Round 8 – Battle For The Core

The below mission was our intended mission for using the standard Warhammer 40,000 rules. We have instead decided to use the newly released Warhammer 40,000: Apocalypse rules and so have built a slightly different mission for that rule set.

Please see the Round 8 – Battle For The Core – Apocalypse mission for details.

WE WILL NOT BE USING THIS MISSION FOR THE FINAL GAME!

All life in the system have been drawn to this place. The warp tempest at the pole has been surrounded by allies and foes. With a base of operations established, and with the knowledge gained from the relics, your forces prepare to move forward to confront the source of the storm, and any who would stand in your way.

This is the final game of the league and is completely optional for players. We will be holding the hobby competition and prize raffle during this game. If you cannot attend the game, you are still eligible for raffle prizes and can submit a unit/model for the hobby competition. See the bottom of this page for details.

THE TEAMS

Good GuysBad Guys
Imperial General Faction PlayersChaos General Faction Players
T’au Empire General Faction Players Tyranid General Faction Players
Ork General Faction Players
Necron General Faction Players
Aeldari General Faction Players

We will try to keep the two teams evenly sized by points and so this may require last-minute adjustments on available points to one team. It would be a good idea for each player to bring 1000-2000 extra points of units if available.

Each team needs to designate a Warmaster Player. This player will be expected to fulfill a couple of ongoing responsibilities: A. Distribute the additional points each team receives, B. Ensure their team is moving along at a decent pace, and C. Try to oversee overall tactics for the team (if they want).

For the purposes of deployment only, each team will need to split themselves in half by players (not by points, units, etc). It is recommended that the split happen along general faction lines if possible; i.e. all Chaos & Ork players together while all Necron & Tyranid players together. After deployment is completed, all team members will be considered on the same team again. See the DEPLOYMENT section below for more details.

THE ARMIES

Because Apocalypse games are far from competitive in nature, we will not be using the rules as defined in the Organized Events table.

Each player is to build their own army of up to 2000 points. Players can each choose to play an unbound army but at least half of the units (by point size) must be of the player’s LEAGUE FACTION. If a player wishes to play a Battle-Forged army, they may have up to 3 detachments with up to 3 different Factions and the largest detachment, based by point value, must be of the player’s LEAGUE FACTION.

Players gain an additional detachment for every 750 points their army size is beyond 2000 points, rounded up. I.e. if your army is 2001-2750 points, you get one additional detachment (total of 4), if your army is 2751-3500 points, you get two additional available detachments (total of 5), etc.

TEAM & ARMY BONUSES

Each team has an additional 6000(?) points to be given out by the team’s Warmaster to other players (they are welcome to keep some for themselves if they want). Players are encouraged to bring in any big units they wish, as long as they fit within their allotted points.

By taking control of the Warlord Targeting Array in the round 3 team game, the Good Guys team has won the use of the Warlord Titan. Before deployment, the Warmaster Player needs to designate a player who will control the Warlord Titan during the game; this player can be themselves if they so choose. The Warlord will not be able to move during the game at all. The Warlord will be deployed in the middle of one of the Good Guy deployment zones before any other deployment takes place.

Each team has earned bonus points for use toward Fortifications because of team member’s victories in round 7.

100 points per player that won their round 7 game

DEPLOYMENT

The teams will need to split their players in half (as close as possible if there are odd number of team members). In an effort to keep the game running at a good pace, this needs to be based on players, not units or other means. One half will be referred to as Force A and the other will be referred to as Force B. After deployment is completed, both forces will be considered a single team again.

Each Team’s Forces (A & B) will need to follow the Tactical Reserves rules on their own. This ensures each deployment zone will have at least a quarter of their team’s forces in it at the start of the game.

The entire battlefield is a 12′ by 12′ area as shown below. The yellow areas are the deployment zones. If necessary, these can be expanded into the purple areas adjacent to the appropriate deployment zone.

The deployment zones will be determined before hand. Look for signs indicating this on the battlefield.

FIRST TURN

The teams will roll off. The winning team determines if they want to go first or second.

