Scorched Earth - The Imperial Truth

Transcription

Scorched Earth - The Imperial Truth
The Imperial Truth Podcast Presents:
Scorched Earth
Quick Info:
Venue: Firestorm Games, Cardiff, Postcode – CF10 5DT
Dates: 8th and 9th August 2015
Ticket Cost: £35
Awards: 3 Painting, Best Loyalist and Traitor, Sports and more
List Submission: Events@TheImperialTruth.com
Format: 5 Games of Horus Heresy with set scenarios
Food: Lunch will be provided both days as part of the ticket cost
Dates:
Scorched Earth will take place on Saturday 8th and Sunday 9th
August 2015. The venue is open on the Friday but there will be no
event activity taking place. The venue has a large amount of gaming
space available for those who wish to journey down early.
Venue:
Firestorm Games, Trade Street, Penarth Road, Cardiff, CF10 5DT,
02920 227117
The venue has a bar so please do not bring any alcohol. There is
plenty of parking at the venue if you wish to drive it is also a short
walk from Cardiff Train Station and indeed the centre of Cardiff. All
the terrain is provided by Firestorm Games.
Purchasing Tickets:
Tickets can be purchased via paypal by sending £35 as a gift to Mrs_
widgerys_lodger@hotmail.com this will go up to £36.50 if it’s not a
gift. They cost £35 each and are refundable up until 3 weeks before
the event. Please put the names of the players that are having tickets
bought in the payment notes.
If you have any specific dietary requirements then you must make
it known before the event otherwise we will not be able to handle
them. You can put these on the payment notes or send an email to
Events@TheImperialTruth.com
Timetable:
Saturday
Sunday
Registration 08:30 – 09:15
Venue Open 09:30 – 10:00
Game One 09:30 – 12:00
Game Four
10:00 - 12:30
Lunch
12:00 – 13:00
Lunch
12:30 – 13:30
Game Two 13:00 – 15:30
Game Five
13:30 – 16:00
Game Three 15:45 – 18:15
Results
16:30 – 17:00
Awards:
The Following awards will be available at Scorched Earth
• The Emperor’s Champion – The highest placing Loyalist player
on TPs
• The Despoiler – The highest placing Traitor player on TPs.
• The Warmaster – The highest placed player on Gaming TPs alone.
• He who walks the Eight Fold Path – The player that kills the
most points of their enemies
• The Artificer – The army receiving the most votes from players.
This will be judged on Sunday at lunch. Anyone hoping to win
should display their army suitably after the 4th game.
• The Artisan – The army deemed by the painting judge to be
the best at the event. This will judged throughout the weekend
by a specified judge who will not be allowed to have their army
considered for this award.
• The Maestro – The individual unit or model decided by the
painting judge to be the best entered into the competition. To enter
your model you have to place your entry in the indicated place at
lunch on day 1.
• The Originator – This award can be given for any reason the TOs
decide to reward an army. Everything from the army list through
the paint scheme to the way the army is played on the table could
be considered.
• The Paragon – Given to the player receiving the highest score in
the Sports voting section.
• The Fabricator – An award given to the objective markers the TOs
feel to be the best at the event again this can be judged on almost
anything.
• The Historiographer– Great things happen in games, tales of
underdogs getting the better of great warriors, tanks blowing up
and taking half a force with it or simple bolters taking down DemiGods. Tell the TOs your greatest stories and one will win a prize.
We will also be giving a prize out to one lucky attendee that will be
drawn completely at random from in the form of raffle tickets. These
tickets will be earned by performances on the table, in sports and
from painting as well. Players will receive one ticket for each game
they play in and an extra ticket if they win. Each most sporting vote
will also generate a ticket as will a nomination for the Artisan award.
Finally each player will receive a ticket for handing in their list on
time and one for submitting it in the correct format.
Army Selection:
Armies may be chosen from any official Horus Heresy publication
up to a value of 2250 points, this will include army lists from
Tempest. All the official FAQs and Errata are to be used (though not
experimental rules) –they are available here: http://www.forgeworld.
co.uk/fwDownloads
All armies will use the ‘Battles in the Age of Darkness Force
Organisation Chart’. Note this means that the Combined Arms
detachments and Unbound army from the Warhammer 40,000
rulebook will not be used. Allies detachments may only be taken
if they are chosen from a different army list than the primary
detachment.
