The First Autumn Offensive

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1 The First Autumn Offensive 1.0 Introduction Welcome to the first Autumn Offensive. The AO is a one day event that will capture players imaginations, and provide them with challenges that are not every day on the table. During the AO, you will be playing 6 games of Warhammer 40,000 with a variety of missions and challenges. The event is meant as a relaxing event without the die-hard rigidness of two-day events. So step up to the plate, enjoy your games, and have a (large) blast (marker)! Many of the rules are common for all of our events. They are included here for completeness, are probably redundant, and will never be used. Bu they are included all the same. The Autumn Offensive will not be included in any form of rankings system, national, local or otherwise. This is final! 2.0 The Most Important Rule EVERY player is required to read the Most Important Rule prior to AO. This rule can be found on page 2 of the Warhammer 40,000 rule book. It should be remembered at all times. Don t be a dick. 3.0 Before the Autumn Offensive 3.1 Army rosters You must create an army for the AO which will be used though out the event. Each army roster must: Include your name. Adhere to all criteria listed in Section 4.0 Contain all information required for play and reference, including characteristic profiles, and the point costs of units, upgrades, equipment, wargear and so on. Indicate which HQ choice is your chosen Champion. You ll need two copies of your Army Rosters during AO one to hand in to the staff at registration and one to keep and use during your games. During the event s first round, the referees will randomly pick and check several rosters. During the second and subsequent rounds the top players Army Rosters will be checked. If any errors are found, even if the mistake you made was an honest one, the appropriate penalties for an illegal army list will be applied (see Section 7.0).

2 3.2 Requirements You will need to bring all the things you need to play WH40K. Below is a list of items we recommend that you bring along, but there may be others depending on your or your army s requirements. This rules pack. THIS IS IMPORTANT! Rulebooks, codices, and any official publications that you are going to use Templates, dice (including special ones) and a tape measure Two copies of your army rosters Superglue (for repairs) Three objective markers - 40mm bases are maximum size. Your painted army. 4.0 Event rules 4.1 The Structure of the Autumn Offensive Autumn Offensive is a new event. We shall be playing six rounds of singles games. 4.2 Common Rules All armies have to be chosen from official codex books and army lists. Please see the list in section 4.3. Your army has a maximum point limit of 1000 points. It can exceed its given points limit. Not even by a single point! Your army has to follow a special Force Organization Chart, detailed below. Weapons, wargear options and upgrades chosen from the army list must be shown on the unit/character. Each army is limited to the characters/units/vehicles specifically permitted by its list, and allies may not be used. Witch Hunter armies may use inducted Space Marines and Imperial Guard as specified in the Codex because this is a standard feature of the lists. There are no exceptions to this and players turning up with allies will not be allowed to use them. Clarification: No Inquisitional Allies in Imperial armies, no Assassins (except in Grey Knight or Witch Hunter armies), no Kroot Mercenary allies, and no Deathwatch. This list is not inclusive and there are other examples. None are allowed. A player who invents his own Chapter, Regiment etc. or uses an otherwise undetailed Games Workshop one is at liberty to use any appropriate Codex to represent it. Full WYSIWYG must be maintained and the player should make it crystal clear to his/her opponents what Codex the army is using. An example of what is not permissible is a player who uses models that look like one recognized Chapter whilst using the Codex of another one. Basically, don t be a dick. There will be terrain allocated for every table. Please feel free to modify it as needed for each game. Just be reasonable with it. Again, don t be a dick. Special Characters may not be used in AO. All vehicles must not have a total armour value of more than 34. The armour value is

