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Oct 5th, 2015
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  1. Campaign Rules:
  2.  
  3. Choose a point game to play discussed with an opponent beforehand.
  4. 1,500pts 0 LoW
  5. 1,850pts 0-1 LoW
  6. 2,500pts 0-1+ Low
  7.  
  8. Note:Don't forget to add you handicap!
  9.  
  10. Handicap:
  11. If a player has less tiles than the opponent, they receive a 50 points boost to their list per tile difference. eg A vs B where A has 4 tiles and B has 3 Tiles , B would receive 50 additional points total to their list.
  12.  
  13. Battle Forged armies and Unbound Armies.
  14. A Battle Forged army may be built using up to three Detachments.
  15.  
  16. Painted armies are not a requirement.
  17. Proxy units and third party models are fine as long as they provide no model advantage(eg proxying a larger model with a much smaller model or being variably confusing). If you're having trouble just ask me and I'll decide then and there.
  18.  
  19. All current source material is allowed, including GW Codexes, Data Slates, Formations, and current Forge World
  20. units and army lists. Please note, Experimental and Horus Heresy/30K Forge World units are not allowed.
  21.  
  22. If one player has a Super Heavy/Gargantuan LoW and the other does not, the player without can roll on the
  23. Escalation Warlord Table and gains +1 to Seize the Initiative. For every 3 Hull Points/Wounds dealt to a Super
  24. Heavy/Gargantuan Creature LoW, the player dealing the damage earns a bonus maelstrom point.
  25.  
  26. Campaign uses a W/L/D format.
  27. Each mission has 2 Win Conditions worth 4 points each, and 3 Bonus Points as defined in the mission packet. The player that achieves the most points during the course of the game is the winner. Both players note their mission points(ignore victory points mentions in the book )
  28. In the case of both players having the same amount of mission points, the game is scored as a tie.
  29. The winner adds 1,000 to their mission points to determine their total battle score. The loser adds nothing to their mission points. In the case of a tie, both players add 500 points to their mission points to determine their total battle score.
  30.  
  31. Just a heads up guys , if you're playing from outside the club for the campaign missions please hand in your missions sheet that should've been filled out after each game. If you're results are not handed in your battlescore will not be adjusted. The max score earned through this system is 11 make sure you've scored correctly.
  32.  
  33. If a player has already had a match with a previous player they will not earn additional battlescore points but instead will use the high of these battlescores.
  34.  
  35. eg if a total 3 games are played with the same match up of players throughout the campaign.
  36. Game 1
  37. Player A Win vs Player B ,9 - 3
  38. Game 2
  39. Player A Win vs Player B ,11 - 2
  40. Game 2
  41. Player A Loss vs Player B ,2 - 8
  42.  
  43. Player A will use the highest of the games as their battlescore +1011
  44. Player B will use the highest of the games as their battlescore +1008
  45.  
  46. Primary Mission 4 Mission Points
  47. score primary objective using the mission rules.
  48.  
  49. Secondary Mission 4 Mission Points
  50. Score the most Maelstrom points to achieve this.
  51.  
  52. Bonus points 0-3 Mission points see below for full description of each point.
  53.  
  54.  
  55. Bonus Points: Each is worth 1 Mission point.(These are mission specific so make sure to check which bonus missions apply to the current mission) there will be 3 bonus points per mission.
  56.  
  57. First Blood: Per the book.
  58.  
  59. Linebreaker: Per the book.
  60.  
  61. Slay the Warlord: Per the book.
  62.  
  63. Big Game Hunter: At the end of the game, of all destroyed units, the player that destroyed the unit worth the most
  64. points wins this point.
  65. Note: Independent Characters counts as their own unit, regardless of whether they are in another unit or not.
  66. Note: Combat Squads of Marines count as a two units, each worth half the total cost of the unit.
  67.  
  68. First Strike: A player earns this point if they destroy an enemy unit in the first game turn.
  69. Note: Both players can earn this point.
  70.  
  71. Table Quarters: The player with the most scoring or denial units that are more than 50% in a table quarter controls
  72. that quarter. The player that controls the most table quarters wins this point.
  73. Note: Independent Characters only count as a point for this objective if they are not in a unit.
  74. Note: Units in a transport do not count towards this objective unless they are disembarked from their transport.
  75.  
  76. King of the Hill: The player with the most scoring or denial units at least partially within 6 inches of the center point of the table wins this point.
  77. Note: Independent Characters only count as a point for this objective if they are not in a unit.
  78. Note: Units in a transport do not count towards this objective unless they are disembarked from their transport.
  79.  
  80. Ground Control: Control or contest two or more objectives at the end of the game to achieve this point.
  81. Note: Both players can earn this point.
  82.  
  83. Rules changes:
  84. Use the following profile for RANGED Destroyer Weapons in place of that found in the book: D Weapons with the Distort Scythe special rule still subtract 1 from the table below.
  85. Roll of a 1: No damage occurs.
  86. Roll of a 2-5: Target model takes D3 wounds, or hull points with a penetrating hit.
  87. Roll of a 6: Target model takes 3 automatic wounds with no saves allowed, or 3 hull points with a penetrating hit
  88. with no saves allowed(no fnp or Reanimation protocol).
  89. NOTE: Use the regular rules for Melee Destroyer Weapons.
  90.  
  91. Escalation Warlord Traits:
  92. Note that these are traits you can take if your opponent has a Super Heavy/Gargantuan Lord of War in their list.
  93. 1. Maximize Firepower: Warlord and unit's weapons are twin linked when shooting at lord of war
  94. 2. Super-heavy Hunter: Warlord has preferred enemy (Lord of War)
  95. 3. Slayer of Giants: In close combat with a Lord of War, Warlord gains armourbane and fleshbane
  96. 4. Uncanny Defense. all rolls made on the destroyer table suffer a -1
  97. 5. Kill Mission: units in the army arriving from reserves do not scatter if placed within 6" of an enemy lord of war
  98. 6. Perfect Volley: shots from warlord and unit have rending are considered AP1 when targetting a lord of war.
  99.  
  100. Selection Criteria: We use the following guidelines to determine which Super Heavy/Gargantuan Creature LoW are allowed into the Campaign. A LoW choice is allowed so long as it does not violate any of the following:
  101. It has a larger than 5″ blast D Weapon.
  102. It has a Hellstorm Template weapon with Torrent.
  103. It has a larger than 5″ blast weapon that ignores cover.
  104. Is a Super Heavy Flyer or Flying Gargantuan Creature.
  105. It has a “Titan” stat line. We mean by this LoW that have a stat line similar to or better than any of the Titan class Super Heavy Vehicles (Warhound, Revenant, etc.), Titan class Gargantuan Creatures (Hierophant), or Daemon Lords.
  106. Exception: If a LoW has easy access to means to violate the above criteria such as through Psychic Powers, or wargear such as Marker Lights paired with a LoW with a larger than 5″ blast weapon, etc. In the case that we can simply disallow the wargear item we do that instead such as with the Battle of Keylak Legacy of Glory on Imperial LoW.
  107. Exception: We allow units that violate one or more of the above guidelines in if they prove to not be overwhelming in power. To date, this has only been done to allow in some Super Heavy Flyers.
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