Warhammer 40,000 Tournament - Attack-X

painted looks nice but if it’s themed cool and really seems well thought out feel free to ... You can also easily download this ... Index Xenos II...

38 downloads 464 Views 505KB Size
Warhammer 40,000 Tournament Player’s Packet

Schedule: Saturday, Sept 16th 9:30-10:00 – Registration 10:00-12:30 – Game 1 (2.5 hrs) 12:30-1:30 – Lunch Break (1hr) 1:30-4:00 – Game 2 (2.5 hrs) 4:00-4:30 – Coffee/Snack break (1/2hr) 4:30-7:00 – Game 3 (2.5 hrs)

Sunday, Sept 17th 10:00-12:30 – Game 4 (2.5 hrs) 12:30-1:30 – Lunch Break (1 hr) 1:30-4:00 – Game 5 (2.5 hrs) 4:00-4:30 – Clean Up/Tallying Results 4:30 – Results

This is an ITC event, as such all relevant army construction rules,FAQ’s and rulesets apply with noted exceptions below. There may be some changes to missions and slight adjustments to the rules closer to the event, so please keep an eye on this document. https://docs.google.com/document/d/1bUs0HrJ3f6YzR6mWlT1LRLq0i9_0ekf7ah9WhCTxsIo/vie w NOTE READ THIS DOCUMENT AS THERE IS SOME KEY STUFF ABOUT HOW FIRST TURN IS DETERMINED AND HOW MISSIONS ARE LAID OUT    

Your army will be built to 2000pts using the matched play rules No single models of Power level of 31 or higher is allowed. ITC Faction: Note on your army list which Faction has the most points in it, this will count as your ITC Faction for scoring purposes. All current source material is allowed.

TERRAIN The Battlefield Terrain Rules listed on Pg.248-251 in the main rulebook will be used for ITC events. With the exceptions for Ruins as outlined in the ITC FAQ (repeated later in this document) PAINTING All models are expected to be WYSIWYG to a reasonable standard. Exceptions will be made for themed units or armies. Using a reasonable substitute to “Counts As” another model, does not violate our policy. If in doubt, send a picture in of a model to your TO in advance to ask if it is acceptable. In addition, you will be asked to vote for your top 3 favorite armies during day one. Third party painted looks nice but if it’s themed cool and really seems well thought out feel free to give that army highest marks! This will be used to determine the favourite army. Please leave your army on display during lunch of day one to make it easier for people to vote for you, don’t forget to leave your name out somewhere nearby! SPORTSMANSHIP Sportsmanship is handled with a Thumb’s Up, Thumbs Down format. We default games to a Thumbs Up from both players. If your opponent was acting in an unsportsmanlike manner, which we define as being verbally abusive, physically aggressive, was more than 15 minutes late for a round, or knowingly cheated on a rule, you are free to give him or her a Thumbs Down on sports. This rule does not exist to express displeasure in a game because you didn’t like your opponent, your opponent’s army, or you had rules debates, etc. A player that receives two or more Thumbs Down on Sportsmanship will be met with administrative action up to and including ejection from the event with no refund of the ticket cost. In addition, you will be required to vote for your favourite opponents after your final game. These votes will decide who is the best sportsman.

AWARDS No player can win more than one award, in the event a player is eligible for more than one award the order presented here will determine which award they win. In which case the other award will be given to the 2nd place player. Best General – A cumulation of all battle points Best Sportsman – A cumulation of sports votes Favourite Army – A cumulation of favourite army votes

WHAT TO BRING Your Army Tape Measure, Dice, Game Aids, etc. Objective markers. We will provide some of these, but best to be prepared and have some of your own! 7 typed copies of your army list is encouraged but not required. We will be using Best Coast Pairings and requiring all lists be submitted through the app before the first round allowing your opponents to view your list at any time. Be sure to note what your faction is on your army list. All pertinent rules for your army. If you are using a counts-as army, YOU MUST HAVE YOUR PLAYER HANDOUT FOR YOUR OPPONENT IDENTIFYING WHAT EACH UNIT IN YOUR ARMY IS. Having lots of mad cash to bribe Bosa helps but is not required.

