-WH40K-Champs-Rules-Final.pdf · 2016 Michigan GT Warhammer 40K Championships 2 Last Updated 5/25/2016 IV. Army

2016 Michigan GT Warhammer 40K Championships

3 Last Updated 5/25/2016

V. Games/Missions Scoring: 1. The Michigan GT 40K Championships will consist of 5 games lasting 3 hours each. 2. Time remaining in each round will be announced periodically. Players should not start a new game

turn if they do not feel that both players can finish the turn. When the 5-minute warning is given, no additional game turns should be started.

3. Pairings for the first game will be randomly determined. Subsequent games will be seeded by Battle Points first, then by Battle Record and then randomly within those divisions.

4. Each mission will be unique, but all missions will share the following characteristics: a. All missions will use the random game length, mysterious objectives, and reserves rules. b. All missions will have both Endgame and Tactical objectives, as well as Secondary Objectives.

5. Tactical (a.k.a. Maelstrom) objectives will be utilized as follows: a. Players will use the standard tactical objective deck (supremacy objectives will not be used). b. Players whose primary detachment comes from a faction that modifies the standard tactical

objective deck MUST use their faction's tactical objectives. c. Tactical objectives will be scored at the beginning of the player turn, before any other actions

are taken. When applicable, objectives will be scored based on what has occurred since objectives were last drawn by that player. Note that this means that no tactical objectives can be scored on Turn 1.

d. After scoring objectives, players may discard one (1) tactical objective. This discard will occur before new tactical objectives are drawn.

e. After scoring and discarding tactical objectives, players will then draw new tactical objectives as described in the individual missions.

f. No additional tactical objectives will be drawn from Turn 5 onwards. g. Tactical objectives that cannot possibly be achieved by the end of the game may be immediately

discarded and a replacement drawn. For the purpose of this rule, the potential existence of summoned units does not count as being possible.

h. All tactical objectives that award d3 VPs will instead award 2 VPs. 6. At the end of the game, players will compare their VP totals. Battle points will be awarded based on

the VP difference between the two players (to a maximum of 50/game). 7. If one player is wiped out, the game immediately ends. The surviving player automatically achieves

all endgame and secondary objectives and receives bonus VPs for tactical objectives based on the game turn that the game ends on, as specified in each mission.

8. If one player concedes, the other player automatically achieves all endgame and secondary objectives and receives bonus VPs for tactical objectives based on the game turn that the game ends on, as specified in each mission. Regardless of the VP differential, the conceding player earns zero (0) battle points.

Page 4: 2016 Michigan GT Warhammer 40K Championshipsmichigangt.com/wp...MIGT-WH40K-Champs-Rules-Final.pdf · 2016 Michigan GT Warhammer 40K Championships 2 Last Updated 5/25/2016 IV. Army

2016 Michigan GT Warhammer 40K Championships

4 Last Updated 5/25/2016

VI. Appearance & Theme Scoring: Category 1: Theme

The army would only occur with the coming of the Warhammer 40K apocalypse. 0

The army could be explained in the Warhammer 40K universe. 10

The army needs little explanation to fit into Warhammer 40K universe. 20

The army is an iconic representation of the grim dark future of Warhammer 40K 30

Category 2: Overall Impression

The army contains one or more unfinished models. 0

The army is fully painted, but only to the most basic 3-color standard. 15

The army is fully painted with obvious effort put into detailing the army beyond the minimum standard.

30

Category 3: Advanced Techniques

No advanced techniques. 0

Models have a basecoat with a shade and highlight color. 5

Models shaded using layering with highlights/blending (but not seamlessly) 10

Models have been shaded using seamless blending 15

Category 4: Fine Details

No conversions. 0

Minimal: Basic conversions (head/weapon swaps, etc.), rough freehand/transfer work, simple unit/army markings, and/or basic vehicle weathering on a single unit.

5

Minor: Advanced conversions (kitbashing, putty, plasticard, minor sculpts), quality freehand/transfer work, clean unit/army markings, and/or advanced vehicle weathering on a single unit, AND minimal details on 75%+ of the army.