3 calculated by adding the front, side and rear armour together. In other words: A Chimera (12/10/10) is permitted ( =32), a Landraider (14/14/14) is not ( =42). Forgeworld army entries may be used. Army entries from the Apocalypse source book may not be used. 4.3 Force Organization Every army must comply with the following Force Organization Chart. Unit Classification Number HQ 0-1 Troops 1-4 Elites 0-1 Fast Attack 0-1 Heavy Support Permitted Armies The following codices (in their most recent incarnation) are permitted at AO; Space Marines (Codex: Space Marines, Codex: Blood Angels, Codex: Dark Angels, Codex: Space Wolves, and Codex: Black Templars). Imperial Guard: Use Codex: Imperial Guard. Dark Eldar: Use Codex: Dark Eldar. Eldar: Use Codex: Eldar. Tau Empire: Use Codex: Tau Empire. Space Orks: Use Codex: Orks. Necrons: Use Codex: Necrons. Tyranids: Use Codex: Tyranids. The Inquisition: Use Codex: Grey Knights, or Codex: Witch Hunters. Chaos Space Marines: Use Codex: Chaos Space Marines. Codex Daemons: Use Codex: Daemons. In addition to these codex books, it is also permitted to use Forgeworld army lists. Please check before the event to see that we are all in agreement as to what is being used. 5.0 Playing in the Autumn Offensive 5.1 Registration on the day Before the start of AO you will register with the staff. Upon registration, the staff shall require a copy of your army list, along with your name, and any other details that are required. 5.2 Timetable The event timetable gives a complete overview of what happens during the event and when. We have a rather tight schedule to keep, and we would appreciate it if everyone adheres to the schedule as closely as possible. Your table number and the next opponent you fight will be shown on the gaming schedule. After Round One we ll use the results from the previous rounds to generate the schedule for the next round (see Section 5.4). Please stick with us while we prepare these schedules. Be patient!

4 5.3 Your opponents During the event, you will be playing several opponents. In any of the games, we shall endeavour to make sure that you will not meet the same opponent twice. If you do, then please bring your matching to our attention. 5.4 The Swiss system Total Command Points accumulated (see Section 8.0) are used to rank the players after each round. The participants in first and second place will fight each other, third and fourth will face each other, and so on. This system ensures that after a hard day the winner will have fought several challenging opponents and achieved some difficult victories in order to prove himself a truly offensive Warmaster! 5.5 The Warm-Up period At the start of each battle you should use 5 to 10 minutes as a Warm-Up period. During this time you should: Swap army rosters with the opponent. Discuss the table and the terrain on it (what effect will it have on lines of sight, movement and the battle in general), and arrange it. Clear up any potential rules problems that might occur during the game. Discuss special rules and conditions for victory that apply to the scenario. Ask questions about your opponent s army and the special rules that apply to it. We advise everybody to be at the table in good time for each game and make the most of it. 5.6 Rules questions & sportsmanship To assist the good atmosphere at AO and to prevent endless debates we use the following system for resolving rules problems. If you are unsure about a rule you should look it up in the relevant rulebook or codex. In most cases, referring back to the rulebook should solve any uncertainties you might have. If you are still unsure about what to do, or you simply cannot agree on a solution with your opponent either: Roll a dice to decide who is right in this particular instance. 1-3 Player A, 4-6 Player B. Call over an event referee, who will either show you the relevant rule in the rulebook or roll a dice as above. Almost every problem will be solved using the method above, but if a participant is found to be violating Titan s code of conduct or is behaving irresponsibly we use a warning system: Yellow Card This is the first warning. Recipients will be warned about their behavior and advised to calm down. We will deduct the appropriate points from their overall score (see Section 7.0). A second Yellow Card will count as a red card. Red card If recipients don t adjust their attitude and behavior at once they will be asked to leave AO.