This document will be reviewed as new rules are released but will be
locked in a month from the event date
Army List Submission
Army lists need to be submitted by no later than :24th July 23:59.
Lists need to be submitted in the correct format to Events@
TheImperialTruth.com
• Lists must be sent in the body of an email in the format shown
below, this means that attached files or army builder/quartermaster
etc templates do not qualify as the correct format.
• Lists submitted by 23:59 on the 24th July will receive 5 TPs.
• Lists submitted in the correct format will receive 5 TPs.
Note: Power Weapons must be listed by type, eg: Power Axe
Player – John Smith
Army – Space Wolves - Loyalist
Legion Praetor, Paragon Blade, Iron Halo, Legion
ScimitarJetbike, Rite of War – Armoured Spearhead, 195
Elite -- Legion Destroyer Squad, +5 Models, Thunder Hammer,
Artificer Armour, Land Raider Phobos – 530
Troops -- Legion Assault Squad, Pair Lightning Claws, Artificer
Armour, Land Raider Phobos – 530
Troops -- Legion Breacher Siege Squad, 2 Grav Guns, Artificer
Armour, Land Raider Proteus - 465
Fast Attack – Legion Jetbike Sky Hunter Squadron, + 3 Models,
2 Multi-Melta, Single Lightning Claw, Melta Bombs (Sergeant
only) – 280
Heavy Support -- Sicaran Venator Tank Destroyer, Armoured
Ceramite, Lascannon – 250
Total Points – 2,250
FAQs and Errata:
As stated in the Army Selection segment the official Forge World
documents will be in use. Any issues that occur and have no answer
will be treated with a ‘most logical’ approach. Please note that only
FW classifications listed in these official forms will be accepted.
If we receive a lot of questions on various topics then we may
produce an additional document that will clarify those rules or
changes. Any changes will be confirmed 2 weeks before army list
submission date.
http://www.forgeworld.co.uk/fwDownloads
Gaming
Scorched Earth consists of 5 games, the time limit for games will be
2.5 hours. The scenarios for those games can be found at the end of
this document
All terrain will be provided by the The South Wales Gaming Centre,
none of the terrain will be mysterious and any specific terrain rules
will be stated in the scenario description if they are used.
The winner of each game will receive 30 Tournament points (TPs)
If the game is a draw then both players will receive 10 TPs
The loser will score 1 TP
Each player will also have to note down how many Victory Points
(VPs) they scored for each game and how many points of their
opponents army they have completely destroyed (these are the points
the units cost during army selection). These 2 scores will be used as
2nd and 3rd differentiators respectively.
Scorched Earth will be using a swiss style pairing system based
on TPs, the final standings will be a combination of TPs gathered
from gaming and soft scores generated by painting, sports and list
building/submission.
The event will be allowing grudges in the first round, this means that two
people can arrange to play each other rather than waiting for the random
draw, both players need to contact Greg to confirm this is the case.
In addition if you are attending the event with a few of your regular
opponents then you can be kept apart from each other for the first
2 rounds (3 rounds if the event is large enough) to allow you to play
more new people. For this to happen you must indicate on your army
list that you are part of a gaming group, if you don’t have a group
name make a suitable one up.
Rules queries should first be looked up in the relevant books between
the players in that game, if it is still unclear then a judge should be
called to the table. If a judge is called to a table players will be asked
to explain the situation and can give information to aid the decision
but once made any decision is final.
In addition please take a few minutes to go through your army with
your opponent, this is especially important if you have non standard
models.
The event will be using the Warscore scoring programme, this allows
you to look at your previous events and even sends messages direct
from the software. To sign up for an account go to http://warscore.
net/
Painting and Army Display
All models used at scorched Earth must be painted and based in an
appropriate manner. This means that a non standard colour scheme is
perfectly acceptable, undercoating a whole marine white and colour
washing a few panels of armour and the gun in the same way is not,
this is in no way related to the quality of painting. Any models not
deemed up to standard will be removed from the table and will count
as dead for gaming purposes.