If the winning player chooses to go first, the other team can roll a dice. On a 6, that team has seized the initiative and goes first instead.

BATTLE LENGTH

Each team will have 45(?) minutes to complete their turn within each battle round. Any unused time will be added to the next turn.

After the 5th battle round, the team that goes last will roll a die; on a result of 3+ the game will continue. After the 6th battle round, the team that goes first will roll a die; on a result of 5+ the game will continue. The game ends after the 7th battle round.

The game may end early of victory is achieved by one team before the 5th battle round.

THE MAELSTROM

The center 4′ by 4′ section of the battlefield is a giant maelstrom of energy.

Units may move through the Maelstrom if they move completely across it in one movement phase. Units cannot end any style of movement within the Maelstrom.

If a unit moves through the Maelstrom, roll a D6 for every 12″ the unit moves through the Maelstrom, rounded up. For every 5+, the unit receives D3 mortal wounds.

If a unit targets another unit with psychic powers and the Maelstrom is between the units, subtract 1 from the psychic test result for every 12″ of the Maelstrom that is between the caster and the target, rounded up.

If a model targets a unit in the Shooting phase and the Maelstrom is between the model and it’s target, subtract 1 from any hit rolls for that model.

THE PORTALS

There are 4 portals on the main battlefield with 4 corresponding portals on the core battlefield (explained below). Units may travel through the portals to the Core but cannot travel back from the Core (they are one-way).

Only units that have 12 wounds or less per model in the unit and does not have the Flyer or Fortification Battlefield Roles may traverse through a portal.

At the start of the Movement phase, a unit may traverse through a portal if all models within the unit are within 3″ of the same portal. Remove the unit from the main battlefield and set them up within 3″ of the corresponding portal on the Core battlefield and not within 1″ of any enemy models. Any models that cannot be setup in this way are slain. Units that traverse the portal can then act normally during the remainder of their turn, including continuing to move in the Movement phase.

If a unit that traversed a portal does not move further in their Movement phase, they still count as having moved for any rules purposes. A unit that cannot move this turn or Movement phase cannot traverse the portal in that same turn. If a unit was within 1″ of an enemy unit before traversing the portal, they count as having done a Fell Back move for any rules purposes.

THE CORE

The core is represented by a 3′ x 3′ battlefield separate of the main battlefield. Units cannot be deployed / placed on the core battlefield by any means other than traversing through the portals.

THE RELICS

Teams will have a predetermined number of relics, based on the victories achieved in previous games. The Relics must be taken into the Core and used to either enhance or suppress the entities power; see the VICTORY CONDITIONS section bellow for details on how that is done.

An INFANTRY model can carry the Relic by moving into contact with it in the Movement phase – that model then automatically picks it up. From that point, the Relic remains with the model (move the Relic with the model to show this) until it is dropped, which only happens if the model is slain or flees.

A model carrying a Relic cannot move further than 9″ in any one phase. This includes the phase that the Relic was picked up in. A model with the Relic cannot embark in a TRANSPORT or leave the battlefield (except through a Portal to travel to the Core).

VICTORY CONDITIONS

The Imperial, Aeldari and T’au forces feel the hatred for the forces of Chaos emanating from the core and realize that they may have found an ally in their fight against the followers of Chaos. They seek to unleash the entity upon their enemies.

Those who worship Chaos know this ancient enemy of their gods. The gates upon this world must be sealed! The bindings holding the entity within this realm need to be reinforced by the power of the relics they have collected. The Necrons are old enough to remember the power this entity and wish to see it be contained to this realm. The Orks and Tyranids see this as a foe that needs to be subverted, in order to proceed with their own goals unabated.

Powers of Malice: The entities power fluctuates each turn based on the number of Relics within the core and who controls those Relics. At the beginning of the game, Malice’s power sits at 25. This will go up or down depending on the following. The game immediately ends if Malice’s power ever reaches to 0 (zero) or below, or reaches 50 or above.