10

Major: Scratch-built models, unique sculpts, stellar freehand work, and/or realistic vehicle weathering on a single unit, AND minor details on 75%+ of the army

15

Category 5: Model Basing

Bare plastic bases. 0

Basic bases (1 or 2 materials/colors) 5

Realistic bases (3+ materials/colors or well-done highlights/shading) 10

Diorama-like bases with high attention to detail. 15

Category 6: Display Base

No display base, bare tray, etc. 0

Basic: (1 or 2 materials/colors) 5

Themed: (3+ materials or well-done highlights/shading) matching the player’s army 10

Exceptional: Diorama that forges a narrative in conjunction with the army 15

Judge’s Discretion Up to 20 points can be awarded at the painting judges’ discretion for results that go above and beyond in categories 3-6 listed above. These points will only be awarded for army-wide results that exceed the standards described above listed above.

Armies should be set up in their entirety for appearance judging before all games on Saturday. Players may submit two (2) Players Choice votes for their favorite armies. All Player’s Choice votes must be turned in by the start of the first game on Sunday. Player’s Choice votes will be added to the Appearance and Theme score (up to a maximum of +20) and used as tiebreakers for awards.

Page 5: 2016 Michigan GT Warhammer 40K Championshipsmichigangt.com/wp...MIGT-WH40K-Champs-Rules-Final.pdf · 2016 Michigan GT Warhammer 40K Championships 2 Last Updated 5/25/2016 IV. Army

2016 Michigan GT Warhammer 40K Championships

5 Last Updated 5/25/2016

VII. Awards: 40K Warmaster: Battle + Appearance & Theme (tiebreaker in that order, then Player’s Choice)

40K Drillmaster: Appearance & Theme (Ties broken by Player’s Choice)

Force Champion(s): Battle + Appearance & Theme (tiebreaker in that order, then Player’s Choice) For this award, players will be grouped into the following categories based on their ITC Faction. The highest scoring player in each category will win the award for that category. Players will indicate their ITC Faction when they register, but may change their ITC Faction at any time prior to the Michigan GT, up to and including the time they check-in on for the event. o Angels of Death (any Space Marine faction, except Grey Knights) o Emperor's Hammers (Astra Militarum & Militarum Tempestus) o Imperial Shadows (Inquisition, Grey Knights, Adeptus Sororitas, & Officio Assassinorum) o Legio Mechanicus (Cult Mechanicus, Skitarii, & Imperial Knights) o Heretical Legions (Chaos Space Marines) o Daemontouched (Chaos Daemons and Khorne Daemonkin) o Children of the Craftworlds (Eldar) o Webway Exiles (Dark Eldar & Harlequins) o Waaagh! (Orks) o The Greater Good (Tau) o The Devouring Swarm (Tyranids) o The Undying Legions (Necrons) NOTE: Any categories that have 2 or fewer registrants by September 2, 2016, may be consolidated with another appropriate Force Category at the discretion of the Event Organizers.

Page 6: 2016 Michigan GT Warhammer 40K Championshipsmichigangt.com/wp...MIGT-WH40K-Champs-Rules-Final.pdf · 2016 Michigan GT Warhammer 40K Championships 2 Last Updated 5/25/2016 IV. Army

2016 Michigan GT Warhammer 40K Championships – Primer Missions

6 Last Updated 5/25/2016

These primer missions are intended to give players an idea of what to expect at the 2016

Michigan GT Warhammer 40K Championships. These are not finalized and the missions used at the event may change. You have been warned!

Pre-Game Orders: 1) Deployment Map: Make note of the deployment map used in each mission.

2) Terrain Setup: Both players roll off. Beginning with the winner of the roll off, players alternate placing terrain pieces. Each piece must be placed at least 4” away from a table edge or any previously placed pieces of terrain.

3) Place Objective Markers: Unless otherwise directed (see mission description for any special placement rules) the player who placed the first piece of terrain places

the first objective marker. Objective markers must be placed at ground level and no objective marker can be placed within 6” of any table edge, within 12” of another objective marker.

