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180 Royal Canadian Army Cadets (20 th Field Regiment RCA) Age of Sigmar And Warhammer 40K Fundraising Tournament Players Pack

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180 Royal Canadian Army Cadets

(20th Field Regiment RCA)

Age of Sigmar

And

Warhammer 40K

Fundraising Tournament

Players Pack

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Warhammer 40kArmy Composition (Highlander format, there can only be one)

Armies will consist of 1500 points or less, and may be constructed utilizing any of the following options:o Players may utilize no more than 2 ‘Detachments’. Furthermore each Detachment is considered

unique (0-1) and may only be taken once. Formations, Data Slates, and Codex Detachments are all considered ‘Detachments’ for the purposes of this event and are restricted to the 0-1 limit.

o All units in the army are unique (0-1).o Troops units lose their unique status if the army includes all types of Troops units available to it.

Example 1: A Space Marines army may include multiple Tactical Squads only if it also includes a Scout Squad (and vice versa).

Example 2: A Space Marines army that includes a Chapter Master on a bike may include multiple Tactical Squads only if it also includes a Bike Squad and a Scout Squad.

Example 3: A Space Marines army with a Tau Empire Allied detachment may include multiple Tactical Squads only if it also includes a Scout Squad, Fire Warrior Team, and Kroot squad.

o Units with the same name but from different Factions will be considered the same unit. Likewise, extremely similar units (from the same or different Factions) will be considered the same unit.

Example 4: A Space Marines Landraider and a Space Wolves Landraider would be considered the same unit.

Example 5: A Landraider and a Landraider Crusader would be considered the same unit.

o Special/Unique Characters are considered the same unit as indicated by their background and/or title.

Example 6: Chief Librarian Tigerius and a Space Marines Librarian would be considered the same unit.

o Army selections that would force a player to violate the unique status of a unit are not allowed.

Example 7: The Adamantine Lance Formation requires multiple Imperial Knights and would thus not be allowed.

Example 8: An Astra Militarum army could only include an Infantry Platoon (which requires a Platoon Command and 2 Infantry Squads) if the army also included a Veterans Squad, Heavy Weapons Squad, Special Weapons Squad, and Conscripts Squad thereby removing the unique status of Troops units.

o All Battle Brother allies are treated as Allies of Convenience. Players MUST use the same army list throughout the tournament. Codices or supplements that are released prior to January 1, 2016 will be allowed in this event.

Apocalypse War Zone supplements, Apocalypse Formations, Forge World army lists and material from the Horus Heresy books WILL NOT be allowed in this event.

Fortifications are allowed in this event and will use the updated rules presented in Stronghold Assault. Massive Fortifications are NOT allowed. Each army may only contain a maximum of one (1) Fortification regardless of how many might be available from various Detachments.

Lords of War are allowed in this event. Each army may only contain a maximum of one (1) Lord of War regardless of how many might be available from various Detachments, which must be bought from the army's points total as normal, and may not make up more than 33% of the army's total points cost.

Imperial Armour units (Forge World) are allowed in this event and are considered to be part of the relevant Codex or faction, however due to the scarce nature of these units; each unit is considered unique (0-1) and may only be taken once per player. Imperial Armour weapon/turret options for a

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codex unit are NOT bound by this 0-1 limitation. In ALL cases, only the most currently published rules for any particular unit will be allowed. A complete list of allowable units and rules locations can be found in the AdeptiCon 2015 Warhammer 40K Approved Imperial Armour Units document.

A printed army list is required for the judges and each of your opponents (minimum of 4 copies required). Each army list MUST contain the following details: Player Name, the name of each Detachment (Combined Arms Detachment, Nemesis Strike Force, Wrecker Node, etc.), the units included in each Detachment, the Faction of each Detachment, and which Detachment is considered your Primary Detachment (may be any non-Allied Detachment and must contain your Warlord.) Army lists are to be emailed to [email protected] prior to 30 January 2016.

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 a printed and digital versions, the most recent update or FAQ will take precedence.

If illegal units or rules violations are found in a player's list, at a minimum, the models in violation will be removed from all subsequent play.

Tournament Judges' rulings are final and arguments or poor conduct by players will not be tolerated.

