WARHAMMER 40K TEAM TOURNAMENT

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WARHAMMER 40K TEAM TOURNAMENT SATURDAY MARCH 21 ST 7:00AM - 8:00PM SUNDAY MARCH 22 ND 7:30AM - 4:00PM Do not lose this packet or the Tactical Objectives decks! They contain all the necessary materials required for you to participate in today s tournament. It is your responsibility to not lose these items during the tournament. If you lose a packet, be prepared to be docked points! If you lose a Tactical Objective deck, you will be required to purchase a replacement deck for $10.

THE SPIRIT OF THE TEAM TOURNAMENT For the past twelve years, the Warhammer 40K Team Tournament has been the flagship event at AdeptiCon. Originally conceived as an alternative event to the standard Grand Tournaments of old, the team event was designed to be an allinclusive, hobby competition that created a purposely different way to play the game with your friends. Over the years, the event has grown by leaps and bounds as teams continually raise the bar in terms of thematic approach, generalship, modeling expertise and team spirit creating a unique and memorable experience for all. In the Team Tournament, four players combine forces to compete against opposing teams in a day full of gaming and comradery. While all tournaments are competitive by nature, the Team Tournament encompasses much more than the games played throughout the day. In many cases the day of the tournament is a culmination of months of planning, writing, building, converting and painting. The tournament format challenges and rewards generals, tacticians, hobbyists, fluff-bunnies and casual gamers alike. Additionally, the format enables players to visually realize the immense theme and flavor of the Warhammer 40,000 universe on the tabletop. The Team Tournament Army Showcase will again feature those Teams, as chosen by a panel of judges, who have created something truly spectacular and deserving of the spotlight. After the conclusion of tournament games on Saturday evening, these Teams will be set up for display in a special section of the Convention center so that all attendees of AdeptiCon 2015 can enjoy the very best this hobby has to offer. To Glory or Death! AdeptiCon 2015 Team Tournament Staff HALL OF CHAMPIONS 2014 Capitol Imperialis 2008 Daboyz 2013 They Shall Know Fear 2007 Checkmate Hobbies 2012 They Shall Know Fear 2006 So. Cal GW League 2011 I'm A Bear...Put Your Head in my Mouth 2005 Saim Heinous 2010 Sons of Shatner 2004 Casus Belli 2009 Recurring Nightmare 2003 Team TnA ADEPTICON 2015 WARHAMMER 40K TEAM TOURNAMENT SPONSORS www.battlefoam.com www.brush4hire.com www.manticgames.com www.madrobotminiatures.com www.toledogameroom.com www.ironheartartisans.com

ARMIES AND WARLORDS Armies: For the purposes of the AdeptiCon Warhammer 40K Team Tournament, Team Members forming an Army are considered Allies per the Warhammer 40,000 rulebook with the following modifications: Battle Brothers: Factions denoted as Battle Brothers per the Allies Matrix chart are considered Battle Brothers for the Warhammer 40K Team Tournament and follow all the relevant rules and restrictions per the rulebook. Armies comprised of two detachments from the same faction are also considered Battle Brothers with the following clarifications: o Wargear and Special Abilities will benefit/affect both detachments in an Army, but they will not affect detachments in the other Army on a different table. For example, The Autarch s Path of Strategy rule could affect both members of an Army but would not affect other players from the team on a different table. o Wargear and Special Abilities that affect your Army s detachments DO NOT stack, unless specified in the rules for that particular piece of Wargear or Special Ability. o Please be sure to reference the relevant Games Workshop FAQ documents for further clarification on how specific Wargear and Special Abilities are applied in Warhammer 40,000 7 th Edition. Allies of Convenience: All other alliances are considered Allies of Convenience regardless of what the Allies Matrix indicates and follow all the relevant rules and restrictions for Allies of Convenience per the rulebook. Multiple Factions: If a Team Member s detachment is comprised of multiple factions (e.g. a detachment choosing the Assassins or Imperial Knights upgrade option), ignore the Upgrade Option of the detachment when determining factional allegiance. In all cases, the Warhammer 40K Team Tournament rules regarding Allies are still in effect. Codex Inquisition: Regardless of the composition of your Team, Codex Inquisition still follows the Team Tournament rules for Allies. As such, any faction noted as Battle Brothers remains so. ALL other alliances are treated as Allies of Convenience; there will always be a significant amount of skepticism surrounding the Inquisition! Warlords: Each Army will nominate a single Warlord per the Warhammer 40,000 rulebook with the following modifications and clarifications: Your Army Warlord can be from either detachment, but it MUST be a character if there is at least one character available in the Army. If the Army contains no characters, then you must nominate a single model to represent the Army s Warlord, but you will forfeit the Warlord Trait. All Warlords that are eligible to roll for a Warlord Trait may re-roll the result on the appropriate Warlord Trait table. If your Army s Warlord is not on the table at the conclusion of a game (e.g., ongoing Reserves), that Warlord counts as being slain for the purposes of calculating Slay the Warlord. TERMINOLOGY Team Member: An individual member of a Team and their 1000-point detachment. Army: The Allied detachments of two Team Members. An Army is treated as a single entity comprised of two individual 1000-point detachments and follows all rules associated with the term Army. Teams will form two Armies each game that will operate independently. Team: The combined detachments of all four Team Members. A Team is treated as a single entity comprised of four individual 1000-point detachments. Teams will also be referred to as Imperial, Heretical, Xenos or Hybrid (see below).