Enhancing Power: At the end of each of the Good Team’s turns, roll a D6 for each Relic within the core that is currently held by a model of the good team; these dice cannot be re-rolled for any reason. Malice’s power is increased by the result of these dice.

Suppressing Power: At the end of each of the Evil Team’s turns, roll a D6 for each Relic within the core that is currently held by a model of the evil team; these dice cannot be re-rolled for any reason. Malice’s power is reduced by the result of these dice.

ABILITIES AND STRATAGEMS

For the sake of keeping the game moving along, abilities and psychic powers do not affect a teammate’s units as if they were of the player’s army, even if the teammate’s units have the appropriate keywords for the ability or power.

Each player keeps track of their own Command Point pool and Stratagems used. This includes the Command Re-Roll and Counter-Offensive stratagems.

Before the Counter-Offensive stratagem can be used, all players with units who charged this turn must fight with one of their units that charged this turn somewhere on the battlefield first. (You may only interrupt a players combat phase if they have already resolved all Charging units combat, or have already had a non-charging unit complete a fight phase.)

Players can use the Bribe stratagem on page 270 of the Warhammer 40,000 Rulebook (give command points to another player at the cost of 1 CP), but please make sure a player from an enemy team knows you are using that stratagem and to whom the command points are being sent to.

AMBUSH STRIKE

All players have access to this Stratagem but it can only be used once per turn per player.

Ambush Strike – 3 CP – Use this Stratagem when you set up a unit from your army that has an ability to arrive mid-game. (E.g. Cult Ambush, Manta Strike, Raptor Strike, or Jump Pack Assault.) When setting up that unit, it can be set up anywhere on the main battlefield that is more than 3″ away from any enemy models, but it cannot make a charge move this turn.

ENDLESS ASSAULT

All players may use the Endless Assault ability as described here. Though it’s similar to Sustained Assault, there are differences.

At the end of each team’s Movement phases, roll a dice for each destroyed unit. On a 3+, that unit can return to play in one of the following manners: immediately set up that unit within 6″ of that player’s team battlefield edge or if the unit or army has any sort of ability that allows the unit to enter the battle mid-game (i.e. deep strike like abilities, stratagems, etc), that unit can immediately use said ability as if they were placed aside during deployment from the beginning of the game.

TRANSPORT keyword units must be rolled for separately of any units the player wishes to embark on the transport upon it’s return to the game. Models that become a separate unit after initial deployment with their original datasheet unit are treated as a separate unit for Endless Assault; i.e. if shield drones taken with a crisis suit unit, the drones are treated as a separate unit from the crisis suits for the purposes of Endless Assault.

At the beginning of each team’s turn, players from that team may remove units from the battlefield that are at quarter or less of their starting number of models (or in the case of single-model units, a quarter or less of its starting number of wounds). This unit then counts as having been destroyed for all purposes, and so can be brought back into play later as described above.

Units cannot return to the game by use of Endless Assault after the third battle round, even if they were removed from the battlefield (by death or voluntarily) during the third battle round.

TITAN-CLASS UNITS

Players are welcome to bring in huge Titans to the game as long as they fit within their allotted points. For the sake of our game we’re going to define Titan-class units as any unit with the TITANIC keyword that has 30 or more wounds. This means that the Knight Castellan is not a Titan-class unit; that is on purpose.

MACRO WEAPONRY

For those unfamiliar with the Macro weapon type, its a special weapon type only seen on Titan and Titan-killing units, primarily from Forge World (Author: I’m not aware of any non-FW model having Macro weapons but I could be wrong). The basics of the rule as currently defined by Forge World is that Macro weapons do double damage when being shot at units with the TITANIC and BUILDING keyword, the doubling taking place after any randomized damage has been determined.

We are making the rule that Macro weapons can only be fired at Titan-class units until there are no enemy Titan-class units left alive. Notice we are referring to Titan-class units, not TITANIC units. If a unit has both Macro and non-Macro weapons, the non-Macro weapons can be shot at non-Titan-class units even if there are some enemy Titan-class units alive.

If there are no enemy Titan-class within range of a Macro weapon but there is at least one in the game, the Macro weapon does not fire that turn as it’s being trained on the big scary thing just out of it’s range, ready to fire as soon as it gets within range.