Games All players will play three 2 hour games. In order to keep the tournament running on schedule, several warnings will be issued as time runs

out. Players should continue to start new game/player turns until the final five (5) minute warning. After the five (5) minute warning has been announced, NO additional game turns shall be started – there will be no exceptions! If the current game turn has not been completed when 2 hours expired, the game will be afforded a grace period in order to finish out the current game turn. This grace period will extend into the break periods and should be reconciled as quickly as possible. The judges reserve the right to end any game that is taking too long to resolve.

All missions will use the Variable Game Length rule. Every scenario uses the Night Fighting, Mysterious Objectives, and Reserves special rules

as described in Warhammer 40,000: The Rules. Pairings for the first round game will be randomly determined. Subsequent games will be

seeded by Battle Points first and then randomly within those divisions.

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Scoring SummeryBattle Points: Every scenario specifies three Mission Objectives, or MOs for short. The first two MOs on each scenario will specify their own particular win conditions and rules for placing Objective Markers, if necessary. Winning one of these MOs is worth 12 Battle Points, tying 6pts, losing 0 points.

The third Mission Objective is standardized across every scenario and is made up of three sub-objectives collectively referred to as “Secondary Objectives”.

A player earns 2 Battle Points for each Secondary Objectives listed below wins that they achieve. Players do not tie Secondary Objectives; they simply achieve or do not achieve them.

First Blood (2pts): A player achieves this objective if his opponent is the first player to have a unit, of any kind, completely destroyed. If both players have a unit destroyed simultaneously (e.g. at the same initiative step in close combat) then both players achieve the objective.

Slay the Warlord (2pts): A player achieves this objective if, at the end of the game, the enemy Warlord has been removed as a casualty. Both players may achieve this objective.

Linebreaker (2pts): A player achieves this objective by having at least one model from one or more scoring units completely within 12” of the enemy’s table edge. Both players may achieve this objective.

Winning a Warhammer 40K Highlander Scenario: Players do not “win” a 40K Highlander Scenario in the traditional sense. Instead, each player earns a number of Battle Points (out of a maximum of 30) which translate directly into awards calculations. Players earn these Battle Points in one of three ways:

Standard Victory: At the end of the game, either because the turn limit has been reached or time has been called by the Tournament Organizer, each player adds up the total Battle Points that they earned by winning MOs.

Conceding: At any point either player may concede victory to their opponent. The match will be scored as a 0-30 loss for the conceding player regardless of actual table conditions.

Sudden Death Victory: If at the end of any game turn, one player has no models on the battlefield, their entire army is immediately considered destroyed. The match will be scored as a 0-30 loss for the destroyed player.

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Warhammer 40K Set Up Sheet1. Army Lists: Both players exchange copies of their army lists.

2. Note Deployment Zone: Note which deployment map will be used in the current mission.

3. Define Terrain: Make sure both players understand and are in agreement on how each terrain piece will be handled. This includes rules for movement, line of sight, cover saves, etc.

4. Place Objective Markers: Missions that use Objective Markers will contain details on how many need to be placed and any special instructions for how to place them on the battlefield.

Unless specified otherwise, players roll-off to see who will place the first marker, then alternate placing the remaining markers. Objective markers may not be placed within 6” of a battlefield edge, 12” of another Objective Marker, or on Impassable Terrain.

5. Assign Deployment Zones: Players roll-off. The winner chooses their deployment zone.

6. Warlord Traits/Psychic Powers/Before the Game Begins Abilities: Players generate their Warlord Trait, psychic powers, and any other abilities that need to be rolled for “before the game begins”. A player may generate these abilities in any order they wish.

7. Night Fight: Roll to see if Night Fighting is in effect for this game.

8. Deploy Armies: Players roll-off. The winner chooses whether they will deploy first or second. The player deploying first then deploys their army in their deployment zone, declaring which (if any) of their units will be held in Reserve and how those Reserve units will be entering the battlefield. The player deploying second then repeats this process for their army.

9. Deploy Infiltrators: Players with Infiltrators may deploy them. If both players have Infiltrators, roll- off and the winner chooses which player will deploy a unit of infiltrators first, alternating deployments after that.

10. Redeploy Scouts: Players with Scout units may make their Scout redeployments. If both players have Scouts, roll-off and the winner chooses which player will redeploy a unit with Scout first, alternating redeployments after that.

11. First Turn: The player that deployed 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.

Note: If your opponent has a unit with the Super-heavy or Gargantuan Creature special rule in their army, and you do not, you may add +1 to your Seize the Initiative roll.

