3RD – 4TH OCTOBER 2015 - Warhammer World · 148 to 153 of the Warhammer 40,000 rule book....

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3 RD – 4 TH OCTOBER 2015

Transcript of 3RD – 4TH OCTOBER 2015 - Warhammer World · 148 to 153 of the Warhammer 40,000 rule book....

Page 1: 3RD – 4TH OCTOBER 2015 - Warhammer World · 148 to 153 of the Warhammer 40,000 rule book. Additionally, there are rules below which allow for the character of the Legions to shine

3RD – 4TH OCTOBER 2015

Page 2: 3RD – 4TH OCTOBER 2015 - Warhammer World · 148 to 153 of the Warhammer 40,000 rule book. Additionally, there are rules below which allow for the character of the Legions to shine

THRONE OF SKULLSThis is a Throne of Skulls event. Make sure you’ve checked the Throne of Skulls Basics page CLICK HERE for all the standard information about this event.

The Great Crusade is over. It is a broken dream, a memory, which even now is being overshadowed by the single greatest war in humanity’s history.

It is the time of the Horus Heresy.

This weekend will focus around having fun and playing games of Warhammer 40,000 set against the background of the Horus Heresy. Like the Primarchs of old you must choose your side, fighting on the side of the Emperor or the Warmaster, striving to achieve their goals. The objective of the weekend for anyone attending should be to have fun and enjoy yourselves, whilst trying to gain honour and renown for your chosen faction.

EVENT ESSENTIALSSystem: Warhammer 40,000 Horus Heresy - Age of DarknessArmy Size: 2000-3000 points (read more on this under the Games section!)Number of games: 5Army Selection: Use the rules presented for your army in the appropriate Horus Heresy publication.Scenarios in use: Maelstrom of War (randomly determined).Publications in use: All Horus Heresy publications from Forge World, including all campaign books, experimental rules and event programmes. Additional: All miniatures in your collection must be produced by Games Workshop and be fully assembled, painted and based. Each model must fully represent what you have presented on your army lists.

THE SCHEDULESAT9:00am Warhammer World main doors open 9:55am Welcome and event briefing10:00am- 12:30pm Game 1 12:30pm - 1:30pm Lunch 1:30pm - 4:00pm Game 2 4:00pm - 4:30pm Break 4:30pm - 7:00pm Game 3 8:00pm Warhammer World closes

SUN9:00am Doors open. 10:00am - 12:30pm Game 4 12:30pm - 1:30pm Lunch 1:30pm - 4:00pm Game 5 4:00pm - 4:45pm Break 4:45pm- 5:00pm Award Ceremony 5:00pm Event closes

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GAMESARMY SIZEAt this event, the minimum size army you should bring is 2,000 points, but, if you happen to have more than that, bring it along and if your opponents are up for it, you can play a larger game. In general, you should expect to play 2,000 point games, and anything larger than that is a bonus - there is no upper limit so feel free to bring as much as you like, the only restriction is the amount of time you have to play the game.

MAELSTROM OF WAR We will randomly select missions from the list on page 148 to 153 of the Warhammer 40,000 rule book.

Additionally, there are rules below which allow for the character of the Legions to shine through during your games. These changes are detailed in the section titled “Tactical Advantage” below.

Additionally, we are going to use a modified set of Tactical Objectives to make the games feel like they are happening in the Horus Heresy. These cards will be given to each player on the day. They will contain an extra six unique Tactical Objectives for the weekend, as well as the standard ones found in the rulebook. There will also be extra points available if certain armies complete certain Tactical Objectives. The rules for how this works is under “Legion Specialities” below.

THE LEGIONSThe Legions were the mightiest warmachine ever unleashed on the galaxy. They had many different styles of warfare, reflections of their Primarch’s vision and personality. Nonetheless, irrespective of individual flair, ultimately the result was always the same; the enemies of the nascent Imperium would be utterly smashed and the galaxy conquered.

TACTICAL ADVANTAGETo represent this in the Maelstrom of War, each army has a Tactical Advantage they can make use of during their games. Which Tactical Advantage you use is dictated by your Primary Detachment. If your Primary Detachment is from the Ultramarines Legion, then you use the Ultramarines Tactical Advantage – easy!

DARK ANGELSThe first Legion were one of the most successful Legions, second only to Horus (and some say Leman Russ) in terms of worlds conquered for the Imperium. This is obvious to any who fight against them.If you complete all your Tactical Objectives in the same turn then you gain an extra Victory Point.

EMPEROR’S CHILDRENIn their quest for absolute perfection the Emperor’s Children were counted as one of the proudest Legions, their individual skills second to none. Victory was celebrated before battle and was rarely, if ever, proven wrong.Once per game, choose a Tactical Objective you have just completed that requires a dice roll to determine the amount of Victory Points scored. You score the maximum amount of Victory Points for that mission. For example a D3 roll counts as a 3, a D6 roll counts as a 6 and so on.