5 This all sounds fairly serious. Fortunately we have never had to send someone away from our events and we hope we never have to. However, if the need arises, we will gladly dismiss a particularly obnoxious player rather than have him or her spoil the fun for everyone else. Simply put: Don t be a dick (still). 5.7 Interference Only you and your opponent play the battles together. This means that friends and onlookers who finish their games early must not interfere or be involved in the game in any way, keeping out of the way of the players and keeping the noise down. Interfering with a battle that is not your own will be considered a Yellow Card offence and any interference should be reported to a referee. Interference with the referees tasks is also considered a Yellow Card offence. In order to keep interference to a minimum, we have a Green Room. You are encouraged to remove yourself to the Green Room upon completion and registration of your game. This not only makes the other players games easier, it also make the tournament staff s job easier in seeing who is still playing keeping an eye on games in general. 5.8 The 10-minute mark During the round we will announce the 10-minute mark. At this point you have 10 minutes left to finish your game. In the interest of fair play we strongly suggest that you only start a new turn after the 10-minute mark has been announced if you are both convinced that you can finish an entire game turn. If you can t agree with your opponent you should call over a referee to make the decision. The decision should not be made on the basis of strategic situation, solely on the basis of fairness. 5.9 Determining the winner To determine the winner of the game apply the rules specified in the mission. The degree of victory decides the number of Command Points you receive for the game. It is these Command Points that are reported to the referee. Once results are submitted, there is no changing them (This is important! We mean it! No changing them!) Registering your results after a game After you have calculated the margin of victory and the Command Points you and your opponent have scored you should register your result. You must register your score at the referees table within five minutes of the round ending. Any tables that fail to register a score after last calls will have a no-contest result entered. This means 0 Command Points for players who do not deliver in time The Difficult Opponent box A game of Warhammer 40,000 is, per default, an enjoyable thing to do otherwise you wouldn t be playing in the event, would you? We at Titan believe that one of the most important factors of the hobby is that we are all gathered to have a good time. To that end, we

6 desire that everybody at AO is fair, sporting, and has a good time. But that said situations can arise where competitive spirit does burn strong, or personalities do grate together. This potentially can spoil the gaming experience that we are after. On each report sheet, there is a small box that is labelled Difficult opponent. In the case of a game that was marred by for example (and this list of things is not exhaustive) your opponent repeatedly debating rules, situations and stretching tape measures, even after he was asked not to, you should mark this box. Do not be surprised that if you mark this box during the event, then a referee will come over to you and inquire with you and your opponent, why one or both of you marked the box. If you gain two ticks throughout the event, they will result (upon investigation) in a yellow card. Another two will result in a second yellow card. In all honesty, we are sure that these disciplinary guidelines will not be used, but they are included for completeness Army painting We want everybody who participates in AO to have an army that has been painted to a minimum standard of three colours and a base. We believe that it is important that in our events, the games that we play are better games if everything is painted, and the level of enjoyment is increased for all parties. That said, it is perfectly acceptable for players to bring armies that have been painted by other people. 6.0 Winning the Autumn Offensive 6.1 Deciding the winners of the Autumn Offensive We will be awarding various prizes during the weekend as reward to players who maintain high levels of gaming, spirit and ability. Though out the event, you will score points in several categories. These categories are listed below. In order for us to award these prizes, you have to make sure that your report cards are filled in totally and correctly before they are handed in to the results desk. 6.2 Command Points: Warmaster At the end of AO your Command Points from each round are added together. This figure represents your overall gaming performance. The player with the highest total will be deemed the Warmaster. If two players have tied scores at the end of the tournament, then the result of their game between them will be used to determine the winner. If this game has not been played, or resulted in a draw, then the quiz will be used as a tie breaker. Should this all be equal, then we will have to celebrate two Warmasters. 6.3 The Titan Award for Great Gaming: The Titan At our events, Titan awards a prize to the player(s) that have embodied the best aspect of being a fair and good gamer. The Titan Award will be awarded on the basis of a simple

7 system. At the end of the tournament, you will be required to think over the games that you have played, and to pick one of your opponents who you feel deserves this title. This prize can also be awarded by Titan s 40K team to a player or players that they feel have deserved recognition for selfless or fair gaming behavior. 6.4 The HQ Award: The Bloodletter Award Your HQ choice is per definition your hero. During the course of the games, make a note of the points cost of everything the HQ unit/character slays in combat. After the last game, add it all up and make a note of it on the report card. The HQ that has killed the most during the day is declared the most bloody and dangerous warmonger of the tournament. 6.5 Army painting: Best Painted Army All players will be asked to vote for their favourite army at the event. The army that receives the most number of votes is declared the Best Painted army in the event. 6.6 Randomness Do not be surprised that if during the event, pop-up prizes are awarded 7.0 Penalties We will penalize a participant for violating the rules or code of conduct of AO. Although it is a rare occurrence, points will be reduced by the following amounts should the situation warrant it. Offence Penalty Using an illegal army -5 per round army was used Yellow Card -10 Red Card Ejection from the event 8.0 Scenarios Each round, we shall be playing different scenarios. For AO, we have adopted an approach based on the 40K Fight Club download. Each round, different objectives shall proved new and exciting challenges. Each scenario has three objectives. These are worth a varying number of Command Points. The primary objective is always worth 10 points, the secondary objective is worth 6 points, and the tertiary objective is worth 4 points. Once the game is over, each player compared the objectives to the result on the table top. The winner of each objective gains 10, 6, or 4 points, based on the level of objective. If an objective is drawn, then neither player is awarded the Command Points that the objective is worth. If a player wins because the opponent concedes the game, then the score is recorded as 20-0 to the winner, irrespective of which objectives have been completed by which player.