Proxies are not allowed, alternative miniatures/conversions
are allowed and the weapons written on the army list must be
represented (holsters can hold any pistol) with the exception of
grenades. For models that come equipped as standard with Bolt
Pistols as well as a larger gun there is no need to model these Bolt
Pistols, basic Close Combat Weapons are assumed to be carried
by every model without the need be shown on said model. Any
specialist weapon must be modeled. In essence this means that the
model you are using to represent another model must be appropriate
and distinguishable as the gaming piece. The aim is to allow freedom
in the ‘hobby’ while maintaining a level of immersion and to avoid
any negative effects on game play.
If you have any models which you are worried about in terms of this
then feel free to email Events@theimperialtruth.com and a decision
will be made and/or advice given.
Each army will be judged on painting and given a score which will go
towards the overall scores and final placing for the event, the scores
for this will be determined by the paint score sheet. In addition there
will be various painting awards available as noted above.
Sports
Every player attending Scorched Earth is expected to maintain a
level of sporting behaviour but to recognise those who go above
and beyond players will be asked to vote on their top 2 best sporting
opponents in order. These votes will be tallied with 3 points going to
the 1st player and 1 to the 2nd, whoever scores highest will win the
Best Sports award. In addition each 1st sporting vote will give the
nominated player 2 TPs
Additionally each player will be asked to rate their opponent after
the game on a score from 2,4,6,8 or 10 with 10 being one of the best
games you have ever played to 2 being that you hope never to face
this opponent again. The expectation is for most scores to be either
a 6 or 8. The TOs may ask you to explain your score if it is a 2 or a 10,
this maybe just to understand the circumstances of the game.
As stated earlier I expect no real issues to occur however if you feel
there is an issue in game then call a judge over. There is very little
that can be done once the game is finished. If any player is seen to
be playing in a way that is counter to the spirit of fair play then TPs
can be deducted at the TOs discretion though I feel this will not be
needed.
Objective Markers
Players are required to bring 3 objective markers to Scorched Earth
for use in some scenarios, these can be based on 25mm or 32mm
round bases. As stated earlier there will be an award for the best
objective markers as judged by the TOs – this can be judged on
anything from technical merit to creativity.
What you will need to bring
•
•
•
•
•
Your models!
All the rules you need to play your army and the relevant FAQs.
3 Objective markers
Dice, Tape Measure and Templates
Copies of your army list – one to hand in to the TOs and others to
show your opponents.
• Money to spend on all the lovely toys Firestorm Games has to offer.
Game 1
Set Up
Game Length
Each table will have 4 pieces of terrain
deployed on them and marked out as
Treacherous Ruins.
The Game will last 6 Turns
Deployment
• This scenario uses the Dawn of War
Deployment
• Roll off: The winner may choose to
deploy first or second.
• The player who deploys first selects their
deployment zone and then deploys their
entire force, including any fortifications
they possess, except for any units held in
Reserve, into their deployment zone.
• The player who is deploying second then
deploys their entire force, including any
fortifications they possess, except for
any units placed in Reserve, into their
deployment zone.
Rules for deploying into fortifications, infiltrators,
scouts and transport vehicles, etc, are as found in
the Warhammer 40,000 rulebook.
Victory Conditions:
Primary Objective:
• Players will score 3 Victory Points for each
Treacherous Ruin they control positioned
closest to the center of the board.
• They will score 1 Victory point for each
other Treacherous Ruin they control.
(Each Treacherous Ruin will be marked clearly on
the table as to whether it is worth 3 or 1 Victory
Point) To control or contest a terrain piece a
unit must be wholly within the perimeter of the
terrain.
Secondary Objectives
• Attrition
• First Blood
• Slay the Warlord
• The Price of Failure
Mission Special Rules
• Night Fighting
• Reserves
Treacherous Ruins:
All models within a piece of Treacherous
Ruin gain a 4+ cover save regardless of
whether or not they are 25% obscured. In
addition whenever a unit moves within the
treacherous terrain and rolls a double on
their difficult terrain test, they encounter a
relic of war that devastated the area (Units
with move through cover take the final
result) look below to see the effect. This
effect comes into play immediately.
