Post by alakard2020 on Dec 30, 2013 11:13:46 GMT -5
Hey Everyone,
The January Warhammer 40k tournament will be the "Last Man Standing" event. It will be held on Saturday, January 18th at Game Corps in Wesleyville. If you need the address or directions to the shop, please let me know. Registration and setup for the event will begin at Noon. Dice rolling will start at 1:00pm.
The rules for the event are listed below. Army deployment zones will be determined the day of the event based on the number of participants. If you have any questions regarding the rules, please let me know.
2014 Warhammer 40k Last Man Standing Rules:
General Information:
• Entry Fee: $15
• The Warhammer 40,000 6th Edition rules will be used.
• Armies will consist of 1,250pts.
• The following will not be allowed for this event:
- Allied Detachments & Fortifications
- Expansions: Escalation & Stronghold Assault
- Dataslates
• Flyers are a 0-1 choice per army.
• Flying Monstrous Creatures are a 0-1 choice per army.
• All codices or supplements must have been released at least 30 days before the event in order to be legal.
• Warlord Traits per the Warhammer 40k Rulebook and/or Codices.
General Rules:
• Players will be divided up into 4 tables, and each roll 2D6 to determine the order of deployment.
• The players at each table will battle against each other until 1 player is left alive.
• The surviving player from each of the four tables will then take what is ever left of their armies and deploy on the final table.
• Deployment on the final table will also be determined by each player rolling 2D6.
• The final four players will then fight until the last man standing remains.
Game Turns:
• A set of playing cards will be placed at each table.
• At the beginning of each turn, shuffle the cards, and deal 1 card to each player.
• The player with the highest card goes first that turn. Also, the player going first will decide the order (clockwise or counter clockwise) that the rest of the players will go in.
• Each player will have 15 minutes to complete their player turn.
Objectives:
• Objectives will be located throughout the table. These objectives do not count for anything, they are only meant to grant units within 3” special bonuses.
• Any unit (from any army) within 3” of the objective gains the bonus granted by the objective.
• The first time a unit controls an objective roll a D3 and apply the following bonuses for the rest of the game:
- 1 - Shield Generator – Every model within 3” of the objective gains a 4+ invulnerable save.
- 2 - Medical Station – Every model within 3” of the objective gains the “Feel No Pain” universal special rule.
- 3 - Skyfire Nexus – Every model within 3” of the objective gains the “Skyfire” universal special rule.
Speeding Up Rounds:
• When there are only two players left at a table, in order to prevent players from avoiding each other to prevent losing, every turn each player must move at least 1 of their units towards the nearest enemy unit.
• When moving this unit, you must move its full movement distance.
• Also, if the unit chooses to run, fleet, turbo boost, move flat out, etc… it must move towards the nearest enemy unit.
Final Table Rules:
• When the final 4 players reach the final table, the 4 players will be able to bring whatever is left of their armies with the following additional rules:
- All immobilized vehicles will no longer be immobilized.
- Any damaged vehicles will regain 1 hull point.
- Any “1 time use” weapons will be replenished (i.e. hunter killer missile, Manticore rockets, bloodstrike missiles, etc…)
- Any multi-wound characters will regain 1 wound
- Any multi-wound monstrous creatures will regain 1 wound.
- Drop pods will go back into a player’s reserve and deploy on the final table as normal. Please note, only the squad that the drop pod was purchased for may embark inside of it.
- Tervigons that were stopped from spawning may spawn termigaunts as normal.
- Any lost invulnerable saves will be restored to as normal
Example #1 – units having their invulnerable save removed via Vindicare assassin “shield breaker” round.
Example #2 – Dark Eldar character with the 2+ invulnerable save until it is failed.
Additional Awards:
My Brother’s Keeper:
• During the event, players may form truces with one another to help try to ensure they survive longer.
- Example: Joey and Stan form a truce to eliminate Johnny and Timmy before they turn their guns on each other.
• When two players have formed an alliance, the first player to break said alliance and eliminate their own ally wins the “My Brother’s Keeper” award.
• For an alliance to count as legitimate, it must last at least full 2 game turns before it is broken.
• Players must let the Tournament Organizer know of any players they are allied with.
- Note: Players may do this publically or secretly if they wish.
• When you end your alliance, you must let everyone at your table know & the Tournament Organizer as well.
• In addition, to claim “My Brother’s Keeper” you must be the one to destroy the last model of your former ally.
- Example: Joey and Stan have an alliance, but Stan breaks their alliance and attempts to wipe out Joey’s army. But another player manages to kill off the remaining units before Stan has a chance to. Stan therefor cannot claim “My Brother’s Keeper” award.
• Also, if and/or when you do team up with another player, the two armies do not confer any benefits to each other at any time. You are just two players who have simply decided not to kill each other until everyone else is gone.
Crack Shot:
• During the event, players will keep track of how many characters, independent characters, & monstrous creatures they kill by shooting attacks.
• The player at the end of the event with the most kills by “Shooting Attacks” wins this award.
Head Hunter:
• During the event, players will keep track of how many characters, independent characters, & monstrous creatures they kill in close combat.
• The player at the end of the event with the most kills by “Close Combat Attacks” wins this award.