8 Example: Bill and Ted play a scenario. The result of the game is as follows, and they fill out their report card like this: Bill wins the primary objective. The secondary objective is drawn, and Ted wins the tertiary objective. They cross off the report fields, and had back the report card to the referee. Bill Ted X X X Tertiary (4) X 10 4 The referees then enter the results into the database, and calculate the result as: If Ted had received a right drubbing in the game, was a grumpy fat bastard, and conceded the game, the score would be recorded like this: Tertiary (4) Bill Ted X X X Scenarios and rounds Each round is a different scenario. All scenarios are treated as standard scenarios in respect to placing and controlling objective markers, reserves, deep striking etc We shall not be playing declared scenarios. Each scenario is produced prior to the game, and will consist of a random collection of objectives. These are rolled from the following list, and each one can only be used once. They are rolled by the organizers, and then announced to all the players. Deployment in all rounds will be determined randomly prior to the game, using the following table. These deployments are described in the rulebook on pages 92 and 93. Roll Set up 1-2 Pitched Battle 3-4 Spearhead 5-6 Dawn of War All missions are otherwise treated as standard missions, and thus all standard mission rules apply, such as scoring units. If the same objective is rolled in two different levels, then it will be re-rolled.

9 Roll d6 1 Primary objectives Name Rules Startup notes Secure the Zone 2 Seize Ground To win the primary objective, at the end of the game, one player must control more of the objectives on the enemy s side of the table than the enemy has controlled on theirs. If both players have the same amount, the objective is considered a draw. The player that controls the most objective markers at the end of the game wins this objective. If both players control the same number this objective is a draw. To win, at the end of the game, one player must control more of the real objectives than the enemy controls. Markers that have not been inspected cannot be controlled. If both players have the same amount, this objective is considered a draw. Once the players have decided what table side they have, the players alternate placing three objective markers in on their side of the table (or in their deployment zone if there is one). These markers cannot be within 6 of a table edge or within 12 of another marker Before deciding deployment zones, players must determine the position of d3+2 objectives, with players alternating the placing of objectives. The objectives may not be in impassable terrain, or within 12 of a table edge or another objective. 3 Booty 4 No Quarter Gained 5 Kill Points 6 Capture and Dig In Special Objectives - A non-vehicle unit or walker in contact with an objective may inspect a single objective marker instead of shooting and assaulting. Objectives 1 and 2 are real, 3 and 4 are removed, 5 and 6 are booby traps (unit takes D6 wounds, AP-, and the objective is removed). A unit controlling an actual objective cannot enter a vehicle or assault but may otherwise move normally. The objective may be dropped at any time and is automatically dropped if the unit falls back. If the unit with the objective falls back as a result of close combat the opposing unit may gain the objective. The objective of this mission is to control more quarters of the battle field that your opponent. Divide the table into quarters. Whoever controls more quarters at the end of the game wins. If both players control the same number of quarters, the objective is considered a draw. To win this objective you must earn more kill points than the opponent. If you both earned the same the result is a draw. Each player gains a point for every round they have each objective under their control, but due to the mission of digging in and holding points on the way the objectives may only be held by scoring units not embarked in vehicles. The player that gains the most points wins the objective. Prior to choosing sides, alternate placing objective markers secretly numbered 1-6. No markers may be placed within 12 of a board edge or 9 of another objective. Irrespective of mission deployment, this scenario is a Night Fight in the first round. And you thought there were special rules for every scenario? Think again! One objective is placed in the centre of each table quarter, before the deployment roll off.