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Scenario 1: King of the Hill

Deployment: Vanguard

Mission Objective 1: King of the Hill

1. Mark a circle with a 12" radius (24”) around the center of the table. This is the Hill.

2. Starting on turn 2, players may earn Victory Points for controlling the Hill at the top of THEIR OWN PLAYER turn.

3. Players control the Hill by having at least one model from a scoring unit completely on/in the Hill while there opponent has no models from a scoring unit completely on/in the Hill.

a. Note, units with the Objective Secured special rule on/in the Hill control it unless their opponent also has a unit with Objective Secured on/in the Hill.

4. Controlling the Hill is worth a number of Victory Points equal to the game turn, i.e. Turn 2 = 2 VPs, Turn 3 = 3VPS, Turn 4 = 4VPS etc.

Mission Objective 2: Emperor’s Will

1. During deployment (not the normal objective placement), each players places one Emperor’s Will objective marker in their own table half. The marker may not be placed on/in or within 6” of the Hill.

2. Players may earn Victory Points for controlling these objective markers at the end of the game.

3. Controlling the objective marker in your own table half is worth a number of Victory Points equal to the last completed game turn (e.g. 5 pts in a 5 turn game).

4. Controlling the objective marker in your opponent's half of the table is worth a number of Victory Points equal to the last completed game turn times 2 (e.g. 10 pts in a 5 turn game).

Mission Objective 3: Secondary Objectives

1. First Blood, Slay the Warlord, and Linebreaker are each worth 1 Victory Point (see the rulebook for details).

2. Every 3 wounds/hull points removed from a unit with the Superheavy or Gargantuan Creature special rules is worth 1 Victory Point.

3. Other misc. special rules that earn “Victory Points” apply normally.

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Scenario 2: Divide and Conquer

Deployment: Dawn of War

Mission Objective 1: Divide and Conquer

1. Each player marks a circle with a 12" radius that is centered 18” in from their right hand short table edge and 20” up from their long table edge. These two circles are referred to a Scoring Areas

2. Starting on turn 2, players may earn Victory Points for controlling or contesting either Scoring Area at the top of THEIR OWN PLAYER turn.

3. Players control a Scoring Area by having at least one model from a scoring unit completely in the Scoring Area while there opponent has no models from a scoring unit completely in the same Scoring Area. If both players have one or more models from a scoring units completely within the same Scoring Area the area is contested.

a. Note, units with the Objective Secured special rule control a Scoring Area unless their opponent also has a unit with Objective Secured in the same Scoring Area. Likewise, a player must have a unit with the Objective Secured special to contest a Scoring Area if their opponent has a model with Objective Secured in the same area.

4. Controlling/contesting the Scoring Area on your right hand side (the one closer to your table edge) is worth 2/1 pts respectively.

5. Controlling/contesting the Scoring Area on your left hand side (the one farther from your table edge) is worth 4/2 pts respectively.

Mission Objective 2: Double Kill Points

1. Each enemy units destroyed at the end of the game is worth 2 Victory Points. Remember units that are falling back or not on the table at the end of the game count as destroyed.

Mission Objective 3: Secondary Objectives

1. First Blood, Slay the Warlord, and Linebreaker are each worth 1 Victory Point (see the rulebook for details).

2. Every 3 wounds/hull points removed from a unit with the Superheavy or Gargantuan Creature special rules is worth 1 Victory Point.

3. Other misc. special rules that earn “Victory Points” apply normally.

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Scenario 3: Meat Grinder

Deployment: Hammer and Anvil

Mission Objective 1: Meat Grinder

1. Place 2 objective markers along the short-ways table centerline. Place one so that its center is 16” in from one of the long table edges. Place the other so that its center is 16” in from the opposite long table edge. These are the Meat Grinder objectives

2. Starting on turn 2, players may earn Victory Points for controlling any of the Meat Grinder objective markers at the top of THEIR OWN PLAYER turn.

a. Note these objective markers are scored in the normal manner according to Warhammer 40,000: The Rules.

3. Controlling a Meat Grinder objective marker is worth 2 Victory Points.

Mission Objective 2: Crusade

1. Place 1 objective marker in each corner of the board. Place each of these objectives so that their center is 8” in from the two closest table edges. These are the Crusade objective markers.