Double 1 or 2:
Unexploded Warhead: All models
currently in this Treacherous Ruin suffer
a single Str 4 AP 5 hit with the Rend and
Pinning special rules. Vehicles are hit on
their rear armour.
Double 3 or 4:
False Alarm: Every Unit with at least one
model in this Treacherous Ruin must take an
immediate pinning test
First Turn
The player who deployed first also has the
first turn, unless their opponent can Seize
the Initiative (see the Warhammer 40,000
rulebook).
Double 5 or 6:
Munitions Cache: All friendly models in
this Treacherous Ruin gain the Twin-Linked
special rule for this game turn. Note this
means some models may have this rule
while others in the unit do not.
Dawn of War
72"
Side A
Deployment Zone
12"
24"
Side B
Deployment Zone
12"
48"
Game 2
Set Up
Game Length
Place 1 Objective marker in the centre of
the table and 1 halfway between the first
objective and each long table edge along the
centre line
This game will uses Variable Game Length
Deployment
• This scenario uses the Hammer and Anvil
Deployment
• Roll off. The winner may choose to deploy
first of second.
• The player who deploys first selects their
deployment zone and then deploys their
entire force, including any fortifications
they possess, except for any units held in
Reserve, into their deployment zone.
• The player who is deploying second then
deploys their entire force, including any
fortifications they possess, except for
any units placed in Reserve, into their
deployment zone.
Victory Conditions:
Primary Objective:
• At the end of the game the player holding
the Relic objective receives 5 Victory
Points
• At the end of the game each other
objective is worth 3 Victory Points to the
controlling player
Secondary Objectives
• First Blood
• Last Man Standing
• Slay the Warlord
• The Price of Failure
Mission Special Rules
• Night Fighting
• Reserves
Rules for deploying into fortifications, infiltrators,
scouts and transport vehicles, etc, are as found in
the Warhammer 40,000 rulebook.
The Relic:
When an objective is initially claimed roll
a dice – for the first objective a roll of 5 or
6 this is The Relic. If the relic hasn’t been
revealed when the second objective is
claimed then on a roll of 4,5 or 6 this one
is a relic, on a 1,2 or 3 then it is the final un
claimed objective.
The Relic objective will follow all the rules
on seizing, moving and dropping that
are found in the 40K rulebook with the
following exceptions:
• The model may not embark a vehicle,
• The relic cannot be carried by an
Independent Character
• The unit containing the Relic will take D6
Str 4 AP – Rending hits at the end of each
shooting phase, relic hits ignore cover.
• In addition roll a D6 when the relic is
revealed roll a dice:
D6 Effect
1 The unit controlling the relic gains
Move Through Cover special rule.
2 The unit gains +1 to its cover saves
3 The unit gains the Preferred Enemy
(Everything) special rule.
4 The unit’s Close Combat attacks gain
the Fleshbane special rule.
5 The unit gains Feel no pain (5+) or
receives a +1 bonus to their Feel no
Pain rolls
6 The unit gains the Fear and
Adamantine Will special rules.
First Turn
The player who deployed first also has the
first turn, unless their opponent can Seize
the Initiative (see the Warhammer 40,000
rulebook).
Hammer and Anvil
72"
Side B
Deployment Zone
Side A
Deployment Zone
24"
24"
24"
48"
Game 3
Deployment
Victory Conditions:
• This scenario uses the Search and Destroy
Deployment
• Roll off: The winner may choose to deploy
first of second.
• The player who deploys first selects their
deployment zone and then deploys their
entire force, including any fortifications
they possess, except for any units held in
Reserve, into their deployment zone.
• The player who is deploying second then
deploys their entire force, including any
fortifications they possess, except for
any units placed in Reserve, into their
deployment zone.
Primary Objective:
Each table quarter will give an amount of
Victory Points to the controlling player
depending on which one it is. Your own
deployment quarter is worth 1 Victory Point,
your opponents quarter is worth 5 Victory
Points with the other two worth 3 Victory
Points each.
Rules for deploying into fortifications, infiltrators,
scouts and transport vehicles, etc, are as found in
the Warhammer 40,000 rulebook.
