WARHAMMER 40K FRIENDLY GOTHAM IS IN TROUBLE!

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FRIDAY :: MARCH 24 12:00 PM 8:00 PM WARHAMMER 40K FRIENDLY GOTHAM IS IN TROUBLE! Do not lose this packet! It contains all necessary missions and results sheets required for you to participate in today s tournament. It is your responsibility to hold onto and not lose this packet during the tournament. If you lose this packet, be prepared to be docked points!

BATTLE ORDERS BATTLE ORDERS 1. Terrain: Terrain is not fixed; players roll-off and alternate placing terrain. No piece of terrain may be placed within 4 of another piece of terrain or the board edge. All terrain MUST be placed. 2. Place Objective Markers: Missions that use Objective Markers will contain details on how many need to be placed and any special instructions for how to place them on the battlefield. Unless specified otherwise, roll-off to see who places the first marker and then alternate placing markers until all six Objectives Markers are placed. No Objective Marker can be placed within 6 of the battlefield edge, within 12 of another Objective Marker, on impassable terrain or inside a building. 3. Determine Deployment Zones: Players roll-off and the winner chooses his deployment zone/table half. 4. Generate Pre-game Abilities: Determine pre-game abilities such as Warlord Traits, Psychic Powers, Gifts of Mutation, Demonic Rewards and the like. 5. Night Fighting: Either player can declare that they wish to fight the battle at night. If either player does so, roll a D6 before deployment: on a roll of 4+, the Night Fighting special rule is in effect during game turn 1 and all units have the Stealth special rule. 6. Determine Deployment Order: Players roll-off and the winner decides who will deploy first and who will deploy second. 7. Deployment: The side deploying first then must set up all units in their army (including Fortifications*). Then the other side sets up all units in their army (including Fortifications*). Resolve Infiltrating units and Scout moves. 8. Determine First Player: The player that deployed first can choose to take the first or second turn; their opponent can attempt to Seize the Initiative. If your opponent s army includes a Lord of War, and yours does not, you receive +1 to this roll. Game Length: Variable Game Length will be utilized in all missions. Mission Special Rules: Night Fighting and Reserves are in effect for all missions. ADEPTICON 2017 WARHAMMER 40K SPONSORS www.toledogameroom.com spikey-bits.myshopify.com www.gamesandgears.co.uk www.secretweaponminiatures.com www.lasercraftworkshop.com www.miniwargaming.com

MISSION 1: THE GANGS OF GOTHAM *** READ THE ENTIRE SCENARIO BEFORE SETTING UP *** Holy chaos Batman!!! The villains of Gotham are looking to cause mayhem and confusion, and have launched their master plan. They surround the heroes of Gotham and strike. The heroes attempt to protect the city and take cover. DEPLOYMENT Please follow the pre-deployment, first turn, and game length rules as presented in the Warhammer 40K Friendly order sheet with the following modifications: Heroes Heroes will setup in the 2x3 area in the center of the table. Heroes must choose a long table edge as their deployment edge. This determines which direction Hero units retreat to. Heroes may choose to put units into reserve, and will start rolling for reserves on turn 2 as normal. The Heroes will go second. You CANNOT Seize the Initiative in this mission. Villains Do not set up your army. Reserves will start coming in on Turn 1 on a roll of a 3+ as they are ambushing the poor heroes of Gotham! Villains can come in from any table edge. The Villains deployment edge will be opposite the long table edge chosen by the heroes. This determines which direction Villain units retreat to. The Villains will go first. :: SPECIAL :: PRIMARY OBJECTIVE Gang Warfare (Kill Points): Each player receives 1 Victory Point for each enemy unit that has been completely destroyed (including Independent Characters and Dedicated Transports).Units that are falling back or not on the board at the end of the game, count as destroyed for the purposes of this mission. Lock Down the City (Table Quarters): Each player will earn 5 Victory Points for every table quarter held at the end of the game. A table quarter is held if there are no enemy scoring units in the same quarter. A unit can only hold a quarter if they are fully within the quarter. SECONDARY OBJECTIVES 1. Slay the Warlord: If, at the end of the game, the enemy's Warlord has been removed as a casualty, 2. First Blood: The first unit, of any kind, to be removed as a casualty during the game achieves this objective for the opposing player at the end of the game. Each Secondary Objective achieved is worth 2 Victory Points. MISSION SPECIAL RULES Automatic Night Fighting (It s nighttime in Gotham!) Reserves Figure 1.2 - Imperial Batquila