Smokin’ Boots:
• The first player eliminated from the event wins this award.
The January Warhammer 40k tournament will be the "Last Man Standing" event. It will be held on Saturday, January 18th at Game Corps in Wesleyville. If you need the address or directions to the shop, please let me know. Registration and setup for the event will begin at Noon. Dice rolling will start at 1:00pm.
The rules for the event are listed below. Army deployment zones will be determined the day of the event based on the number of participants. If you have any questions regarding the rules, please let me know.
2014 Warhammer 40k Last Man Standing Rules:
General Information:
• Entry Fee: $15
• The Warhammer 40,000 6th Edition rules will be used.
• Armies will consist of 1,250pts.
• The following will not be allowed for this event:
- Allied Detachments & Fortifications
- Expansions: Escalation & Stronghold Assault
- Dataslates
• Flyers are a 0-1 choice per army.
• Flying Monstrous Creatures are a 0-1 choice per army.
• All codices or supplements must have been released at least 30 days before the event in order to be legal.
• Warlord Traits per the Warhammer 40k Rulebook and/or Codices.
General Rules:
• Players will be divided up into 4 tables, and each roll 2D6 to determine the order of deployment.
• The players at each table will battle against each other until 1 player is left alive.
• The surviving player from each of the four tables will then take what is ever left of their armies and deploy on the final table.
• Deployment on the final table will also be determined by each player rolling 2D6.
• The final four players will then fight until the last man standing remains.
Game Turns:
• A set of playing cards will be placed at each table.
• At the beginning of each turn, shuffle the cards, and deal 1 card to each player.
• The player with the highest card goes first that turn. Also, the player going first will decide the order (clockwise or counter clockwise) that the rest of the players will go in.
• Each player will have 15 minutes to complete their player turn.
Objectives:
• Objectives will be located throughout the table. These objectives do not count for anything, they are only meant to grant units within 3” special bonuses.
• Any unit (from any army) within 3” of the objective gains the bonus granted by the objective.
• The first time a unit controls an objective roll a D3 and apply the following bonuses for the rest of the game:
- 1 - Shield Generator – Every model within 3” of the objective gains a 4+ invulnerable save.
- 2 - Medical Station – Every model within 3” of the objective gains the “Feel No Pain” universal special rule.
- 3 - Skyfire Nexus – Every model within 3” of the objective gains the “Skyfire” universal special rule.
Speeding Up Rounds:
• When there are only two players left at a table, in order to prevent players from avoiding each other to prevent losing, every turn each player must move at least 1 of their units towards the nearest enemy unit.
• When moving this unit, you must move its full movement distance.
• Also, if the unit chooses to run, fleet, turbo boost, move flat out, etc… it must move towards the nearest enemy unit.
Final Table Rules:
• When the final 4 players reach the final table, the 4 players will be able to bring whatever is left of their armies with the following additional rules:
- All immobilized vehicles will no longer be immobilized.
- Any damaged vehicles will regain 1 hull point.
- Any “1 time use” weapons will be replenished (i.e. hunter killer missile, Manticore rockets, bloodstrike missiles, etc…)
- Any multi-wound characters will regain 1 wound
- Any multi-wound monstrous creatures will regain 1 wound.
- Drop pods will go back into a player’s reserve and deploy on the final table as normal. Please note, only the squad that the drop pod was purchased for may embark inside of it.
- Tervigons that were stopped from spawning may spawn termigaunts as normal.
- Any lost invulnerable saves will be restored to as normal
Example #1 – units having their invulnerable save removed via Vindicare assassin “shield breaker” round.
Example #2 – Dark Eldar character with the 2+ invulnerable save until it is failed.
Additional Awards:
My Brother’s Keeper:
• During the event, players may form truces with one another to help try to ensure they survive longer.
- Example: Joey and Stan form a truce to eliminate Johnny and Timmy before they turn their guns on each other.
• When two players have formed an alliance, the first player to break said alliance and eliminate their own ally wins the “My Brother’s Keeper” award.
• For an alliance to count as legitimate, it must last at least full 2 game turns before it is broken.
• Players must let the Tournament Organizer know of any players they are allied with.
- Note: Players may do this publically or secretly if they wish.
• When you end your alliance, you must let everyone at your table know & the Tournament Organizer as well.
• In addition, to claim “My Brother’s Keeper” you must be the one to destroy the last model of your former ally.
- Example: Joey and Stan have an alliance, but Stan breaks their alliance and attempts to wipe out Joey’s army. But another player manages to kill off the remaining units before Stan has a chance to. Stan therefor cannot claim “My Brother’s Keeper” award.
• Also, if and/or when you do team up with another player, the two armies do not confer any benefits to each other at any time. You are just two players who have simply decided not to kill each other until everyone else is gone.
Crack Shot:
• During the event, players will keep track of how many characters, independent characters, & monstrous creatures they kill by shooting attacks.
• The player at the end of the event with the most kills by “Shooting Attacks” wins this award.
Head Hunter:
• During the event, players will keep track of how many characters, independent characters, & monstrous creatures they kill in close combat.
• The player at the end of the event with the most kills by “Close Combat Attacks” wins this award.
Smokin’ Boots:
• The first player eliminated from the event wins this award.