IRON WARRIORSGrim warriors all, the Iron Warriors were marked by a genius for siege warfare and a dark bitterness which would see all their enemies’ accomplishments ground to dust.Your Iron Warriors units will deny objectives that are within 6”. All the normal rules for claiming objectives apply. Note: this rule does override the Objective Secured rule.

WHITE SCARSLittle was known about this Legion, save for their lethality and swiftness. The truth was that they were merciless yet noble warriors, honed to a razor’s edge by their Primarch and his beliefs.You gain an extra Victory Point every time you complete a Tactical Objective that involves a unit of White Scars Bikes or Jetbikes.

SPACE WOLVESAs the Emperor’s executioners, the Space Wolves trained to not only use the myriad of weapons available to the Legion itself, but also to bring their enemies’ weapons to bear against them.You may use your opponent’s Tactical Advantage.

IMPERIAL FISTSThe Emperor’s chosen defenders, recalled to defend Terra during his hour of need, the Imperial Fists were the most stalwart and tenacious of the Legions.Your Imperial Fists units are able to claim objectives that are within 6”. All the normal rules for claiming objectives apply. Note that this does not override the Objective Secured rule.

NIGHT LORDSDread warriors of horror, fear and mayhem, few foes survived the mental onslaught of the Night Lords, let alone when their Legionnaires actually attacked.Once per turn, after drawing your Tactical Objectives, you may treat any Tactical Objective as the Psychological Warfare Tactical Objective, but may only ever score 1 Victory Point from it if they do so.

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BLOOD ANGELSNoble warriors marked by a tragic flaw and a dark fate, the Blood Angels are forever haunted by a lust for more than battle or glory.You score double the Victory Points for any Tactical Objectives or Secondary Missions which were achieved during your Assault phase and involved the destruction of enemy models with Blood Angel units. Remember that any multiplication is always done before addition! So for example if you gain double Victory Points from a mission that gives D3 + 3 Victory Points, you double the dice roll result, and add on 3.

IRON HANDSThe Iron Hands were implacable and cold, warriors marked as much by what they had lost as by what they had gained from their bionic implants.You score double the Victory Points for any Tactical Objectives or Secondary Missions which were achieved during your Shooting phase that involved the destruction of enemy models using only Iron Hands vehicles or walkers. Remember that any multiplication is always done before addition! So for example if you gain double Victory Points from a mission that gives D3 + 3 Victory Points, you double the dice roll result, and add on 3.

WORLD EATERSBlood-soaked fighters, driven by barbaric implants to increase their already heightened relish for bloodshed, the World Eaters left very little alive in their wake.Once per turn, after drawing your Tactical Objectives, you may treat any Tactical Objective as the Blood and Guts Tactical Objective for that turn, but may only ever score 1 Victory Point from it if they do so.

ULTRAMARINESGifted tacticians all, every Ultramarine commander could read the flow of battle like a book, and react accordingly.You may draw an extra Tactical Objective at the start of each turn, and then discard down to the correct amount. You may also discard an extra unwanted Tactical Objective at the end of each turn, rather than one as normal.

DEATH GUARDFew tactics were held as taboo by this determined and ruthless Legion, whose incredible resistance to poison and disease led them to use barely sanctioned weapons as often as could be tolerated. Their scorched earth tactics made holding ground against them nigh on impossible.You may pick one Objective in your opponent’s table half. This Objective counts as being captured by your units at all times; provided there are no enemy units within 3”of it.

THOUSAND SONSThe Thousand Sons were sorcerer’s all – gifted psykers who could manipulate time and space as simply as breathing and walking.Once per game, you may swap the assigned number of two Objectives at the beginning of your turn. This effect lasts for the rest of the game. For example, you could make Objective 1 Objective 3, and vice versa. Just the numbers change, any Mysterious Objective results, or similar effects remain where they are.

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LUNA WOLVES/SONS OF HORUSThe greatest of all the Legions were savage and unrelenting, unwilling to accept anything less than victory for their beloved Primarch. Their favoured method of warfare was to decapitate enemy leadership before they even knew they were fighting. All Secondary Missions are worth D3 Victory Points to you, rather than just one each, if they are completed by Luna Wolves or Sons of Horus units.

WORD BEARERSWidely believed to have been at the root of Horus’s betrayal, the Word bearers have long held the favour of darker powers for their accomplishments and zealous worship.You may re-roll the dice when determining how many Victory Points you score from any completed Tactical Objective.

SALAMANDERSThe Salamanders were marked by a nobility and kindness which was largely absent in the other Legions. Nonetheless, when their wrath was roused it was terrible to behold.You score double the Victory Points for any Tactical Objectives or Secondary Missions which were achieved during the your Shooting phase and involved the destruction of enemy models using nothing but template weapons from Salamander units. Remember that any multiplication is always done before addition! So for example if you gain double Victory Points from a mission that gives D3 + 3 Victory Points, you double the dice roll result, and add on 3.