MISSION 2: GET TO THE BAT SIGNAL!!! *** READ THE ENTIRE SCENARIO BEFORE SETTING UP *** The Mayhem Continues in Gotham, yet some are looking for aid. Let s signal the Bat!!! DEPLOYMENT Please follow the pre-deployment, first turn, and game length rules as presented in the Warhammer 40K Friendly order sheet with the following modifications: PRIMARY OBJECTIVE Secure the Strategic Locations!: At the end of the game, each Objective Marker is worth 3 Victory Points to the player that controls it. Place Objective Markers: One objective should be placed in the center of the board. Then starting with player who chose table halves, alternate placing (4) other primary objectives, each player must place their first objective in their opponents half of the board. The player s second objective can be place anywhere following normal restrictions for placing objectives. :: DAWN OF WAR :: Turn On/Off the Bat Signal: If your Warlord is within 3 of the center objective at the end of the game, score 5 Victory Points. Both players can achieve this objective. SECONDARY OBJECTIVES 1. Slay the Warlord: If, at the end of the game, the enemy's Warlord has been removed as a casualty, 2. First Blood: The first unit, of any kind, to be removed as a casualty during the game achieves this objective for the opposing player at the end of the game. 3. Linebreaker: If, at the end of the game, you have at least one model from one or more scoring units completely within 12 of the enemy s table edge, Each Secondary Objective achieved is worth 2 Victory Points. MISSION SPECIAL RULES Night Fighting Reserves Bat Signal: If you control the center objective at the start of your turn, you can call down some support from the Bat (or trick him into thinking you are on his side). Replenish D6 casualties or D3 hull points on a unit of your choosing.

MISSION 3: THE BOMB S ABOUT TO BLOW!!! *** READ THE ENTIRE SCENARIO BEFORE SETTING UP *** The evil Joker has deployed a bomb somewhere in Gotham. Will the brave heroes find it and defuse it or will the evil villains plan come to fruition? DEPLOYMENT Please follow the pre-deployment, first turn, and game length rules as presented in the Warhammer 40K Friendly order sheet with the following modifications: Place Objectives Markers: 6 objectives will be placed (3 from each player) numbered 1 through 6. Follow standard rules for placing objectives. :: VANGUARD STRIKE :: PRIMARY OBJECTIVE Defuse the Bomb (Heroes): If the bomb is defused by the end of the game, the heroes receive 10 Victory Points. BOOM! (Villains): If the bomb explodes for any reason, the villains receive 10 Victory Points. Hero Fight (Modified Kill Points): Each player receives 1 Victory Point for each enemy character that is killed. This includes any model with the character rule. SECONDARY OBJECTIVES 1. Slay the Warlord: If, at the end of the game, the enemy's Warlord has been removed as a casualty, 2. First Blood: The first unit, of any kind, to be removed as a casualty during the game achieves this objective for the opposing player at the end of the game. MISSION SPECIAL RULES Night Fighting Reserves Find the Bomb: At the start of Game Turn 3, roll a D6. The objective marker with that number is now the bomb. Remove all other objective markers from the game. 3. Linebreaker: If, at the end of the game, you have at least one model from one or more scoring units completely within 12 of the enemy s table edge, Each Secondary Objective achieved is worth 2 Victory Points. Disarm the Bomb: Starting on turn 4, the heroes can attempt to disarm the bomb. At the start of their shooting phase, if the heroes control the objective, one non-vehicle unit can elect not to shoot and attempt to disarm the bomb. On a 4+ the attempt is successful and it will no longer explode. If an independent character (superhero) attempts to disarm the bomb, they are successful on a 3+. On a roll of a 1 the bomb explodes (see below) and the objective is removed. The Bomb is About to Explode: At the start of every Player Turn starting on turn 5, roll a D6. If a 1 is rolled, follow the rules for a catastrophic explosion (as per the Super Heavy rules) as the bomb explodes. Remove the objective.