ARMY SHOWCASE After the conclusion of tournament games on Saturday evening, Teams receiving Rank 5 (Showcase) honors will be invited to set up for display in a special section of the Convention Center where a panel of celebrity judges will assemble to award bonus points. Teams participating in the Army Showcase will be eligible for up to 10 bonus points. While participation is not mandatory, Teams declining this invitation will receive the base 50 points for Rank 5 and be ineligible to receive any bonuses. TACTICAL OBJECTIVE DECKS For this event, Tactical Objective decks should ONLY contain the 36 white cards. Remove the 18 shaded cards from the deck prior to the start of the tournament. Each Team will receive two custom Tactical Objectives decks at the start of the tournament. If lost, you will be required to purchase replacement decks for $10/each. TWISTS OF FATE Each Coalition will receive two Twists of Fate per game. This ability may be used to re-roll any of the following rolls regardless of the original result: Warlord Traits Mysterious Objectives Outflank Reserves Standard re-roll rules apply (pg. 5) second result counts and no single dice can be re-rolled more than once. Each unused Twist of Fate scores your Coalition 1 point. Certain missions may present alternative uses for Twists of Fate in the Mission Special Rules section. If a Twist of Fate is used to invoke an alternate Missions Special Rule, it may NOT be used for a re-roll later on and is considered spent for the purposes of scoring. WIPEOUTS AND CONCEDING In the case of a wipeout, the winning Army adds 10 Victory Points to their total and the game is scored normally. If one Army concedes the battle, the winning Army automatically receives 30 Battle Points and the losing Army receives 0 Battle Points. A NOTE ON UNITS FALLING BACK Units that fall back move directly towards their own table edge by the shortest route possible as described in the Warhammer 40,000 rulebook. As per the Warhammer 40,000 rulebook, units that are falling back are no longer considered Scoring Units and CANNOT control objectives and cannot claim the Linebreaker Secondary Objective. SCORING The maximum number of points each Team can score is 440, divided up as follows: Category Points % of Total Battle Points 300 68% Quiz 20 4% Sportsmanship Marks Special 0% Appearance 60 14% Theme & Display Base 60 14% Team Spirit Special 0% Each mission will define a number of objectives based on those presented in the Eternal War and custom Maelstrom missions which will generate Victory Points. The Victory Point differential will determine total Battle Points earned during each mission. Battle Points are a cumulative total of all mission results throughout the entire tournament. Note: Secondary Objectives and unused Twists of Fate are worth Victory Points, NOT Battle Points, when calculating mission results. TOURNAMENT SCHEDULE (FRI) 9:00PM 12:00AM Team Check-in & Table Assignments TOURNAMENT SCHEDULE (SAT) 7:00AM - 8:00AM Registration and Table Assignments* 7:00AM - 9:00AM Appearance, Theme & Spirit Judging 8:45AM Team Tournament Quiz 9:15AM - 12:150PM Game #1 12:15PM - 1:15PM Lunch / Appearance and Theme Judging 1:15PM - 4:15PM Game #2 4:15PM - 5:00PM Break 5:00PM - 8:00PM Game #3 8:30PM Army Showcase Setup 9:00PM 12:00AM Judge s Consideration and Public Display 12:00AM Conclusion of Army Showcase** TOURNAMENT SCHEDULE (SUN) 7:30AM 8:30AM Table Assignments 8:30AM 11:30AM Game #4 11:30AM 12:30PM Lunch 12:30PM 3:30PM Game #5 4:00PM Awards * Teams that checked in on Friday night must have their detachments, display base and any additional thematic elements set up at their assigned table and ready for a judge by 7:00AM Saturday morning. Appearance, Theme and Spirit Judging will start promptly. Only one representative from the Team needs to be present between 7:00AM and 9:00AM in order to answer questions regarding theme. ** All models and display elements must be retrieved at the conclusion of the Team Tournament Army Showcase.