Warhammer 40,000 8th Edition ITC Format Guidelines ITC 2017 Season Quarter 2 Last Update: 8-22-17 This is a working draft of the 8th edition, 2017 Warhammer 40,000 ITC format and subject to change.

How to Use This Document This document outlines the format for the Independent Tournament Circuit (ITC) for Warhammer 40,000 8th Edition. Be sure to check with your Tournament Organizer(TO) for event-specific alterations or format changes. In all cases, the judges’ rulings are final, and judges and event organizers are free to adjust their events at will and report results to the ITC. If you are a Tournament Organizer and would like to have your event use the ITC format and submit scoring, follow these instructions: 1. Send an email to [email protected] with your event name, date(s), and event URL (such as a Facebook event). All URL’s must be open to the public. 2. Once your information has been reviewed and approved, you will receive a code to set up your event on the Best Coast Pairings (BCP) app. Follow the instructions there to set up your event. Features for ticketing and attendance tracking are built-in the app for your convenience. If you encounter errors with the app, contact [email protected] for support. 3. Use the BCP app to submit your event results after the event is over. Tips for Navigation You can use the Google Docs outline feature on the left-hand side of this document to quickly navigate to a section you are looking for. Alternatively you can hit CTRL-F (CMD-F on Mac) and type the word you are searching for to navigate there. You can also easily download this document prior to an event as a PDF by clicking: File->Download as->PDF Document (.pdf) so you can access the file using PDF reader software on your computer or mobile device. This is recommended for players with limited data or no access to the internet during events.

ITC Format The ITC will be using the Matched Play recommendations from the Warhammer 40,000 8th Edition ruleset. The details for this format can be located in the Warhammer 40,000 main

rulebook. ITC standard games will be played at 2,000 points. Round times are recommended not to exceed 2.5 hours.

Army Composition Guidelines Per the matched play rules, armies must be battle-forged and you cannot create an army list containing more than a total of three of the detachments listed in the main rulebook on Pg.242245. All current Games Workshop & Forgeworld 8th edition Warhammer 40,000 source material may be used to build your Battle-forged army. Understrength Units as defined in the main rulebook on Pg.242 may only be included within Auxiliary Support Detachments (Pg.245).

Faction Scoring ITC faction rankings will be adjusted to fall in line with the faction categorization system outlined in Warhammer 40,000 8th Edition. This chart shows the faction scoring for the ITC. Khorne Daemonkin points from the 7th edition period of the 2017 ITC Warhammer 40,000 season will be transferred to the Chaos ITC faction for the remainder of the 2018 8th edition Warhammer 40,000 season. Your ITC faction is determined as follows: find the the most specific Faction Keyword (which is typically the last Faction Keyword listed on each unit's’ datasheet) shared by every model in the detachment with the most points in it in your army. Consult column B in the chart above. Your ITC faction is the corresponding ITC Faction Keyword in column C. Example: you have 3 detachments in your army. The 1st is 400 points, the 2nd is 1,000 points and the 3rd is 600 points. The largest detachment is the 2nd. The most specific Faction Keyword shared by all models in that detachment is Ultramarines. Your ITC Faction for your army is Adeptus Astartes and your ITC points will be awarded to that faction and you will compete with all other players whose army corresponds to that ITC faction keyword. Faction scores from the 2017 7th edition ITC Warhammer 40,000 season will be ported over to the corresponding faction for the remainder of the 2017 8th edition ITC Warhammer 40,000 season for each player.

FAQ Reference the Games Workshop Designer’s Commentary document found here. Additional FAQ documentation by Games Workshop will be added to this section of the document as it is released. Games Workshop’s Index and basic rulebook FAQ’s can be found at the links below. Please read through these and become familiar with them. Players downloading and saving/printing PDF’s for reference during tournaments is strongly recommended. ● Main Rulebook ●

Codex: Chaos Space Marines FAQ



Codex: Grey Knights FAQ



Codex: Space Marines FAQ



Index Imperium I



Index Imperium II



Index Chaos



Index Xenos I



Index Xenos II



Forge World Index: Xenos



Forge World Index: Forces of Chaos



Forge World Index: Forces of the Adeptus Astartes



Forge World Index: Forces of the Astra Militarum

In addition, the ITC has implemented the following FAQ item: ● ITC standard events limit the command re-roll stratagem to being used for die rolls made after the first battle round has begun and to not be allowed to re-roll the roll to end the game on turns 5, 6, and 7. ●

On August 9, 2017, the Warhammer Community site introduced the Objective Secured rule. Since Chapter Approved is still forthcoming, Games Workshop clarified for us which Factions gain Objective Secured for the ITC community.