2. AT THE END OF THE GAME players may earn Victory Points for controlling any of the Crusade Objective markers.

3. Controlling a Crusade objective marker in your own deployment zone is worth 4 victory points.

4. Controlling a Crusade objective marker in the enemy’s deployment zone is worth 8 victory points.

Mission Objective 3: Secondary Objectives

1. First Blood, Slay the Warlord, and Linebreaker are each worth 1 Victory Point (see the rulebook for details).

2. Every 3 wounds/hull points removed from a unit with the Superheavy or Gargantuan Creature special rules is worth 1 Victory Point.

3. Other misc. special rules that earn “Victory Points” apply normally.

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Age of SigmarMustering your Forces!

Replace the mustering your forces rules from Warhammer: Age of Sigmar with the following army composition guidelines:

Using Warscrolls from various Games Workshop publications, players will put together an army that adhere to the following composition restrictions and guidelines. Please note that players must prepare an army list and will be using all of the models from the army list they have designed. Army lists are to be emailed to [email protected] prior to 30 January 2016.

Army Composition Restrictions

1. Armies must be composed solely of models containing keywords from either Order, Chaos, Destruction or Death factions. I.e. You cannot have units that contain the Destruction keyword with units containing the Death keyword as a part of the same army.

a. In other words lists are generated from each Grand Alliance

i. Chaos (Beastmen, Daemons of Chaos, Skaven, Warriors of Chaos, Chaos)

ii. Death (Vampire Counts, Tomb Kings)

iii. Destruction (Ogre Kingdoms, Orcs & Goblins)

iv. Order (Bretonnia, Dark Elves, Dwarfs, High Elves, Lizardmen, The Empire, Wood Elves, Stormcast Eternals)

2. Armies cannot exceed 125 wounds worth of models and are restricted to the following army composition:

a. 14 Warscrolls with the HERO keyword.b. 06 Warscrolls with either WIZARD, MONSTER, or WAR MACHINE

keyword.i. Wizards are one choice per spell level. I.e. If a wizard can cast two

spells per hero phase then they count as 2 choices.c. Max of 3 of any individual Warscroll.d. Max 40 wounds per Warscroll.e. No duplicate HERO choices.f. Max 15 Warscrolls.g. 03 Sylvaneth Wyldwoods may only be taken If an Order army contains

at least 51 wounds with the Wanderer or Sylvaneth keywords.

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***Note: A model that has both the HERO and MONSTER keywords will count as 1 HERO choice AND 1 MONSTER choice. Similarly, model that has the HERO, the WIZARD and the MONSTER keywords will count as 1 HERO choice, 1 WIZARD AND 1 MONSTER choice.

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Preparing an Army ListIf a Warscroll describes that one of two unique models may be chosen (e.g. Icon

bearer vs standard bearer) then the choice must be outlined in the army list.The number of wounds per warscroll must be indicated in brackets before the unit

then followed by the unit name X the number of models.If a player wishes to indicate that a unit will be using exclusively one weapon type

versus another (because they may be modelled differently) then this must be outlined in the army list. If you do not specify, then they will be treated as modeled.

If an army organization is used then it must be indicated at the end of the army list.

Jill’s Order Army List (125 wounds)

HEROS (14)(5) Belegar Ironhammer(5) Josef Bugman(5) Dwarf Lord Rune Weapon and Ancestor Shield.(5) Runelord

MONSTERS (0) None

WIZARDS (0) None

OTHER(30) Hammerers X 30 Throng Musician, Standard Bearer, Keeper of the Gate(30) Ironbreakers X 30 Ironbeard with hammer and gromril shield, Icon Bearer,

Drummer(15) Irondrakes X 15 Ironwarden with trollhammer torpedo, Icon Bearer, Hornblower(15) Quarrellers X 30 Veteran, Standard Bearer (Clan Banner), Drummers, Dwarf

Bucklers.(8) Gyrocopter X 2 Steam Guns(7) Dwarf Cannon and Crew X 4

ORGANISATIONNone

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Army Specific Clarifications and RestrictionsGeneral

- Where Warscrolls described unique models that may be taken, for example: Unit Leader, Hornblower, Standard Bearer, Icon Bearer, etc, then only ONE of each type may be taken. If a Warscroll described a unit may take either or a unique model, then the choice must be outlined in the player's army list.

- Models that reference other models in their keywords (i.e. Be’Lakor referencing Daemon Prince keyword) inherit the keywords of the models that are listed. In this example (Be’Lakor) he does not have the MONSTER keyword, however Daemon Prince does have the MONSTER keyword so Be’Lakor would also inherit the MONSTER keyword. Unit abilities, stat lines, etc… are NOT inherited, only Keywords.

