Transcript

7:00 PM

9:00 AM

FRIDAY :: MARCH 24

WARHAMMER 40K MAELSTROM

Do not lose this packet! It contains all necessary missions and results sheets required for you to participate in today’s tournament. It is your responsibility to hold onto and not lose this packet during the tournament. If you lose this packet, be prepared to be docked points!

WARHAMMER 40K MAELSTROM

BASIC GAMES OVERVIEW • All players will play three 2 hour and 45 min games. • All missions will use the Variable Game Length,

Reserves, Night Fighting, Mysterious Objective, Through Attrition Victory and Impending Doom rules.

• All objectives will generate Victory Points that combine with Victory Points earned from other sources (First Blood, Slay the Warlord, Through Attrition Victory etc.). The difference in Victory Points will be used to calculate Battle Points at the end of the game.

• 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.

TACTICAL OBJECTIVE DECKS • Players will build a 21 card ‘hand’ out of 36 cards

from one of the following decks: o AdeptiCon Tactical Objective Deck (the 18 cards

numbered 11-36 and the 18 RED/BROWN cards numbered 41-66; NOT the black cards numbered 41-66) Note: Every player will be provided with an

AdeptiCon Tactical Objective Deck o Games Workshop Tactical Objective Deck

(Generic) o Games Workshop Faction-Specific Tactical

Objective Deck • Players must use the SAME DECK throughout the

tournament (must be noted on Army List). • When building your hand, you MAY NOT choose a

card that is automatically impossible to score. If you do so, that card, when revealed, is immediately discarded, unscored. o Example: If your opponent has no flyers, you may

not choose a card that directs you to destroy a flyer.

• Remember: ‘Bonus’ Cards that are worth X+Y VP (e.g. D3+1-3, etc.) CANNOT BE SCORED ON GAME TURN ONE. While you may include them in your deck, DO NOT choose them for your Turn One objectives, as they will be discarded immediately, unscored.

TACTICAL OBJECTIVE CARD SCORING • You MAY ONLY score each card during the turn in

which it is revealed (face-up). A player’s Tactical Objectives are scored at the end of his/her Player Turn. Unscored cards are discarded.

• Cards that are worth D3 Victory Points are worth 2 Victory Points.

• Cards that are worth D3+3 VP are worth 5 Victory Points.

• ‘Bonus’ Cards that are worth X+Y Victory Points (e.g. D3+1, D3+2, D3+3, etc.) CAN NOT BE SCORED ON GAME TURN ONE. Bonus Cards revealed on Game Turn One are immediately discarded.

• If you draw a card that is impossible to score due to your deficiencies, you may NOT redraw. Instead, you may score one such card per turn by completing the following, substitute objective:

o At the end of your Player Turn, score 1 Victory Point if you control more objectives than your opponent

• If you draw a card that is impossible to score due to your opponent’s deficiencies, you automatically score that card for its base value.

• Codex/Warlord Trait/Formation means of generating additional Victory Points will be active, and as written (e.g. Scalpel Squadron scoring First Blood will generate two (2) Victory Points).

• The Tactical Warlord Trait table is not valid for this event. Additionally, any other abilities, powers, relics or wargear that allow for the manipulation of Tactical Objective cards (e.g. allowing re-draws, forcing discards, etc.) are ignored if randomly generated (re-roll) or ignored if static.

WIPEOUTS AND CONCEDING If one player concedes the battle or is tabled (has no models on the table at the end of a game turn), the winning player automatically receives 30 Battle Points and the losing player receives 0 Battle Points.

WARHAMMER 40K MAELSTROM BATTLE ORDERS

BATTLE ORDERS

1. Army Lists: Exchange and review army lists. 2. Terrain: Terrain is not fixed; players roll-off and alternate placing terrain. No piece of terrain may be

placed within 4” of another piece of terrain or the board edge. 3. Place Primary Objective Markers: Using Objective Markers 1-6, roll-off to see who places the first marker

and then alternate placing markers until all six Objectives Markers are placed. No Objective Marker can be placed within 6” of the battlefield edge, within 12” of another Objective Marker, on impassable terrain or inside a building.

4. Build 21-Card Hand: See each mission for Mandatory and Restricted cards. 5. Generate Pre-game Abilities: Determine Combat Squads, determine pre-game abilities such as Warlord

Traits, Psychic Powers, Gifts of Mutation, Demonic Rewards and the like. 6. Night Fighting: Either player can declare that they wish to fight the battle at night. If either player does so,

roll a D6 before deployment: on a roll of 4+, the Night Fighting special rule is in effect during game turn 1 and all units have the Stealth special rule.