If your army is Battle-forged, all Troops units in Detachments gain the Objective Secured rule, so long as every unit in a detachment has the same faction keyword from the following list: Blood Angels, Dark Angels, Space Wolves, Deathwatch, Astra Militarum, Adeptus Mechanicus, Adeptus Ministorum, Asuryani, Drukhari, Harlequins, Chaos Daemons, Renegades & Heretics, Thousand Sons, Death Guard, Necrons, T’au Empire, Orks, , and Genestealer Cults.

Troops units with Objective Secured that are within range of an objective marker (as specified in each mission's rules) control it even if there are more enemy models within range of it. If an enemy unit within range of an objective marker has a similar ability, then it is controlled by the player who has the most models within range as normal.

Note: Codex: Grey Knights, Codex: Chaos Space Marines, and Codex: Space Marines are explicitly not covered by Objective Secured because their Codexes provide a similar rule (i.e. Defenders of Humanity).



Games Workshop also previewed the upcoming Boots on the Ground rule change for matched play games, which states: When determining which player controls an objective marker, exclude all unit which have the Flyer Battlefield Role--these units can never control objective markers. This rule is effective immediately in the ITC.

ITC Missions & Terrain Rules ITC Standard events use the Matched Play rules, and can use either the Eternal War missions of the Warhammer 40,000 main rulebook found on Pg.215-223, or Tournament Organizer can use the ITC simplified Mission Pack below. Tournament Organizers are free to adjust the order of the missions or select among them at will as applicable. The Advanced Battlefield Terrain Rules listed on Pg.248-251 in the main rulebook are in effect for these missions. The ITC recommends participating Tournament Organizers clearly define their terrain according to these rules for their attendees. In ITC events using any missions, the following modification to Ruins type terrain be used: Ruins: For this event, the bottom level walls of all ruins are considered to block LoS even if they do not actually do so. This means existing openings in them such as those created by windows, doors, bullet holes, etc. block LoS. This rule does not mean the players create walls where none existed. If in doubt as to where to define these barriers, clarify with your opponent before the game begins.

ITC 2017 Scenario Guidelines STRATAGEM: NEW ORDERS After rolling for your Maelstrom Objectives in any mission, once all duplicate rolls have been re-rolled, you may use two Command Points to reroll a single Maelstrom dice (re-rolling as normal to generate three unique results). The final result must be accepted, even if it is the same as before the command points were used.

Definitions: ● ● ● ● ●

Victory Points: used to determine which player wins an Eternal War or Maelstrom mission within an ITC Scenario. A result of 0-0 is not considered a tie for missions where this applies. Mission Points: used to determine which player wins an ITC Scenario. Battle Score: used to determine a player's overall standing within a tournament. Deployment Zone: The specific area where a player may legally deploy models at the start of the game as outlined by the corresponding maps in the main rule book. Deployment Table Edge: Your deployment table edge is determined by the side with the longest distance in inches that you may set up your models in any direction during deployment.

Objective Marker Guidelines ● ● ●

ITC Standard Objectives are between 25mm and 40mm in size. Distance to and from an objective is measured in three dimensions from the nearest edge of the objective, which may be the top in the instance that you must measure above it. Objectives are considered clear terrain for movement purposes but Fortifications may not be placed on top of Objective Markers.