HOBBY COMPETITION

The hobby competition voting will take place during first battle round. The winning player will receive a custom made prop Space Marine Bolter. If you cannot attend the game, you can still submit a unit or model for the competition. Either drop off the unit/model or send it with someone who is attending the game.

Players wishing to enter the competition must submit a unit or model that is new to them since the first of the year and cannot be a submission for a previous painting competition. The unit or model does not have to be of the player’s league faction but it would be great if it is. The player must be the builder and painter of the model; no commissioned models please.

The model or unit can be one used during the game. If so make sure everyone knows which model or unit you’re submitting. As the voting will be taking place during the game, we cannot remove a unit from the battlefield for too long. If players wish to inspect said model or unit, the owning player must mark the unit’s current position on the battlefield and temporarily remove it from the battlefield. Players wishing to inspect said unit should NOT pickup the unit without asking for permission from the owning player first (this should go without saying but putting it here to emphasize the point).

THE RAFFLE

The raffle drawing will take place during lunch and may continue between battle rounds if necessary. Players are only eligible to receive one major prize. If a player has already chosen a prize and their ticket is drawn out again, it will be discarded and a new ticket will be drawn out.

If a player’s ticket is drawn out and they are not present, the highest valued prize still available will be chosen for them. If two or more equally high valued prizes are available, the league admins will attempt to determine which prize the player will receive (we will look for input from anyone present that knows the player).

When a winner is selected, they will be awarded the highest value prize remaining. However, any winner may choose to claim a lower value prize from the remaining prize pool. A prize from the door prizes may also be selected. The raffle will continue in this manner until all prizes have been distributed.

NOTE: Prizes may NOT be exchanged at the stores they were obtained from.

PARTICIPATION GIFTS

Participation gifts will be distributed at the closing event. If you are unable to attend, you may coordinate with one of the admins on how to receive the gift. These items will no longer be available after 30 days from the closing event.

THE PRIZES

The available prizes, in value order, are:

Major Prizes. These can be won by anyone who has participated in the league (without having left the league). If the winner of one of these prizes was not in attendance at the closing event. The winner will be notified via email, and the item will be held for pick up for 30 days. Please coordinate with an Admin on picking up the item.

  • Apocalypse, Craftworlds Vanguard set (Donated by Game Grid of Lehi)
  • Gold Painting Voucher* – Professional assembly and paint job of ten 25-32mm base sized models, three to five 40-60mm base sized models or one vehicle/large base sized model (may exclude titanic class models, think roughly Predator size and smaller)
  • Rapid Vanguard Terrain (Provided by Hobby Town USA in Orem)
  • Space Hulk (Donated by Blakfyre Games)
  • Warhammer Age of Sigmar starter set (Donated by Hobby Town USA in Orem)
  • Winter Cobbletown Battlemat (Provided by Hobby Town USA in Orem)
  • Silver Painting Voucher* – Professional assembly and paint job of a single 25-50mm base sized model (think one non-monster/vehicle HQ model)
  • Primaris Captain with Power Fist, Store Anniversary Edition

Door Prizes. These can only be won by participating in the Round 8 closing game.

  • Three GW Art Prints (pick one of the 3 available)
  • 2x $10 Games Workshop gift card
  • 2x $10 Game Grid gift card
  • 2x $10 Blakfyre Games gift card
  • Death Guard Dice
  • 5 GW Paints, participant may pick which bottles. (Donated by Blakfyre Games)
  • Chapter Approved 2018 (Donated by Hobby Town USA in Orem)
  • Chapter Approved 2017 (Donated by Hobby Town USA in Orem)

*Vouchers for professional painting represents a strict budget and the given model count/sizes here are for estimated reference only. The quality of the paint job done is inversely related to the size and complexity of the unit/model chosen to be painted. Professional painters are Jeremy Hansen & Janene Oakey. The professional assembly will be done by Robert Graham. These individuals each have several years of experience professionally painting and assembling miniatures.