4) Generate Pre-game Abilities: Determine pre-game abilities such as Warlord Traits, Psychic Powers, Gifts of Mutation, Demonic Rewards and the like.

5) Night Fighting: Determine if the Night Fighting special rule is in effect.

6) Deployment Zones: Both players roll off – the winner of the roll-off chooses a

deployment zone, and the opponent gets the opposite deployment zone.

7) Deploy Forces: Unless otherwise directed (see mission special rules) roll-off to see which player chooses whether to deploy first or second. The player that goes first

then places his entire army on the table in his deployment zone. His opponent then deploys his entire army in the opposite deployment zone. Units cannot deploy in

impassable terrain unless they are normally allowed to move over impassable terrain and can physically fit on it. Units can never deploy in lethal terrain.

8) Deploy Infiltrators: When both players have deployed their main force, then they

deploy their Infiltrators.

9) Determine First Turn: The player that deploys first can choose to take the first or

second turn. If they decide to take the first turn, their opponent can attempt to Seize the Initiative. When seizing the initiative, if a player's opponent has a Lord of War when the seizing player does not, then the player without a Lord of War gains

+1 to the Seize the Initiative roll.

10) Redeploy Scouts: After rolling any roll to seize the initiative, players may then

redeploy units with the Scouts special rule.

Page 7: 2016 Michigan GT Warhammer 40K Championshipsmichigangt.com/wp...MIGT-WH40K-Champs-Rules-Final.pdf · 2016 Michigan GT Warhammer 40K Championships 2 Last Updated 5/25/2016 IV. Army

2016 Michigan GT Warhammer 40K Championships – Primer Missions

7 Last Updated 5/25/2016

BATTLEFIELD TERRAIN DATASLATES

WAR-TORN BUILDING (2 per table) HILLS (2 per table)

COMPOSITION: 1 Crumbling Structure on a Base TERRAIN TYPE: Difficult Terrain (p. 108) ACCESS/FIRE POINTS/WEAPONS/OPTIONS: None SPECIAL RULES: Crumbling Structure: This terrain feature is area terrain that provides a 4+ cover save. Players may move through walls as though moving through difficult terrain Geronimo!: When moving down levels, units may ignore the vertical distance moved by taking a special Dangerous Terrain test and subtracting -1 from the die roll for every 3” of downward movement (so 6” of downward movement would fail on a 1, 2, or 3). This special test may not be ignored for any reason, and causes an AP1 wound if failed. If the unit takes this option, downward movement is free.

COMPOSITION: 1 Hill TERRAIN TYPE: Difficult Terrain (p. 108) ACCESS/FIRE POINTS/WEAPONS/OPTIONS: None SPECIAL RULES: Steep Incline: Models that are at least 25% obscured gain a 5+ cover.

STORAGE TANKS (1 per table)

COMPOSITION: 1 Storage Tank TERRAIN TYPE: Impassable Terrain (p. 108), AV13 Building /w Battlements (p. 110), 4 hull points ACCESS/FIRE POINTS/WEAPONS/OPTIONS: None SPECIAL RULES: Solid Construction: Models at least 25% obscured by the storage tanks gain a 4+ cover save. Explosive Contents: In addition to the normal results of the building damage table, if the storage tanks are destroyed (reduced to 0 hull points), all models within d6” take a S4 hit.

MYSTERIOUS POOL (1 per table)

COMPOSITION: 1 Water/Lava/Oil Pool Base TERRAIN TYPE: See Special Rules (p. 108) ACCESS/FIRE POINTS/WEAPONS/OPTIONS: None SPECIAL RULES: (WATER = BLUE, OIL = BLACK, LAVA = RED) Water: A pool of water. Counts as Difficult Terrain. Models on the base gain a 5+ invulnerable save against shooting attacks, and may go to ground to gain a 4+ invulnerable save against shooting attacks, but may not shoot (even to snap fire). Oil: This promethium pool requires little processing. Counts as Difficult and Dangerous Terrain. Models on the base gain a 5+ cover save. Flamer weapons used by a model on the base or targeting a model on the base re-roll failed to-wound rolls. Lava: Hot lava roils beneath the barely cooled surface. Counts as Dangerous Terrain. Does NOT give any save. The dangerous terrain test may not be ignored for any reason and causes an AP1 wound. Units that are charging into an assault fail this dangerous terrain test on a 1 or 2.