- Summoning/Reinforcements: A player may only summon or bring into play (i.e. via reinforcements) a single unit per turn, and that unit is limited to its minimum unit size. A player can attempt to summon multiple times, however you cannot summon after your first successful summoning that turn.

Beastmen

- The Great BrayShaman's Savage Dominion ability cannot be used to summon monsters that have the HERO keyword.

Bretonnians

- The Green Knight has the HERO keyword.

- The Rend for Questing Knights’ Charger’s Hooves should read as “” instead of “1”.

- The range of Grail Knights’ “Sword and Sacred Lance” should read as “2”” instead of “1”” to be in line with all other Lance weapons in the game.

Demons of Chaos

- Kairos Fateweaver may only change a die roll to 1, 2, 3, 4, 5 or 6.- Morbidex Twiceborn’s ability to create a new Nurgling unit does count as

summoning a new unit. If this ability is used to add Nurglings to an existing unit it does not count as summoning.

- A maximum of 3 individual Skull Cannons of Khorne may be taken in an army list.

These may be in a single warscroll, or 3 separate units.

Lizardmen- Engine of the Gods: Replace 18+ “get another turn…” result on the Cosmic

Engine table with “Choose any results”. If a result of 1417 is rolled but the player has alreadysummoned a unit with the Engine of the Gods then count as having rolled a 10-13 instead.

- Lord Kroak counts as being 10 wounds for army composition purposes.

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Ogres

- Greasus Goldtooth: Despite rulings that “flavour” abilities (outlined in FAQ) are automatically in play, you must literally bribe your opponent, and they must accept, for his “Everyone Has Their Price” Command Ability to take effect.

Warriors of Chaos

- Glottkin counts as 3 choices for your 06 pool of WIZARD, MONSTER, OR WAR MACHINE. He is a Level 2 Wizard (2), and a Monster (1).

Wood Elfs

- 03 Sylvaneth Wyldwoods does not count towards the wounds count and does refer to the 2 citadel woods per Warscroll. Therefore, an army with at least 51 wounds worth of Sylvaneth or Wanderer models may include up to 6 citadel woods. These do not have to be the Citadel Woods models specifically, they may be any forest type feature that are the same dimensions or smaller to the Citadel Woods. These are deployed after players have chosen sides, but before deployment has begun. At least 50% of the Sylvaneth Wyldwoods must be deployment within your deployment detailed in the specific scenario.

Vampire Counts

- The Strigoi Vampire’s Grave Call does not apply to the summoning restrictions outlined above in the General section.

- Nagash counts as 5 choices for your 06 pool of HERO, WIZARD, MONSTER. He is a Level 3 Wizard (3), a Monster (1), and we’re considering him an extra wizard level from The Nine Books of Nagash.

- Nagash is also restricted to only being able to summon one unit per turn, with the minimum unit size, as outlined in the General section above.

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Frequently Asked Questions- You cannot overlap the bases of multiple models.- Ranges are measured from the edge of models' bases.

- A unit that grants a Magic ability (e.g. Summon Terrorgheist) must be in play (on the table) at the start of the game for your wizards to gain access to that spell.- If unit dies, you CANNOT use the Magic entry in its profile.

- An Organisation is NOT deployed as a single drop, each unit is deployed separately.

- "Flavour rules" (e.g. Fateweaver's +2 to cast, Thane reroll, etc..) the rule is automatically applied.- Saves cannot be improved past 1+ by any means. Save rolls of 1 always fail.

- A rerollable 2+ save will only succeed on a 4+ on the second roll.

- Keywords account for things like "DEATH WIZARDS" if the model contains the Keywords "Death" & "Wizard". For example, for Epidemius' tally "Nurgle models" refers to models with the "NURGLE" keyword.- Summoned units count total wounds killed for overall victory conditions as opposed to only counting models. For example, a Terrorgheist counts for 14 wounds compared to your total wound pool (e.g. 150) rather than 1 model out of whatever number of models you field. They do not however increase the starting wound pool size for determining losses.- Warscrolls that allow for “any number of models” must be a minimum of 1 model.

- Unit sizes must respect minimum model count when a minimum is indicated in the warscroll.

- Victory conditions are based on number of wounds and not models.

- Sudden Death victory conditions will not be used unless explicitly specified in the scenarios.

- Newly created or summoned models cannot cast spells the turn they arrive.