7. Determine Deployment Zones: Players roll-off and the winner chooses his deployment zone/table half. 8. Determine Deployment Order: Players roll-off and the winner decides who will deploy first and who will

deploy second. 9. Starting Hand: Before you deploy your army, choose three (3) cards from your hand, and then:

o Shuffle the remaining cards; offer the cut o You do not need to reveal these cards to your opponent o These are the cards you will attempt to score on Game Turn One o Remember: ‘Bonus’ Cards cannot be scored on Game Turn One.

10. Deployment: The side deploying first then must set up all units in their army (including Fortifications). Then the other side sets up all units in their army (including Fortifications). Resolve Infiltrating units and Scout moves.

11. Determine First Player: The player that deployed first can choose to take the first or second turn; their opponent can attempt to Seize the Initiative. If your opponent’s army includes a Lord of War, and yours does not, you receive +1 to this roll.

12. Reveal Tactical Objective Markers: At the top of Game Turn One, before anything else, all Tactical Objective Markers are flipped, revealing their number (1 through 6)

13. First Player Turn: At the beginning of your first player turn, before anything else: o First: Reveal your Turn One objective cards. o Second: Draw 3 cards (not revealed to your opponent) from the top of your hand. o Third: Examine them and place them face down. These are your Turn Two objective cards.

14. For Each Subsequent Turn: Reveal current objective cards, DRAW, EXAMINE and PLACE (face down) objective cards for next turn.

Game Length: Variable Game Length will be utilized in all missions. Mission Special Rules: Impending Doom, Night Fighting, Mysterious Objectives and Reserves are in effect for all missions.

WARHAMMER 40K MAELSTROM

MISSION 1: THE SUN IN THEIR EYES *** READ THE ENTIRE MISSION BEFORE SETTING UP ***

DEPLOYMENT Please follow the Battle Orders and game length rules as presented in the Warhammer 40K Maelstrom Battle Orders sheet.

:: DAWN OF WAR ::

MISSION SPECIAL RULES Impending Doom Mysterious Objectives Night Fighting Reserves

MAELSTROM HAND Begin building your 21-Card hand by adding the following Mandatory cards:

• 21 through 26

Verify that your opponent has the correct set of mandatory cards.

Finish building your 21-Card hand by choosing any 15 optional cards, from the same deck, with the following restrictions:

• You may NOT choose cards 31 through 36. • You may NOT choose cards that are

automatically impossible to score.

You do not have to show the 15 optional cards to your opponent, but you must show that you have chosen exactly 15 cards.

SECONDARY OBJECTIVES 1. Slay the Warlord: If, at the end of the game, the

enemy's Warlord has been removed as a casualty, you score 1 Victory Point.

2. First Blood: The first unit to be completely destroyed during the game is worth 1 Victory Point to the opposing player at the end of the game.

3. Linebreaker: If, at the end of the game, you have at least one model from one or more scoring units completely within 12” of the enemy’s table edge, you score 1 Victory Point.

4. Through Attrition, Victory: At the end of the game you score 1 Victory Point for every 3 full Wounds or Hull Points lost by an enemy Lord of War unit.

SCORING TRACKER PLAYER 1 PLAYER 2

TURN 1

TURN 2

TURN 3

TURN 4

TURN 5

TURN 6

TURN 7

END

TOTAL

WARHAMMER 40K MAELSTROM

MISSION 2: FORTUNE’S FOOL *** READ THE ENTIRE MISSION BEFORE SETTING UP ***

DEPLOYMENT Please follow the Battle Orders and game length rules as presented in the Warhammer 40K Maelstrom Battle Orders sheet.

:: VANGUARD STRIKE ::

MISSION SPECIAL RULES

Impending Doom Mysterious Objectives Night Fighting Reserves

MAELSTROM HAND Begin building your 21-Card hand by adding the following Mandatory cards:

• 31 through 36

Verify that your opponent has the correct set of mandatory cards.

Finish building your 21-Card hand by choosing any 15 optional cards, from the same deck, with the following restrictions:

• You may NOT choose cards 21 through 26. • You may NOT choose cards that are

automatically impossible to score.

You do not have to show the 15 optional cards to your opponent, but you must show that you have chosen exactly 15 cards.

SECONDARY OBJECTIVES 1. Slay the Warlord: If, at the end of the game, the

enemy's Warlord has been removed as a casualty, you score 1 Victory Point.