BATTLEFIELD TERRAIN: TANGLED TERRAIN (2 per table)

COMPOSITION: 1 Wooded or Rock Formation Base TERRAIN TYPE: Difficult Terrain (p. 108) ACCESS/FIRE POINTS/WEAPONS/OPTIONS: None SPECIAL RULES: Dense Thicket: This terrain feature is area terrain that provides a 5+ cover save.

Page 8: 2016 Michigan GT Warhammer 40K Championshipsmichigangt.com/wp...MIGT-WH40K-Champs-Rules-Final.pdf · 2016 Michigan GT Warhammer 40K Championships 2 Last Updated 5/25/2016 IV. Army

2016 Michigan GT Warhammer 40K Championships – Primer Missions

8 Last Updated 5/25/2016

Primer Mission 1

Deployment Zone: Vanguard Strike Special Rules: Random game length, mysterious objectives, & reserves Pre-Game Orders Addendum:

3) Place Objective Markers: Players will place objective markers after deployment zones have been chosen. The first player to place an objective marker must place the objective marker in one of the two deployment zones. The other player must then place an objective marker in the other deployment zone. The remaining objective markers must be placed in the area between both deployment zones. 5) Night Fighting: If either player desires, night fighting occurs automatically on turn 1. If it is night on turn 1, roll a d6 at the end of turn 2. On a 4+ night continues for one more turn.

Maelstrom Objective:

At the end of player turns 1-4, players generate tactical objectives until they hold a number of active tactical objectives equal to the turn number plus 1 (so players will draw 2 objectives on turn 1, 3 on turn 2, etc.).

Eternal War Objective:

Players must hold the objective markers that are placed in the deployment zones. At the end of the game, each deployment zone objective that is held is worth 8 victory points to the player who holds it. If a deployment zone objective is contested (both players have a scoring unit within 3”), both players will receive 4 victory points.

Secondary Objectives:

Slay the Warlord – 2 VPs Last Man Standing (most units remaining at the end of the game) - 2 VPs Four Winds (have at least one unit within 6” of every table edge at the start of your player turn) – 2 VPs Through Attrition, Victory – 1 VP for every 2 wounds/hull points inflicted on an enemy super-heavy vehicle or gargantuan creature.

Battle Points:

At the end of the game, both players will total up the victory points earned in that game, and then subtract the low score from the high score to calculate the differential between their victory point totals. The higher-scoring player adds the differential to 25 (to a maximum of 50) and the lower-scoring player subtracts the differential from 25 (to a minimum of 0), giving the battle points earned by each player.

Concession/Wipeout Bonus:

If one player concedes or is wiped out, the game immediately ends and the other player receives bonus VPs using the following formula: (5 – (turn game ends)) * 3. So, if the game ends on turn 3, 6 bonus VPs would be awarded. A player who concedes receives 0 battle points.

Page 9: 2016 Michigan GT Warhammer 40K Championshipsmichigangt.com/wp...MIGT-WH40K-Champs-Rules-Final.pdf · 2016 Michigan GT Warhammer 40K Championships 2 Last Updated 5/25/2016 IV. Army

2016 Michigan GT Warhammer 40K Championships – Primer Missions

9 Last Updated 5/25/2016

Primer Mission 2

Deployment Zone: Hammer and Anvil Special Rules: Random game length, mysterious objectives, & reserves Pre-Game Orders Addendum:

3) Place Objective Markers: Each player must place 1 objective marker in each of the two deployment zones, and 1 objective marker in the no-mans-land between the deployment zones. When complete, there should be 2 objectives markers in each deployment zone and 2 in no-mans-land between the deployment zones. Normal restrictions for placing objective markers still apply. 7) Deploy Forces: The player with more units gets +1 on the roll to deploy forces and +1 on the roll to seize the initiative. If a player has twice as many units as his/her opponent, that player instead gets +2 on the roll to deploy and seize. This bonus is cumulative with any other bonus to seize the initiative.