RESULTS FOR MISSION 3: THE BOMB S ABOUT TO BLOW!!! YOUR NAME TEAM COLOR TABLE # FINISH?* * Finished games are those that are ended by a Variable Game Length die roll or where all 7 game turns were fully played out. YOUR YOUR OPPONENT S Yes No In the case of a Wipeout, the surviving player receives an additional 5 Victory Points to their total and the game is scored normally. STARTING YOUR TOTAL 15 +/- = OPPONENT S TOTAL 15 +/- = TOTAL Max: 30 / Min: 0 Your Battle Points + Your Opponent s Battle Points should ALWAYS equal 30. If not, please double check your results. Have your opponent double check your results above. Opponent s Signature: ---------------------------------------------------------------------------------------------------------------------------------------------- *** STOP *** DO NOT FILL THIS OUT UNTIL YOUR GAME RESULTS HAVE BEEN DOUBLE-CHECKED AT THE JUDGE S BOOTH Now, in private, rate your how fun this game and your opponent were by circling a number on the scale below. Do NOT share these results with your opponent. Fun Score 1 2 3 4 5 6 7 8 9 10 Not Fun Decent Enough Game Very Fun Please turn in this sheet to the judge s booth after your game TOGETHER with your opponent.

RESULTS FOR MISSION 2: GET TO THE BAT SIGNAL!!! YOUR NAME TEAM COLOR TABLE # FINISH?* * Finished games are those that are ended by a Variable Game Length die roll or where all 7 game turns were fully played out. YOUR YOUR OPPONENT S Yes No In the case of a Wipeout, the surviving player receives an additional 5 Victory Points to their total and the game is scored normally. STARTING YOUR TOTAL 15 +/- = OPPONENT S TOTAL 15 +/- = TOTAL Max: 30 / Min: 0 Your Battle Points + Your Opponent s Battle Points should ALWAYS equal 30. If not, please double check your results. Have your opponent double check your results above. Opponent s Signature: ---------------------------------------------------------------------------------------------------------------------------------------------- *** STOP *** DO NOT FILL THIS OUT UNTIL YOUR GAME RESULTS HAVE BEEN DOUBLE-CHECKED AT THE JUDGE S BOOTH Now, in private, rate your how fun this game and your opponent were by circling a number on the scale below. Do NOT share these results with your opponent. Fun Score 1 2 3 4 5 6 7 8 9 10 Not Fun Decent Enough Game Very Fun Please turn in this sheet to the judge s booth after your game TOGETHER with your opponent.

RESULTS FOR MISSION 1: THE GANGS OF GOTHAM YOUR NAME TEAM COLOR TABLE # FINISH?* * Finished games are those that are ended by a Variable Game Length die roll or where all 7 game turns were fully played out. YOUR YOUR OPPONENT S Yes No In the case of a Wipeout, the surviving player receives an additional 5 Victory Points to their total and the game is scored normally. STARTING YOUR TOTAL 15 +/- = OPPONENT S TOTAL 15 +/- = TOTAL Max: 30 / Min: 0 Your Battle Points + Your Opponent s Battle Points should ALWAYS equal 30. If not, please double check your results. Have your opponent double check your results above. Opponent s Signature: ---------------------------------------------------------------------------------------------------------------------------------------------- *** STOP *** DO NOT FILL THIS OUT UNTIL YOUR GAME RESULTS HAVE BEEN DOUBLE-CHECKED AT THE JUDGE S BOOTH Now, in private, rate your how fun this game and your opponent were by circling a number on the scale below. Do NOT share these results with your opponent. Fun Score 1 2 3 4 5 6 7 8 9 10 Not Fun Decent Enough Game Very Fun Please turn in this sheet to the judge s booth after your game TOGETHER with your opponent.