- Models can only use special rules from their own army. i.e. DEATH WIZARDS cannot summon zombies if the player has no zombies in play but the opponent does.- If a unit is granted an ability to pilein/attack multiple times in a Combat phase, it does so backtoback.

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SCENARIOS

Scenarios are composed of three separate objectives. The Primary is worth 9 points, secondary is worth 8 points, tertiary is worth 3 points. Players compete for these 3 separate objectives to determine their game score. Therefore, the total number of points between opponents must equal to 20.

PRIMARY OBJECTIVE (9 points total)

The primary objective is common to all games. This is scored based on the difference in the percentage of wounds lost. For example, at the end of the game Jack lost 40 wounds worth of models from his starting total of 125 wounds. Jill lost 20 wounds worth of models from her starting total of 125 wounds.

Jack’s losses 40/125 = 32%

Jill’s losses 20/125 = 16%

Difference in scores 32%-16% = 16% in Jill’s favour

Difference in lossesWinnerLoser0-25% 4.5 4.526%-50% 6 351%-75% 7.5 1.576-100% 9 0

Summoning – Models summoned during the game using SUMMON spells do not add to the total number of wounds (denominator) when calculating the primary objective. However, they do count towards the number of wounds suffered or lost throughout the game (numerator), if killed. Note that this does not apply to models regained through other mechanisms such as regrowth, or reanimate spells.

Complete loss – A game ends prematurely if one player has been completely destroyed. In this situation, the winner is awarded all of the Primary Objective points (i.e. 9). In some scenarios Secondary Objectives are described as DYNAMIC, in these situations it is possible for a player to be completely destroyed before the final turn but still finish with some points. This is described in more detail later.

SECONDARY OBJECTIVE (8 points total)

Secondary objectives are worth 8 points and are described in the individual scenarios

Units contesting objectives

Always count total wounds on multiple wound models. Therefore, an Ogre Irongut with 1 wound remaining still counts as 4 wounds for the purposes of contesting objectives. However, count individual wounds lost on models with the Monster keyword. Therefore, a Stegadon with 3 wounds remaining only counts as 3 wounds for the purpose of contesting objectives.

Dynamic Objectives

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Some scenarios are described with DYNAMIC objectives. In these situations, secondary objective points are awarded at specific times during the game and not necessarily once the game ends. For these types of objectives, regardless of the final outcome of the game (even if one opponent is completely destroyed before the final turn), the points are awarded to the player. Thus, it is possible for a player to have/receive points at the end of the game even though their army has been completely destroyed before the final turn. ** The only exception is when a player voluntarily surrenders before the end of the game. In this situation, award full points of the PRIMARY, SECONDARY and TERTIARY OBJECTIVES to their opponent.

TERTIARY OBJECTIVES (3 points total)

Slay the Warlord! – DYNAMIC

If by the end of the battle one general is dead award 2 points  to the opponent whose general survived and 0 points for the player whose general perished.

If by the end of the battle both generals are dead, award 1 point to each player.

First blood! – DYNAMIC

The first player to completely destroy one unit of their enemies is awarded 1 point.

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SCENARIO 1 – UNTO DAWN

Deployment

Players roll off to determine deployment territory.

Players roll off to determine who begins deploying their units first. The person who wins the roll decides whether they want to start or whether their opponent starts to deploy their army first.

The player who started deploying their army first decides which of them starts the first round.

Deployment follows the scheme depicted above. Players must deploy their units no closer than 12” away from enemy territory. [n]

Game length and turns

After the first turn is complete players roll of to determine who begins the next turn for each subsequent turn. The winner of the roll decides who begins the next turn.

The game lasts for a minimum of 6 turns. At the end of the six turn one of the players rolls a die, on a 4+ the game continues to a final 7th turn.

Primary Objective – 9 points – Described previously

Tertiary Objective – 3 points – Described previously

Secondary Objective –

Divide the table into 4 quarters (24 inches X 36 inches)

Players will fight for control for the table quarters.

A player controls a table quarter if they have 30% more wounds worth of models compared to their opponent in that quarter. Otherwise, the quarter is contested.

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A unit cannot contest two separate table quarters. A unit contests the quarter where the largest number of wound exists. If this cannot be determined roll to determine which quarter the unit contests.

At the end of the game points for the Secondary objective are awarded as follows:

# of table quarters controlled WinnerLoser

4-0 8 03-1 6 22-2 4 4

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SCENARIO 2 – Secure the Gates!

Deployment

Players roll off to determine deployment territory.