Maelstrom Objective:

In turns 1-4, Players generate tactical objectives until they have as many tactical objectives as the number of objective markers they control. If a player has more tactical objectives then the number of objective markers he/she controls, he/she must discard tactical objectives of their choice until the numbers are equal.

Eternal War Objective:

Players gain 1 Victory Point for every enemy unit that is destroyed at the end of the game. Secondary Objectives:

Slay the Warlord – 2 VPs Linebreaker – 2 VPs First Blood – 2 VPs Through Attrition, Victory – 1 VP for every 2 wounds/hull points inflicted on an enemy super-heavy vehicle or gargantuan creature.

Battle Points:

At the end of the game, both players will total up the victory points earned in that game, and then subtract the low score from the high score to calculate the differential between their victory point totals. The higher-scoring player adds the differential to 25 (to a maximum of 50) and the lower-scoring player subtracts the differential from 25 (to a minimum of 0), giving the battle points earned by each player.

Concession/Wipeout Bonus:

If one player concedes or is wiped out, the game immediately ends and the other player receives bonus VPs using the following formula: (5 – (turn game ends)) * 3. So, if the game ends on turn 3, 6 bonus VPs would be awarded. A player who concedes receives 0 battle points.

Page 10: 2016 Michigan GT Warhammer 40K Championshipsmichigangt.com/wp...MIGT-WH40K-Champs-Rules-Final.pdf · 2016 Michigan GT Warhammer 40K Championships 2 Last Updated 5/25/2016 IV. Army

2016 Michigan GT Warhammer 40K Championships – Primer Missions

10 Last Updated 5/25/2016

Primer Mission 3

Deployment Zone: Special (see below) Special Rules: Random game length, mysterious objectives, & reserves Pre-Game Orders Addendum:

7) Deploy Forces: Players alternate deploying units in the following order: Fortifications, Lords of War, Heavy Support, Troops, Elite, HQ, Fast Attack. Independent Characters may not join units until deployed (i.e. an independent character will be deployed separately, but, immediate joins a unit if placed in coherency with another unit). Units may be deployed up to 18” from the player’s table edge, but may not be deployed within 24” of an enemy unit. Alternate deployment of infiltrators or scout redeployments similarly, subject to the normal rules for infiltrate or scout. 9) Determine First Turn: Roll a D6 to determine which player. Players may not Seize the Initiative.

Maelstrom Objective:

Players will generate 4 tactical objectives on their first turn. After generating tactical objectives, the player must IMMEDIATELY discard one tactical objective of his/her choice. No tactical objectives will be drawn after turn 4. On turns 2-4, after tactical objectives have been scored, any tactical objectives that have not been achieved must be discarded and a new set of objectives will be generated as on turn 1. Players may retain any active tactical objectives they hold on turn 5 or any subsequent turn.

Eternal War Objective:

Each table quarter held by a player at the end of the game is worth 4 victory points to the holding player. Contested table quarters are worth 2 victory points to both players. Any scoring unit can hold or contest a table quarter, but must be entirely within the table quarter. “Objective Secured” units have no special advantage in this objective (but act normally in regards to the Maelstrom objectives).

Secondary Objectives:

Slay the Warlord – 2 VPs Recon (when the game ends, have more units in your opponent’s deployment zone than your opponent has in yours) – 2 VPs Headhunter (Destroy opponent’s most expensive unit) – 2 VPs Through Attrition, Victory – 1 VP for every 2 wounds/hull points inflicted on an enemy super-heavy vehicle or gargantuan creature.