General Scoring Guidelines: ● ● ● ●

● ●

Players score each mission in the ITC Scenarios separately, which then generate Mission Points to determine who wins the scenario. The Eternal War and Maelstrom missions are worth 8 Mission Points if won, 4 mission points to each player if the mission is tied, and 0 mission points if the mission is lost. Each Bonus Point is worth 1 Mission Point and replace the bonus points listed in the BRB Eternal War missions, they are not scored in addition to them. This generates a score of between 0-19 Mission Points. The player with the most Mission Points at game's end, wins. If both players have the same number of Mission Points, the game is scored as a tie. o A win adds 1,000 to the scenario winners Mission Points to generate their Battle Score for the round. Example: Player A wins a Scenario with 7 Mission Points. Their Battle Score for the round would be 1,007. o A tie adds 500 to both players Mission Points to determine their Battle Score for the round. Example: Player A and B tie a game, 5 Missions Points each. They would both have a Battle Score of 505 for the round. o A loss adds 0 to the loser of the scenario's Mission Points to generate their Battle Score for the round. Example: Player C loses a Scenario with 2 Mission Points. They would have a Battle Score of 2 for the round. Pair players in descending order of Battle Scores each round. Example: the players with the 2 highest Battle Scores play on table 1, the players with the 3rd and 4th highest Battle Scores play on table 2, etc. Adding the Battle Score for each round of play, the player with the highest Battle Score at the end of the tournament is the Tournament Champion.

o

In the case of a tied Battle Score at the end of a tournament, add the Battle Scores of the tied players' opponents. The player whose opponents' combined Battle Scores are higher, wins. Example: Player A and B are tied for 2nd place, each with a Battle Score of 4,037. The TO adds up the combined Battle Scores of each player's opponents, and finds that Player A's opponents combined Battle Scores are greater than Player B's, and as such, Player A ranks in 2nd place for the tournament and Player B takes 3rd place.

Modified Eternal War Missions: ● ●

Played per the Warhammer 40,000 rulebook with modifications listed on the scenario sheet. Note, any victory points earned from missions such as destroying Heavy Support units in Big Guns Never Tire count towards the Eternal War mission score, per standard play. Note, the bonus points listed on the Eternal War missions in the BRB are not used as the bonus points listed on the missions replace them.

Modified Maelstrom Missions: ●







At the beginning of each PLAYER TURN, the controlling player rolls three times on the scenario maelstrom table. Reroll any duplicate numbers until 3 unique numbers are generated. The controlling player then decides which 2 of the three objectives they will attempt to achieve and circles them on their score sheet, informing their opponent of their decision. At the beginning of their next player turn, before generating new Maelstrom Points, the controlling player earns 1 pt per Maelstrom Mission achieved. o Note, if you roll two Destroy an Enemy Unit objectives, destroying 1 unit earns you 1pt, destroying 2 units earns you 2pts. o Note, no Maelstrom Points will be earned in the first game turn, as scoring begins on game turn 2. o Note, no Maelstrom Points will be earned for events within the 7th game turn, as there is no “8th turn” in which to score points. If the controlling player opts to forego both of their Maelstrom Points to attempt a 3 point Maelstrom objective, they must inform their opponent of this after generating their Maelstrom Points. This is an all or nothing choice, the controlling player achieves 0 Maelstrom Points for the turn if they fail to achieve the 3 point objective. Regardless of circumstance, no more than three Maelstrom Points may be earned in a player turn.

Command Points ● ● ●

You cannot use the “Command Re-roll” stratagem to re-roll any of the rolls used for mission setup. You cannot use the “Command Re-roll” stratagem to re-roll dice used for Maelstrom Objective generation You cannot use the “Command Re-roll” stratagem to re-roll dice used to Seize the Initiative or to determine game length.

Bonus Point Guidelines: ● ● ● ●

● ●





First Blood: Per the main rule book. Linebreaker: Per the main rule book. Slay the Warlord: Per the main rule book. Big Game Hunter: At the end of the game, of all destroyed units, the player that destroyed the unit with the highest Power Level wins this point. o Note: You do not need to destroy your opponent's most valuable unit to achieve this point, but simply destroy a unit of theirs with the highest Power Level than any of yours they destroyed. o Note: Combat Squads of Marines each count as an individual unit, worth half the full unit's cost. o Note: While rare, it is possible for both players to earn this point. First Strike: A player earns this point if they destroy an enemy unit in the first game turn. o Note: Both players can earn this point. Table Quarters: The player with the most models in a table quarter controls that quarter. The player that controls more table quarters wins this point. o Note: Units in a transport do not count towards this objective unless they are disembarked from their transport. o Note: While rare, it is possible for both players to earn this point. King of the Hill: The player with more models at least partially within 6″ of the center point of the table wins this point.. o Note: Units in a transport do not count towards this objective unless they are disembarked from their transport. o Note: While rare, it is possible for both players to earn this point. Ground Control: Control or contest two or more objectives at the end of the game to achieve this point.