Mission Special Rules
• Night Fighting
• Reserves
Secondary Objectives
• First Blood
• Last man standing
• Slay the Warlord
• The Price of Failure
Raging Inferno:
At the start of every shooting phase the
player whose turn it is places an Inferno
marker on the table, which then scatters 3D6
(unless a hit is rolled). All models within 6”
of the centre of the marker suffer a single Str
5 AP- hit (vehicles are struck on their rear
armour). Inferno markers remain in play and
will continue to cause hits at the start of each
shooting phase.
Additionally any marker that ends up in or
on a piece of terrain will ignite that terrain
piece. This will make the terrain Dangerous
Terrain and will block line of sight entirely
for models wishing to shot through it.
Models within the terrain will gain the
Stealth special rule if they do not already
have it.
First Turn
The player who deployed first also has the
first turn, unless their opponent can Seize
the Initiative (see the Warhammer 40,000
rulebook).
Game Length
After turn 5 ends roll a dice, on a 4+ a 6th
and final turn will be played.
Search and Destroy
72"
Side A
Deployment Zone
18"
48"
Side B
Deployment Zone
36"
Game 4
Deployment
Victory Conditions:
• This scenario uses the Vanguard Strike
Deployment
• Roll off. The winner may choose to deploy
first of second.
• The player who deploys first selects their
deployment zone and then deploys their
entire force, including any fortifications
they possess, except for any units held in
Reserve, into their deployment zone.
• The player who is deploying second then
deploys their entire force, including any
fortifications they possess, except for
any units placed in Reserve, into their
deployment zone.
Primary Objective:
At the end of the game each player will
score 1 Victory Point for each enemy unit
destroyed or that is falling back at the end of
the game
Rules for deploying into fortifications, infiltrators,
scouts and transport vehicles, etc, are as found in
the Warhammer 40,000 rulebook.
First Turn
The player who deployed first also has the
first turn, unless their opponent can Seize
the Initiative (see the Warhammer 40,000
rulebook).
Game Length
The Game uses Variable Game Length
Additionally after set up but before the first
turn each player must choose and make a
secret note of one of the selections from the
list below. At the end of the game each player
will score the relevant additional Victory
Points for each enemy unit of the type noted
that is destroyed or falling back.
Secondary Objectives
• First Blood
• Line Breaker
• Slay the Warlord
• The Price of Failure
Mission Special Rules
• Night Fighting
• Reserves
• Infantry (all types except Independent
Characters): +1 VP
• Independent Characters: +2VPs
• Vehicles with the Tank Type: +1VP
• Super Heavy Vehicles: +2VPs
• Vehicles with the Walker type: +1 VP
• Vehicles with the Super Heavy Walker
type: +2 VPs
• Vehicles with the Flier or Super Heavy
Vehicle type: +2VPs
• Monstrous Creatures and Gargantuan
Monstrous Creatures: +2VPs
• Bikes, Jetbikes and Skimmers: +1VP
Vanguard Strike
72"
12"
12"
Side A
Deployment Zone
48"
Side B
Deployment Zone
Game 5
Set Up
First Turn
Victory Conditions:
Place one objective in the middle of the
table, the remaining four are to be placed 12”
away from the central one to form a cross
horizontally and vertically across the table.
Both players roll a die with the highest
scoring player choosing whether they go
first or second. The player that finished
deploying their models first receives a +1 on
the roll.
Primary Objective:
Each objective is worth an amount of points
equal to the turn number. These points are
scored at the end of each full turn and so a
running score must be kept.
Game Length
Secondary Objectives
• Attrition
• First Blood
• Line Breaker
• Slay the Warlord
• The Price of Failure
Deployment
• This scenario uses the Dawn of War
Deployment
• Roll off. The winner may choose to deploy
first of second.
• Units may be set up in reserve as normal.
• The player who deploys first selects their
deployment zone and then deploys the
first unit. Each player then takes it in turn
to place units until they have none left.
The order of units deployed must follow
the Staged Deployment Order:
1st
2nd
3rd
4th
5th
6th
7th
The Game will last 6 Turns
Mission Special Rules
• Night Fighting
• Reserves
Fortifications
Lords of War units
Heavy Support units
Troops units
Elite units
Headquarters units
Fast Attack units
Dawn of War
72"
Side A
Deployment Zone
12"
24"
Side B
Deployment Zone
12"
48"