10 Secondary objectives Roll d6 Name Rules 1 Thinning the Herd You will receive a single point for each enemy squad, vehicle squadron, monstrous creature or character that you bring below half of its starting strength (or number of wounds). The player that earned the most points wins the objective. If both players have achieved the same number, then this objective is considered a draw. 2 Burn the Witch! At the start of the game each player must nominate their highest point cost psyker. If a player does not have a psyker nominate the highest point cost non-vehicle, non HQ model instead, in case of a tie the owning player may choose which to nominate. To win this objective the opponent must kill the model nominated. If both players achieve this objective it is a draw. You will score one point for each squad or tank (excluding transports) that 3 Breakthrough the has at least one model within 12 of your opponent s table edge. Vehicle Line squadrons gain a single point. Whoever has the most points wins the objective. If both players score the same amount of points then it is a draw. For this objective you must destroy your opponent in hand to hand combat to claim trophies of honor. You will gain one point for each enemy unit you Headhunting 4 destroy in hand to hand combat. Fleeing units do not count (unless you caught them and massacred them). Whoever has more points wins the objective. If both players score the same amount of points then it is a draw. 5 Arch-Rival To win this objective you must kill the opposing commander. If both players commanders are dead the objective is a draw. 6 Kill Points The player that gets the most kill points wins this objective. Roll d6 Name 1 Cut off the Head 2 Up At Em! 3 Hunker down! 4 Grind em to a Halt 5 6 Revenge is a dish best served cold! Moral Victory Tertiary objectives Rules To win this objective you must kill the opposing HQ. If both players achieve this goal the objective is a draw. To win this objective you must earn more kill points than your opponent. If you both earn the same amount this objective is a draw. This objective will be re-rolled a the start of the round if it is duplicated with the secondary mission. To win this objective you must control more terrain features than the enemy. To control or contest a feature you must be inside the terrain unless it is impassible in which case you must be within 3 inches of the feature. If both players control the same number the objective is a draw. Whichever player has destroyed or immobilized the most enemy vehicles and killed the most monstrous creatures combined wins this objective. If an army has no vehicles/ monstrous creatures they can achieve a draw by destroying all opposing vehicles and creatures otherwise the opposing player automatically wins this objective. To win this objective your commander must kill the enemy commander. If the opposing commander is killed as a result of being run down or the No Retreat rule during a combat involving your commander, than this objective is considered achieved. If the opposing commander dies as a result of the Trapped rule by a unit with your commander the objective is also achieved. If both commanders kill each other then the objective is a draw. If you destroy the most expensive unit in your opponent s army and your most expensive unit is alive you win. All other results are a draw.

11 9.0 Questions and enquiries Comments or questions can be sent to Chris on Any updates can be found at Time Schedule AO will have a relatively tight time schedule. We request that you respect this, and help us keep it. Saturday 9:00 9:30 Doors open 9:30 10:30 Round 1 10:30 10:45 1 st break 10:45 11:45 Round 2 11:45 12:00 2 nd break 12:00 13:00 Round 3 13:00 14:00 Lunch + voting 14:00 15:00 Round 3 15:00 15:15 3 rd break 15:15 16:15 Round 4 16:15 16:30 4 th break 16:30 17:30 Round 5 17:30 17:45 5 th break 17:45 18:45 Round 6 19:00 Rounding off/tidying up/awards/pats on back 20:00+ Voksenbrus? 11.0 Thanksyouverymuches Thanks to Mario and Luigi. This rules pack was written whilst my girls were occupied. Chris 12.0 Version history. First draft. Second draft. Silly correction that the team didn t see when I asked them to look though this ;) Third draft: Mission specifications.

12 Round Opponent's name Mission Objectives My objectives Opponent's objectives Bloodletter points Titan vote Teritary (4) Total Teritary (4) Total Teritary (4) Total Teritary (4) Total Teritary (4) Total Teritary (4) Total Difficult Opponent Ny Name

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