USING THE FOLLOWING SCORESHEETS On the scoresheets found in the next batch of pages, you’ll see a section like this: Turn 1 Maelstrom Objectives: 1 2 3 4 5 6 *1 *2 Turn 4 Maelstrom Objectives: 1 2 3 4 5 6 *1 *2 Turn 2 Maelstrom Objectives: 1 2 3 4 5 6 *1 *2 Turn 5 Maelstrom Objectives: 1 2 3 4 5 6 *1 *2 Turn 3 Maelstrom Objectives: 1 2 3 4 5 6 *1 *2 Turn 6 Maelstrom Objectives: 1 2 3 4 5 6 *1 *2 With these each turn you’re going to roll for your maelstrom as per the recommendation, then circle the ones that you rolled on the sheet in the corresponding turns. If you rolled an option to take the special objectives, then circle *1 or *2 as appropriate. If you want to track both yours and your opponents we recommend using different coloured markers for this. Then as you score them for the turn, check off the circled number to indicate it was scored upon. This is a quick method of keeping track of this for the duration of the game. For example, lets say it’s the start of the 1st turn of game one and I roll a 2 and 4 and my opponent rolls a 4,5 and elects to go for special objective 2 instead of 4,5 (as specified on the chart for game 1). If you want to show both players rolls we recommend something like this with black for my objectives and red for my opponents, then as they’re scored you’ll check the circles to indicate they were achieved: Turn 1 Maelstrom Objectives: 1 2 3 4 5 6 *1 *2

Favorite Opponents 1. ________________________________ 2. ________________________________ 3. ________________________________

Think about your games and select your top 3 opponents in order from most favourite downwards

This goes in with your final results sheet!

ITC 8th Edition Scenario 5 - Big Guns Never Tire Setup & Instructions: 1. 2. 3. 4.

5. 6.

Adjust and define terrain with your opponent (Determine with your opponent which terrain features are ruins, obstacles, barricades, etc). Pick Psychic Powers and Warlord Traits. FRONT-LINE ASSAULT DEPLOYMENT (p.217): Roll off to determine deployment zones. Place Objectives using normal objective placement rules as modified below: a. Each player places Maelstrom Objective number 1 in their own deployment zone, and their Maelstrom Objective number 2 in their opponent's deployment zone. b. These objectives are also the Big Guns Never Tire Objectives. There should be four objectives total on the table. Roll to determine who deploys first, alternating deploying units as per the main rule book. After both players have finished deploying their army, roll to determine first turn. The player who finished deploying first receives a +1 to this roll. The player that wins the roll can choose to go first or second. The player who is chosen to go second may attempt to seize the initiative.

Reference the ITC Scenario Guidelines for additional scenario information.

MAELSTROM OBJECTIVE TABLE Roll 3 dice and pick two objectives from this table at the start of each of your turns. Re-roll doubles until all are unique.

1

Hold Maelstrom Objective 1 in the enemy deployment zone

4

Hold Maelstrom Objective 2 in your deployment zone.

2

Hold Maelstrom Objective 2 in the enemy deployment zone

5

Destroy an enemy unit

3

Hold Maelstrom Objective 1 in your deployment zone.

6

Destroy an enemy unit

3 Point Maelstrom Objective 1:

3 Point Maelstrom Objective 2:

If any two of Maelstrom Objectives 1, 2, 3, or 4 are generated, they may be exchanged for: Hold 3 Objectives and earn 3 Maelstrom Points.

If Maelstrom Objectives 5 and 6 are generated, they may be exchanged for: Destroy 3 Enemy Units and earn 3 Maelstrom Points.