Players roll off to determine who begins deploying their units first. The person who wins the roll decides whether they want to start or whether their opponent starts to deploy their army first.

The player who started deploying their army first decides which of them starts the first round.

Deployment follows the scheme depicted above. Players must deploy their units no closer than 12” away from enemy territory.

Game length and turns

After the first turn is complete players roll of to determine who begins the next turn for each subsequent turn. The winner of the roll decides who begins the next turn.

The game lasts for a minimum of 6 turns. At the end of the six turn one of the players rolls a die, on a 4+ the game continues to a final 7th turn.

Primary Objective – 9 points – Described previously

Tertiary Objective – 3 points – Described previously

Secondary Objectives – DYNAMIC

At the beginning of the first player turn, before anything, roll a die:

1-3 Objective 1  (shown on map)

4-6 Objective 2 (shown on map)

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Whichever objective is rolled is the objective for the following THREE turns. At the end of the THIRD turn the player with the most number of wounds worth of models within 3” (even partially) of the objective is awarded 3 points, and the opponent 0 points. If neither player has any models, or both players have the same number of wounds worth of models within 3” then award each player 1.5 points.

At the beginning of the fourth player turn roll a die:

1-2 Same objective

3-6 Opposite objective

Whichever objective is rolled is the objective for the following THREE (OR FOUR) turns. At the end of the SIXTH (OR SEVENTH) turn the player with the most number of wounds worth of models within 3” (even partially) is awarded 5 points, and the opponent 0 points. If neither player has any models, or both players have the same number of wounds worth of models within 3” award each player 2.5 points.

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SCENARIO 3 – Ashes to Ashes.

Deployment

Players roll off to determine deployment territory.

Players roll off to determine who begins deploying their units first. The person who wins the roll decides whether they want to start or whether their opponent starts to deploy their army first.

The player who started deploying their army first decides which of them starts the first round.

Deployment follows the scheme depicted above. Players must deploy their units no closer than 6” away from enemy territory.

Players cannot deploy units in No Man’s Land. Moreover, units cannot be deployed closer than 6” from the North and South side, and 3” from the East and West sides of No Man’s Land.

Game length and turns

After the first turn is complete players roll of to determine who begins the next turn for each subsequent turn. The winner of the roll decides who begins the next turn.

The game lasts for a minimum of 6 turns. At the end of the six turn one of the players rolls a die, on a 4+ the game continues to a final 7th turn.

Primary Objective – 9 points – Described previously

Tertiary Objective – 3 points – Described previously

Secondary Objectives – 8 points

Fortitude – 5 points – DYNAMIC

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If neither player drops below 60% of their starting number of wounds throughout the game award each player 2.5 points.

The following triggers describe how the first set of secondary points are awarded dynamically throughout the game:

1. The first player to drop below 60% of starting wounds awards the opponent 2 points. If both players drop below 60% during the same battle round then each are awarded 1 point. This is determined at the end of each battle round. Once a player drops below 60% of the starting number of wounds, this victory cannot be awarded again, i.e. if by the end of turn 3 Jack drops below 60% then Jill receives 2 points. If Jill drops below 60% by the end of turn 4 Jack does not receive any points for Jill dropping below 60%.

2. The first player to drop below 50% of starting wounds awards the opponent 3 points. If both players drop below 50% during the same battle round then each are awarded 1.5 point. This is determined at the end of each battle round. Once a player drops below 50% of the starting number of wounds, this victory cannot be awarded again, i.e. if by the end of turn 3 Jack drops below 60% then Jill receives 2 points. If Jill drops below 50% by the end of turn 4 Jack does not receive any points for Jill dropping below 50%.

3. If one player drops below 60% and 50% during the same battle round – award the opponent 5 points. If both players drop below 60% and 50% during the same battle round award each player 2.5 points.

        No man’s land – 3 points – DYNAMIC

No Man’s Land is just that, it’s for no man!

At the end of battle round 2 the player with the least number of wounds completely within No Man’s land is awarded 1 point. If players have none, or equal number of wounds worth of models then award each player 0.5 point.

At the end of battle round 4 the player with the least number of wounds completely within No Man’s land is awarded 1 point. If players have none, or equal number of wounds worth of models then award each player 0.5 point.

At the end of battle round 6 the player with the least number of wounds completely within No Man’s land is awarded 1 point. If players have none, or equal number of wounds worth of models then award each player 0.5 point.