Battle Points:

At the end of the game, both players will total up the victory points earned in that game, and then subtract the low score from the high score to calculate the differential between their victory point totals. The higher-scoring player adds the differential to 25 (to a maximum of 50) and the lower-scoring player subtracts the differential from 25 (to a minimum of 0), giving the battle points earned by each player.

Concession/Wipeout Bonus:

If one player concedes or is wiped out, the game immediately ends and the other player receives bonus VPs using the following formula: (5 – (turn game ends)) * 3. So, if the game ends on turn 3, 6 bonus VPs would be awarded. A player who concedes receives 0 battle points.

Page 11: 2016 Michigan GT Warhammer 40K Championshipsmichigangt.com/wp...MIGT-WH40K-Champs-Rules-Final.pdf · 2016 Michigan GT Warhammer 40K Championships 2 Last Updated 5/25/2016 IV. Army

2016 Michigan GT Warhammer 40K Championships – Primer Missions

11 Last Updated 5/25/2016

Primer Mission 4

Deployment Zone: Dawn of War Special Rules: Random game length, mysterious objectives, & reserves Pre-Game Orders Addendum:

9) Determine First Turn: The Player with less objective markers in their deployment zone gets +1 on the roll to deploy forces and +1 on the roll to seize the initiative (cumulative with any other bonus to seize the initiative).

Maelstrom Objective:

Each player will generate 3 tactical objectives on their first turn. If, in turns 2-4, players have less than 3 active tactical objectives, they will generate new tactical objectives until they hold 3 active tactical objectives. At the beginning of each player turn, the player may choose to discard two tactical objectives. If they do so, their opponent must randomly discard a single active tactical objective.

Eternal War Objective:

The objective marker closest to the center of the table is worth 3 victory points. Any other objective markers in the area between both player's deployment zones are worth 2 victory points. Objective markers in an opponent's deployment zone are worth 4 victory points, while objective markers in a player's own deployment zone are worth 1 victory point.

Secondary Objectives:

Slay the Warlord – 2 VPs Follow Me! (evacuate your deployment zone of all friendly units, except immobile units) – 2 VPs Cannon Fodder (Kill all of your opponent’s Troops units – summoned units do not count) – 2 VPs Through Attrition, Victory – 1 VP for every 2 wounds/hull points inflicted on an enemy super-heavy vehicle or gargantuan creature.

Battle Points:

At the end of the game, both players will total up the victory points earned in that game, and then subtract the low score from the high score to calculate the differential between their victory point totals. The higher-scoring player adds the differential to 25 (to a maximum of 50) and the lower-scoring player subtracts the differential from 25 (to a minimum of 0), giving the battle points earned by each player.

Concession/Wipeout Bonus:

If one player concedes or is wiped out, the game immediately ends and the other player receives bonus VPs using the following formula: (5 – (turn game ends)) * 3. So, if the game ends on turn 3, 6 bonus VPs would be awarded. A player who concedes receives 0 battle points.

Page 12: 2016 Michigan GT Warhammer 40K Championshipsmichigangt.com/wp...MIGT-WH40K-Champs-Rules-Final.pdf · 2016 Michigan GT Warhammer 40K Championships 2 Last Updated 5/25/2016 IV. Army

2016 Michigan GT Warhammer 40K Championships – Primer Missions

12 Last Updated 5/25/2016

Primer Mission 5

Deployment Zone: Vanguard Strike Special Rules: Random game length, mysterious objectives, & reserves Pre-Game Orders Addendum:

2) Terrain Setup: Place the Mysterious Pool terrain feature in the center of the table before rolling to place the remaining terrain features as normal. 3) Place Objective Markers: After objective markers are placed, each player will secretly select one objective marker and write it down. At the end of the game, players will reveal their selection (see Eternal War Objective below). Note that this selection occurs BEFORE deployment zones are picked.