Turn 1 Maelstrom Objectives: 1 2 3 4 5 6 *1 *2 Turn 4 Maelstrom Objectives: 1 2 3 4 5 6 *1 *2 Turn 2 Maelstrom Objectives: 1 2 3 4 5 6 *1 *2 Turn 5 Maelstrom Objectives: 1 2 3 4 5 6 *1 *2 Turn 3 Maelstrom Objectives: 1 2 3 4 5 6 *1 *2 Turn 6 Maelstrom Objectives: 1 2 3 4 5 6 *1 *2 SCORING Indicate results with a check mark in the appropriate box and add the total for your final score.

OBJECTIVE

SUCCESS - 8 Points

TIE - 4 Points

FAILURE - 0 Points

REPORTING

Eternal War

Opponent’s Name:

Maelstrom

Your Name:

Bonus - 1pt Each

Ground Control

Linebreaker

Slay the Warlord

YOUR TOTAL SCORE:

/19

FILL OUT FAVOURITE OPPONENTS ON THE BACK!

ITC 8th Edition Scenario 4 - The Scouring Setup & Instructions: 1. 2. 3. 4.

5. 6.

Adjust and define terrain with your opponent (Determine with your opponent which terrain features are ruins, obstacles, barricades, etc). Pick Psychic Powers and Warlord Traits. SEARCH & DESTROY DEPLOYMENT (p.216): Roll off to determine deployment zones. Place Objectives using normal objective placement rules as modified below: a. Each player places three Maelstrom Objectives. Maelstrom Objective 1 is placed in their own deployment zone, #2 and #3 must be placed outside either player's deployment zone, with no more than two in each table quarter. b. These objectives are also the Scouring Objectives, which are worth points equal to their number (i.e.: Maelstrom Objective 2 is worth 2 points for the Scouring). There should be six objectives total on the table. Roll to determine who deploys first, alternating deploying units as per the main rule book. After both players have finished deploying their army, roll to determine first turn. The player who finished deploying first receives a +1 to this roll. The player that wins the roll can choose to go first or second. The player who is chosen to go second may attempt to seize the initiative.

Reference the ITC Scenario Guidelines for additional scenario information.

MAELSTROM OBJECTIVE TABLE Roll 3 dice and pick two objectives from this table at the start of each of your turns. Re-roll doubles until all are unique.

1

Hold either Maelstrom Objective 1

4

Destroy an enemy unit

2

Hold either Maelstrom Objective 2

5

Destroy an enemy unit

3

Hold either Maelstrom Objective 3

6

Destroy an enemy unit

3 Point Maelstrom Objective 1:

3 Point Maelstrom Objective 2:

If any two of Maelstrom Objectives 1, 2, and 3 are generated, they may be exchanged for: Hold 3 Objectives and earn 3 Maelstrom Points.

If any two of Maelstrom Objectives 4, 5, and 6 are generated, they may be exchanged for: Destroy 3 Enemy Units and earn 3 Maelstrom Points.

Turn 1 Maelstrom Objectives: 1 2 3 4 5 6 *1 *2 Turn 4 Maelstrom Objectives: 1 2 3 4 5 6 *1 *2 Turn 2 Maelstrom Objectives: 1 2 3 4 5 6 *1 *2 Turn 5 Maelstrom Objectives: 1 2 3 4 5 6 *1 *2 Turn 3 Maelstrom Objectives: 1 2 3 4 5 6 *1 *2 Turn 6 Maelstrom Objectives: 1 2 3 4 5 6 *1 *2 SCORING Indicate results with a check mark in the appropriate box and add the total for your final score.

OBJECTIVE

SUCCESS - 8 Points

TIE - 4 Points

FAILURE - 0 Points

REPORTING

Eternal War

Opponent’s Name:

Maelstrom

Your Name:

Bonus - 1pt Each

Big Game Hunter

Linebreaker

Slay the Warlord

YOUR TOTAL SCORE:

/19

ITC 8th Edition Scenario 3 - No Mercy Setup & Instructions: 1. 2. 3. 4.

5. 6.