BATTLE ORDERS BATTLE ORDERS 1. Terrain: Terrain is not fixed; Armies roll-off and alternate placing terrain. No piece of terrain may be placed within 4 of another piece of terrain or the board edge. 2. Maelstrom of War: For this event, Tactical Objective decks should ONLY contain the 36 white cards. Remove the 18 shaded cards from the deck prior to the start of the tournament. In missions that utilize the Tactical Objective deck, players should shuffle their deck and offer their opponent the opportunity to cut. At their discretion, players may also check that their opponent s deck contains the proper 36 unique cards. 3. Generate Pre-game Abilities: Determine Combat Squads, determine pre-game abilities such as Warlord Traits, Psychic Powers, Gifts of Mutation, Demonic Rewards and the like. When generating Warlord Traits, re-roll any roll that results in Tactical Trait: Master of Fate (#5). 4. Place Primary Objective Markers: Using Objective Markers 1-6, roll-off to see which Army 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. 5. Night Fighting: Either Army can declare that they wish to fight the battle at night. If either Army 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 Zones: Armies roll-off and the winner chooses his deployment zone/table half. 7. Determine Deployment Order: Armies roll-off and the winner decides who will deploy first and who will deploy second. 8. 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. 9. Determine First Turn: The Army that deployed first can choose to take the first or second turn; their opponent can attempt to Seize the Initiative. If the opposing 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, Mysterious Objectives and Reserves are in effect for all missions. * Fortifications now deploy with the rest of your army in your Deployment Zone. In general, Fortifications may not be placed in terrain and must be placed in an open area in the player s Deployment Zone, ignoring the minimum distance rules for terrain. If no such space exists in a player s Deployment Zone, a single piece of terrain may be shifted the minimum distance required to fit the Fortification. PRIMARY OBJECTIVE; MAELSTROM OF WAR Armies will score Victory Points throughout the game. These will primarily come from Maelstrom of War Tactical Objectives or other defined Primary Objectives. Additionally, armies will score Victory Points from Secondary Objectives such as Slay the Warlord, First Blood, Linebreaker or Warlord Traits such as Legendary Fighter. Both Armies begin the game with 15 Battle Points. At the end of the game, Armies will compare total Victory Points earned. The difference in Victory Points will be added to the winning Army s Battle Points and subtracted from the losing Army s Battle Points. Example: Army One scores 15 total Victory Points (10 from Maelstrom of War objectives, 2 from Through Attrition Victory, 2 from First Blood/Linebreaker and 1 from Legendary Fighter). Army Two scores 8 Victory Points. There is a 7 Victory Point Differential between the two Armies. The game is scored as such: o Army One: 22 Battle Points (15 starting +7 for Victory Point Differential) o Army Two: 8 Battle Points (15 starting -7 for Victory Point Differential) The Maximum score is 30 Battle Points; the minimum score is 0 Battle Points. In the case of a Wipeout, the surviving Army receives an additional 10 Victory Points to their total and the game is scored normally.

MISSION 1: BEYOND THE BLACK RIVER *** READ THE ENTIRE MISSION BEFORE SETTING UP *** DEPLOYMENT Please follow the Battle Orders and game length rules as presented in the Warhammer 40K Team Tournament Battle Orders sheet. Do not forget to place six Objective Markers! :: DAWN OF WAR :: MISSION SPECIAL RULES Mysterious Objectives (pg. 125) Night Fighting (pg. 124) Reserves (pg. 124) Twist of Fate (Alternate Use): Each Army may spend a Twist of Fate token whenever a Tactical Objective is generated to immediately discard it and draw a new Tactical Objective. PRIMARY OBJECTIVE Maelstrom of War: Each Army generates 1 Tactical Objective at the start of their first turn. If, at the start of their turn, an Army has fewer Active Tactical Objectives than the current turn number, they must generate a number of new Tactical Objectives until they have a number equal to the current turn number. Each Army scores Victory Points for achieving Tactical Objectives at the end of their turn. Each Army may discard 1 Tactical Objective at the end of their turn. SECONDARY OBJECTIVES 1. Slay the Warlord: If, at the end of the game, the enemy's Warlord has been removed as a casualty, your Army scores 1 Victory Point. 2. First Blood: The first unit to be completely destroyed during the game is worth 1 Victory Point to the opposing Army at the end of the game. 3. Linebreaker: If, at the end of the game, your Army has at least one model from one or more scoring units completely within 12 of the enemy s table edge, you score 1 Victory Point. 4. Through Attrition, Victory: At the end of the game your Army scores 1 Victory Point for every 3 full Wounds or Hull Points lost by an enemy Lord of War unit. 5. Twists of Fate: At the end of the game, your Army scores 1 Victory Point for each of their unused token (Maximum: 2). TURN 1 TURN 2 TURN 3 TURN 4 TURN 5 TURN 6 TURN 7 END TRACKER ARMY 1 ARMY 2