Maelstrom Objective:

Each player will generate 5 tactical objectives on their first turn. On subsequent turns, the table below shows the maximum number of tactical objectives that they can have active. If players have more active tactical objectives than this number, they must discard tactical objectives of their choice until they have the correct number remaining. If a player has fewer active tactical objectives than the number shown, that player must generate new tactical objectives until the correct number is reached. Turn: 1 2 3 4 ------------------------------------------------------------------------------ Maximum Objectives 5 4 3 2

Eternal War Objective:

Each selected objective marker is worth 8 VP's to the player that holds it at the end of the game. If a secretly selected objective marker is contested, both players receive 4 VPs. If both players selected the same objective, then it is worth 16 VPs to the player holding it, (or 8 VPs if contested).

Secondary Objectives:

Slay the Warlord – 2 VPs Clear and Control (no enemy units within 12” of your table edge at the end of the game) – 2 VPs Key Terrain (have a scoring unit entirely on the Mysterious Pool terrain feature, with no enemy units on the terrain feature, at the beginning of the player’s turn) – 2 VPs Through Attrition, Victory – 1 VP for every 2 wounds/hull points inflicted on an enemy super-heavy vehicle or gargantuan creature.

Battle Points:

At the end of the game, both players will total up the victory points earned in that game, and then subtract the low score from the high score to calculate the differential between their victory point totals. The higher-scoring player adds the differential to 25 (to a maximum of 50) and the lower-scoring player subtracts the differential from 25 (to a minimum of 0), giving the battle points earned by each player.

Concession/Wipeout Bonus:

If one player concedes or is wiped out, the game immediately ends and the other player receives bonus VPs using the following formula: (5 – (turn game ends)) * 3. So, if the game ends on turn 3, 6 bonus VPs would be awarded. A player who concedes receives 0 battle points.

Page 13: 2016 Michigan GT Warhammer 40K Championshipsmichigangt.com/wp...MIGT-WH40K-Champs-Rules-Final.pdf · 2016 Michigan GT Warhammer 40K Championships 2 Last Updated 5/25/2016 IV. Army

2016 Michigan GT Warhammer 40K Championships – Primer Missions

13 Last Updated 5/25/2016

Primer Mission 6

Deployment Zone: Dawn of War Special Rules: Random game length, mysterious objectives, & reserves Pre-Game Orders Addendum:

7) Deploy Forces: No units are deployed by either player, and all units, except those that are immobile or have the Infiltrate special rule, must start the game in reserve. All units in reserve begin rolling for reserves on turn 1. Independent characters may not join a unit in reserve and must roll for reserves individually, but may join a unit that arrives on the same turn. Infiltrators may deploy as normal

Maelstrom Objective:

Each player will generate 2 tactical objectives on their first turn. On subsequent turns, if players have less than 2 tactical objectives, they will generate new tactical objectives until they have 2 tactical objectives active. In addition, both players may achieve ANY tactical objective that is active from either player. Tactical objectives may not be achieved on the first game turn, must be discarded as “unachievable” if either player could not possibly achieve the objective by the end of the game, and cannot otherwise be discarded for any reason.

Eternal War Objective:

Each objective marker is worth 3 VPs to the player who holds it when the game ends. Secondary Objectives:

Slay the Warlord – 2 VPs Last Laugh (last player to kill an enemy unit) – 2 VPs Center Position (have a single unit that is within 3” of the center of the table AND in all four table quarters simultaneously, at the beginning of the player’s turn) – 2 VPs Through Attrition, Victory – 1 VP for every 2 wounds/hull points inflicted on an enemy super-heavy vehicle or gargantuan creature.

Battle Points:

At the end of the game, both players will total up the victory points earned in that game, and then subtract the low score from the high score to calculate the differential between their victory point totals. The higher-scoring player adds the differential to 25 (to a maximum of 50) and the lower-scoring player subtracts the differential from 25 (to a minimum of 0), giving the battle points earned by each player.

Concession/Wipeout Bonus:

If one player concedes or is wiped out, the game immediately ends and the other player receives bonus VPs using the following formula: (5 – (turn game ends)) * 3. So, if the game ends on turn 3, 6 bonus VPs would be awarded. A player who concedes receives 0 battle points.