2. First Blood: The first unit to be completely destroyed during the game is worth 1 Victory Point to the opposing player at the end of the game.

3. Linebreaker: If, at the end of the game, you have at least one model from one or more scoring units completely within 12” of the enemy’s table edge, you score 1 Victory Point.

4. Through Attrition, Victory: At the end of the game you score 1 Victory Point for every 3 full Wounds or Hull Points lost by an enemy Lord of War unit.

SCORING TRACKER PLAYER 1 PLAYER 2

TURN 1

TURN 2

TURN 3

TURN 4

TURN 5

TURN 6

TURN 7

END

TOTAL

WARHAMMER 40K MAELSTROM

MISSION 3: THE BITTER END *** READ THE ENTIRE MISSION BEFORE SETTING UP ***

DEPLOYMENT Please follow the Battle Orders and game length rules as presented in the Warhammer 40K Maelstrom Battle Orders sheet.

:: HAMMER AND ANVIL ::

MISSION SPECIAL RULES Impending Doom Mysterious Objectives Night Fighting Reserves

MAELSTROM HAND Begin building your 21-Card hand by adding the following Mandatory cards:

• 41 through 46

Verify that your opponent has the correct set of mandatory cards.

Finish building your 21-Card hand by choosing any 15 optional cards, from the same deck, with the following restrictions:

• You may NOT choose cards 11 through 16. • You may NOT choose cards that are

automatically impossible to score.

You do not have to show the 15 optional cards to your opponent, but you must show that you have chosen exactly 15 cards.

SECONDARY OBJECTIVES 1. Slay the Warlord: If, at the end of the game, the

enemy's Warlord has been removed as a casualty, you score 1 Victory Point.

2. First Blood: The first unit to be completely destroyed during the game is worth 1 Victory Point to the opposing player at the end of the game.

3. Linebreaker: If, at the end of the game, you have at least one model from one or more scoring units completely within 12” of the enemy’s table edge, you score 1 Victory Point.

4. Through Attrition, Victory: At the end of the game you score 1 Victory Point for every 3 full Wounds or Hull Points lost by an enemy Lord of War unit.

SCORING TRACKER PLAYER 1 PLAYER 2

TURN 1

TURN 2

TURN 3

TURN 4

TURN 5

TURN 6

TURN 7

END

TOTAL

WARHAMMER 40K MAELSTROM

RESULTS FOR MISSION 3: THE BITTER END

YOUR NAME TABLE NO FINISH?*

Yes

No * Finished games are those that are ended by a Variable Game Length die roll or where all 7 game turns were fully played out.

VICTORY POINTS YOUR

VICTORY POINTS YOUR OPPONENT’S

VICTORY POINTS VICTORY POINT

DIFFERENTIAL

In the case of a Wipeout, the surviving player receives an additional 5 Victory Points to their total and the game is scored normally.

BATTLE POINTS STARTING

BATTLE POINTS VICTORY POINT

DIFFERENTIAL TOTAL

BATTLE POINTS

YOUR TOTAL 15 +/- = Max: 30 / Min: 0

OPPONENT’S TOTAL 15 +/- =

Have your opponent double check your results above. Have them sign below and acknowledge that the results circled above are accurate and correct.

Opponent’s Signature: _______________________________________________________

*** STOP *** DO NOT FILL THIS OUT UNTIL YOUR GAME RESULTS HAVE BEEN

DOUBLE-CHECKED AT THE JUDGE’S BOOTH

Now, in private, rate your Opponent’s Sportsmanship by circling the appropriate mark below. Do NOT share these results with your opponent. Remember to record your opponent’s name on the sheet provided.

SPORTSMANSHIP MARK

Positive

Fantastically Brilliant Game! Reserved for the truly special games of Warhammer. Your opponent went well beyond the call of duty, was incredibly sporting and honestly made additional effort of provide a fantastic game. This is just the type of person you would want in your local gaming club. Players receiving the most net positives mark are eligible to win Best Sportsmanship.

Average

Perfectly Decent Game of Warhammer. This should encompass a majority of your marks. This covers most normal games of Warhammer. Your opponent was relatively sporting, came prepared to play and put forth a good effort to amicably resolve rules disputes.

Negative

Just A Terribly Awful Game! While difficult to describe, these games are bound to happen. Reserved for the worst of the worst, you should only ‘award’ this mark in the direst of circumstances. This mark should be an evaluative negative on your opponent’s sportsmanship only and should NEVER be a reflection on the final results of the game.