Adjust and define terrain with your opponent (Determine with your opponent which terrain features are ruins, obstacles, barricades, etc). Pick Psychic Powers and Warlord Traits. VANGUARD STRIKE DEPLOYMENT (p.217): Roll off to determine deployment zones. Place Objectives using normal objective placement rules as modified below: a. A Maelstrom objective is placed in the center of the board numbered 1. b. Each player places one Maelstrom objective in their opponent’s deployment zone. These are numbered 2 & 3 for Maelstrom mission purposes (see the table below). Total there should be three Maelstrom Objectives. Roll to determine who deploys first, alternating deploying units as per the main rule book. After both players have finished deploying their army, roll to determine first turn. The player who finished deploying first receives a +1 to this roll. The player that wins the roll can choose to go first or second. The player who is chosen to go second may attempt to seize the initiative.

*Victory Points are calculated by adding up the total power level of each enemy unit completely destroyed*

Reference the ITC Scenario Guidelines for additional scenario information.

MAELSTROM OBJECTIVE TABLE Roll 3 dice and pick two objectives from this table at the start of each of your turns. Re-roll doubles until all are unique.

1

Hold Maelstrom Objective 1

4

Have more units (including all models) further than 12” from your deployment table edge than your opponent does from theirs.

2

Hold Maelstrom Objective 2

5

Have a unit at least partially within 12" of the enemy deployment table edge.

3

Hold Maelstrom Objective 3

6

Have at least 3 of your and none of your opponent's units within 12” your deployment table edge.

3 Point Maelstrom Objective: If any two of Maelstrom Objectives 1 2, and 3 are generated, they may be exchanged for: Hold 3 Objectives and earn 3 Maelstrom Points.

Turn 1 Maelstrom Objectives: 1 2 3 4 5 6 *1 *2 Turn 4 Maelstrom Objectives: 1 2 3 4 5 6 *1 *2 Turn 2 Maelstrom Objectives: 1 2 3 4 5 6 *1 *2 Turn 5 Maelstrom Objectives: 1 2 3 4 5 6 *1 *2 Turn 3 Maelstrom Objectives: 1 2 3 4 5 6 *1 *2 Turn 6 Maelstrom Objectives: 1 2 3 4 5 6 *1 *2 SCORING Indicate results with a check mark in the appropriate box and add the total for your final score.

OBJECTIVE

SUCCESS - 8 Points

TIE - 4 Points

FAILURE - 0 Points

REPORTING

Eternal War

Opponent’s Name:

Maelstrom

Your Name:

Bonus - 1pt Each

First Strike

King of the Hill

Slay the Warlord

YOUR TOTAL SCORE:

/19

ITC 8th Edition Scenario 2 - The Relic Setup & Instructions: 1. 2. 3. 4.

5. 6.

Adjust and define terrain with your opponent (Determine with your opponent which terrain features are ruins, obstacles, barricades, etc). Pick Psychic Powers and Warlord Traits. HAMMER & ANVIL DEPLOYMENT (p.217): Roll off to determine deployment zones. Place Objectives using normal objective placement rules as modified below: a. The Relic is placed as normal b. Each player places 1 Maelstrom objective in their own deployment zone. These are numbered 1 & 2 for Maelstrom mission purposes (see the table below). Total there should only be The Relic and Objectives 1 & 2 on the table. Roll to determine who deploys first, alternating deploying units as per the main rule book. After both players have finished deploying their army, roll to determine first turn. The player who finished deploying first receives a +1 to this roll. The player that wins the roll can choose to go first or second. The player who is chosen to go second may attempt to seize the initiative.

*If Neither Player is holding the relic at the end of the game, the game is a tie* Reference the ITC Scenario Guidelines for additional scenario information.

MAELSTROM OBJECTIVE TABLE Roll 3 dice and pick two objectives from this table at the start of each of your turns. Re-roll doubles until all are unique.

1

Hold Maelstrom Objective 1

4

Destroy an Enemy Unit

2

Hold Maelstrom Objective 2

5

Destroy an Enemy Unit

3

Have a unit at least partially within 12" of the enemy deployment edge.

6

Have at least 3 of your and none of your opponent's units in your deployment zone.

3 Point Maelstrom Objective 1:

3 Point Maelstrom Objective 2:

If Maelstrom Objectives 1 and 2 are generated, they may be exchanged for: Hold 3 Objectives and earn 3 Maelstrom Points.

If Maelstrom Objectives 4 and 5 are generated, they may be exchanged for: Destroy 3 Enemy Units and earn 3 Maelstrom Points.