RAVEN GUARDThough famous for using ambushes and stealth to win their battles, the Raven Guard’s most deadly weapons were often their elite killers – assassins of the highest calibre, from their Moritiats to their Seeker squads.Once per turn, after drawing your Tactical Objectives, you may treat any Tactical Objective as the Assassinate Tactical Objective for that turn, but may only ever score 1 Victory Point from it if they do so.

ALPHA LEGIONMasters of deception, disguise and infiltration, no one was safe from the predations of this secretive Legion, not even themselves.During your turn, you may treat one of the enemy’s Tactical Objectives as your own in place of one you have. The opposing player does not have to discard this mission once it has been completed, but may do so if they wish. If the Tactical Objectives are meant to be kept hidden, then choose one at random instead.

CULT ARMY LISTDesperate to draw the attention of the Dark Gods, the cults of chaos will go to extreme lengths in order to improve their standing in the eyes of the pantheon of chaos.Once per game after drawing new Tactical Objectives, you may discard any or all of your Tactical Objectives and draw fresh ones.

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MECHANICUMEvery cog in the machine is programmed to do the Omnissah’s will. The will of the Machine God however, is mutable, and each cog can be turned to his chosen purpose with the press of a button.You can choose one of your units at the beginning of your turn. That unit gains the Objective Secured special rule until the end of the turn.

SOLAR AUXILIAThe Solar Auxilia outnumber the very stars themselves – a fact their enemies find out very quickly upon entering battle.Once per turn, after drawing your Tactical Objectives, a Solar Auxilia player may treat any Tactical Objective as the Overwhelming Firepower Tactical Objective, but may only ever score 1 Victory Point from it if they do so.

MILITIA ARMY LISTThe Militia, formed not to capture territory but to hold it, are largely defensive in nature, but fight with the vigour and tenaciousness of those who are defending hearth and home.Once per turn you may treat any Tactical Objective as the Hold the Line Tactical Objective, but may only ever score 1 Victory Point from it if they do so.

“LEGION SPECIALITIES”Each Tactical Objective will be assigned a number of different armies that specialise in that kind of warfare. If that army completes that Tactical Objective, they gain an extra Victory Point. The armies that gain the extra Victory Point are listed on the Tactical Objective cards themselves.

FACTIONSUpon registration, you will need to declare your allegiance - will you fight for the Emperor of Man, or the rebellious Warmaster?

There will be a limited amount of places on each faction, as we will need to keep them even - you will after all, only be fighting against players from the other Faction! We will be giving everyone their choice of preference on a first come first served basis so the earlier you get there the better! The choice of Factions are the very same from the dawn of the Imperium: The Emperor’s Loyalists or the Warmaster’s Traitors.

But I play Space Wolves and all my mates are Traitors! What do I do?Don’t worry. We will not be corralling anyone into a faction unless we need to even up the numbers. You can choose whichever you like regardless of army selection. It is well known that even the actions of the righteous could be turned to darker purposes, especially when there was so much turmoil and uncertainty in the galaxy.

How will you decide which Faction wins?We will declare a winning Faction at the end of the weekend. Your total Victory Points will be multiplied by your Favourite Game Votes - so every point and vote matters. The resulting score will be added to your comrades from the same Faction and the Faction with the highest total will be declared the victor.

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OTHER ACTIVITIES DURING THE EVENTLEGENDS PAINTING COMPETITIONSThe Legends Painting competition gives you the chance to show off your skills with single models and units rather than with whole armies. Simply enter the relevant category when it’s open; once all the entries are in, we will ask all the players to vote for their favourites. Both players from a team are free to enter. The player that earns the most votes in each category will win the relevant prize. (please note: only miniatures from one of your campaign armies may be entered into this competition). Hero of Legend: All types of Infantry, Cavalry, Bikes and JetbikesBeast of Legend: Monstrous Creatures, Flying Monstrous CreaturesEngine of Legend: All vehicles and Artillery.Company of Legend: Any unit of 5 or less Infantry or cavalry on 40mm bases or smaller or 3 or less Cavalry, Bikes, Jetbikes or Infantry on 50mm bases or larger.

THE BEST ARMY COMPETITIONIt’s not just the Emperor’s Children who like to put on a show. Every Legion had the utmost pride in it’s heraldry and history and would go to great lengths to ensure that their weapons and armour were worthy of their Primarch’s honour. For some this would mean polishing everything to a pristine sheen, to others it was dousing them in liberal amounts of enemy blood and viscera. To celebrate this the Events Team will nominate exceptionally well painted and/or converted armies from the event for you to vote on during the Sunday lunch break. The team who receives the most number of votes will earn the coveted Best Army award.

CONTACT USIf you want to ask us questions, discuss the models you wish to bring, or want to find out more about Throne of Skulls, please feel free to get in touch with us: Phone: 0115 9004994Email: [email protected]: Warhammer World Events Team Games Workshop Willow Road Lenton Nottingham England NG7 2WS Find out all the latest Warhammer World news by signing up to our newsletter at: warhammerworld.games-workshop.com/newsletter Find out about and get your tickets for upcoming Warhammer World events at:warhammerworld.ticketbud.com