WARHAMMER 40K MAELSTROM

RESULTS FOR MISSION 2: FORTUNE’S FOOL

YOUR NAME TABLE NO FINISH?*

Yes

No * Finished games are those that are ended by a Variable Game Length die roll or where all 7 game turns were fully played out.

VICTORY POINTS YOUR

VICTORY POINTS YOUR OPPONENT’S

VICTORY POINTS VICTORY POINT

DIFFERENTIAL

In the case of a Wipeout, the surviving player receives an additional 5 Victory Points to their total and the game is scored normally.

BATTLE POINTS STARTING

BATTLE POINTS VICTORY POINT

DIFFERENTIAL TOTAL

BATTLE POINTS

YOUR TOTAL 15 +/- = Max: 30 / Min: 0

OPPONENT’S TOTAL 15 +/- =

Have your opponent double check your results above. Have them sign below and acknowledge that the results circled above are accurate and correct.

Opponent’s Signature: _______________________________________________________

*** STOP *** DO NOT FILL THIS OUT UNTIL YOUR GAME RESULTS HAVE BEEN

DOUBLE-CHECKED AT THE JUDGE’S BOOTH

Now, in private, rate your Opponent’s Sportsmanship by circling the appropriate mark below. Do NOT share these results with your opponent. Remember to record your opponent’s name on the sheet provided.

SPORTSMANSHIP MARK

Positive

Fantastically Brilliant Game! Reserved for the truly special games of Warhammer. Your opponent went well beyond the call of duty, was incredibly sporting and honestly made additional effort of provide a fantastic game. This is just the type of person you would want in your local gaming club. Players receiving the most net positives mark are eligible to win Best Sportsmanship.

Average

Perfectly Decent Game of Warhammer. This should encompass a majority of your marks. This covers most normal games of Warhammer. Your opponent was relatively sporting, came prepared to play and put forth a good effort to amicably resolve rules disputes.

Negative

Just A Terribly Awful Game! While difficult to describe, these games are bound to happen. Reserved for the worst of the worst, you should only ‘award’ this mark in the direst of circumstances. This mark should be an evaluative negative on your opponent’s sportsmanship only and should NEVER be a reflection on the final results of the game.

WARHAMMER 40K MAELSTROM

RESULTS FOR MISSION 1: THE SUN IN THEIR EYES

YOUR NAME TABLE NO FINISH?*

Yes

No * Finished games are those that are ended by a Variable Game Length die roll or where all 7 game turns were fully played out.

VICTORY POINTS YOUR

VICTORY POINTS YOUR OPPONENT’S

VICTORY POINTS VICTORY POINT

DIFFERENTIAL

In the case of a Wipeout, the surviving player receives an additional 5 Victory Points to their total and the game is scored normally.

BATTLE POINTS STARTING

BATTLE POINTS VICTORY POINT

DIFFERENTIAL TOTAL

BATTLE POINTS

YOUR TOTAL 15 +/- = Max: 30 / Min: 0

OPPONENT’S TOTAL 15 +/- =

Have your opponent double check your results above. Have them sign below and acknowledge that the results circled above are accurate and correct.

Opponent’s Signature: _______________________________________________________

*** STOP *** DO NOT FILL THIS OUT UNTIL YOUR GAME RESULTS HAVE BEEN

DOUBLE-CHECKED AT THE JUDGE’S BOOTH

Now, in private, rate your Opponent’s Sportsmanship by circling the appropriate mark below. Do NOT share these results with your opponent. Remember to record your opponent’s name on the sheet provided.

SPORTSMANSHIP MARK

Positive

Fantastically Brilliant Game! Reserved for the truly special games of Warhammer. Your opponent went well beyond the call of duty, was incredibly sporting and honestly made additional effort of provide a fantastic game. This is just the type of person you would want in your local gaming club. Players receiving the most net positives mark are eligible to win Best Sportsmanship.

Average

Perfectly Decent Game of Warhammer. This should encompass a majority of your marks. This covers most normal games of Warhammer. Your opponent was relatively sporting, came prepared to play and put forth a good effort to amicably resolve rules disputes.

Negative

Just A Terribly Awful Game! While difficult to describe, these games are bound to happen. Reserved for the worst of the worst, you should only ‘award’ this mark in the direst of circumstances. This mark should be an evaluative negative on your opponent’s sportsmanship only and should NEVER be a reflection on the final results of the game.


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