Turn 1 Maelstrom Objectives: 1 2 3 4 5 6 *1 *2 Turn 4 Maelstrom Objectives: 1 2 3 4 5 6 *1 *2 Turn 2 Maelstrom Objectives: 1 2 3 4 5 6 *1 *2 Turn 5 Maelstrom Objectives: 1 2 3 4 5 6 *1 *2 Turn 3 Maelstrom Objectives: 1 2 3 4 5 6 *1 *2 Turn 6 Maelstrom Objectives: 1 2 3 4 5 6 *1 *2 SCORING Indicate results with a check mark in the appropriate box and add the total for your final score.

OBJECTIVE

SUCCESS - 8 Points

TIE - 4 Points

FAILURE - 0 Points

REPORTING

Eternal War

Opponent’s Name:

Maelstrom

Your Name:

Bonus - 1pt Each

First Strike

Table Quarters

Slay the Warlord

YOUR TOTAL SCORE:

/19

Favorite Painted 4. ________________________________ 5. ________________________________ 6.________________________________

Walk around and find your favorite painted armies!

Hand this in after lunch on the first day!

ITC 8th Edition Scenario 1 - Retrieval Setup & Instructions: 1. 2. 3. 4.

5. 6.

Adjust and define terrain with your opponent (Determine with your opponent which terrain features are ruins, obstacles, barricades, etc). Pick Psychic Powers and Warlord Traits. DAWN OF WAR DEPLOYMENT (p.216): Roll off to determine deployment zones. Place Objectives using normal objective placement rules as modified below: a. Each player places 1 Retrieval Mission objective in their own deployment zone. b. Each player places 1 Maelstrom objective more than 18" away from their own deployment table edge; these should be numbered 1 and 2. c. All 4 objectives on the board are Retrieval Mission objectives, while the two numbered objectives count also for Maelstrom Objectives (see table below). Roll to determine who deploys first, alternating deploying units as per the main rule book. After both players have finished deploying their army, roll to determine first turn. The player who finished deploying first receives a +1 to this roll. The player that wins the roll can choose to go first or second. The player who is chosen to go second may attempt to seize the initiative.

Reference the ITC Scenario Guidelines for additional scenario information.

MAELSTROM OBJECTIVE TABLE Roll 3 dice and pick two objectives from this table at the start of each of your turns. Re-roll doubles until all are unique.

1

Hold Maelstrom Objective 1

4

Destroy an Enemy Unit

2

Hold Maelstrom Objective 2

5

Destroy an Enemy Unit

3

Have a unit at least partially within 12" of the enemy deployment edge.

6

Have at least 3 of your and none of your opponent's units in your deployment zone.

3 Point Maelstrom Objective 1:

3 Point Maelstrom Objective 2:

If Maelstrom Objectives 1 and 2 are generated, they may be exchanged for: Hold 3 Objectives and earn 3 Maelstrom Points.

If Maelstrom Objectives 4 and 5 are generated, they may be exchanged for: Destroy 3 Enemy Units and earn 3 Maelstrom Points.

Turn 1 Maelstrom Objectives: 1 2 3 4 5 6 *1 *2 Turn 4 Maelstrom Objectives: 1 2 3 4 5 6 *1 *2 Turn 2 Maelstrom Objectives: 1 2 3 4 5 6 *1 *2 Turn 5 Maelstrom Objectives: 1 2 3 4 5 6 *1 *2 Turn 3 Maelstrom Objectives: 1 2 3 4 5 6 *1 *2 Turn 6 Maelstrom Objectives: 1 2 3 4 5 6 *1 *2 SCORING Indicate results with a check mark in the appropriate box and add the total for your final score.

OBJECTIVE

SUCCESS - 8 Points

TIE - 4 Points

FAILURE - 0 Points

REPORTING

Eternal War

Opponent’s Name:

Maelstrom

Your Name:

Bonus - 1pt Each

Big Game Hunter

Linebreaker

Slay the Warlord

YOUR TOTAL SCORE:

/19

FILL OUT FAVOURITE PAINTED ON THE BACK AND TURN IN AFTER LUNCH!