MISSION 2: THE DEVIL IN IRON *** READ THE ENTIRE MISSION BEFORE SETTING UP *** DEPLOYMENT Please follow the Battle Orders and game length rules as presented in the Warhammer 40K Team Tournament Battle Orders sheet. Do not forget to place six Objective Markers! :: VANGUARD STRIKE :: MISSION SPECIAL RULES Mysterious Objectives (pg. 125) Night Fighting (pg. 124) Reserves (pg. 124) Twist of Fate (Alternate Use): A unit may be assigned a Twist of Fate token during Step 3 of Battle Orders. That unit gains the Objective Secured special rule for the game. The Twist of Fate token is considered used and MAY NOT be utilized again for any other ability. PRIMARY OBJECTIVE Allied Table Quarters: To control a table quarter there must be a Scoring Unit from each Army Team Member in the table quarter at the end of the game and the quarter must not be contested. To contest a table quarter there must be at least one Scoring Unit from each Army Team Member in the table quarter. Units with the Objective Secured rule may control or contest a table quarter without its Coalition counterpart. At the end of the game, each Table Quarter is worth 7 Victory Points to the Army that controls it. SECONDARY OBJECTIVES 1. Objective Markers: At the end of the game, each Objective Marker is worth 2 Victory Points to the Army that controls it. 2. Slay the Warlord: If, at the end of the game, the enemy's Warlord has been removed as a casualty, your Army scores 1 Victory Point. 3. First Blood: The first unit to be completely destroyed during the game is worth 1 Victory Point to the opposing Army at the end of the game. 4. Linebreaker: If, at the end of the game, your Army has at least one model from one or more scoring units completely within 12 of the enemy s table edge, you score 1 Victory Point. 5. Through Attrition, Victory: At the end of the game your Army scores 1 Victory Point for every 3 full Wounds or Hull Points lost by an enemy Lord of War unit. 6. Twists of Fate: At the end of the game, your Army scores 1 Victory Point for each of their unused token (Maximum: 2). TRACKER ARMY 1 ARMY 2 TABLE QUARTERS (# Controlled X 7 VP each) OBJECTIVES MARKERS (# Controlled X 2 VP Each) END Notes on Table Quarters: Table quarters are determined by drawing two lines through the center of the battlefield, parallel to the table edges. A unit may only control or contest ONE table quarter at a time. If a unit is spread between multiple table quarters, the unit is considered to control or contest the table quarter containing a MAJORITY of that unit. If this is unclear, then randomly determine which table quarter the unit is controlling or contesting.

MISSION 3: RED SHADOWS *** READ THE ENTIRE MISSION BEFORE SETTING UP *** DEPLOYMENT Please follow the Battle Orders and game length rules as presented in the Warhammer 40K Team Tournament Battle Orders sheet. Do not forget to place six Objective Markers! :: HAMMER AND ANVIL :: MISSION SPECIAL RULES Mysterious Objectives (pg. 125) Night Fighting (pg. 124) Reserves (pg. 124) Twist of Fate (Alternate Use): Twists of Fate may be assigned to up to two different units during Step 3 of Battle Orders. Once every turn, each unit bearing a Twist of Fate token may add 1 Victory Point to any Tactical Objective they aided in achieving that turn. The Twist of Fate token is considered used and MAY NOT be utilized again for any other ability. PRIMARY OBJECTIVE Maelstrom of War: Each Army generates 1 Tactical Objective at the start of their first turn. If, at the start of their turn, an Army has fewer than 3 Active Tactical Objectives, they must generate new Tactical Objectives until they have a total of 3. Each Army scores Victory Points for achieving Tactical Objectives at the end of their turn. Each Army may discard 1 Tactical Objective at the end of their turn. SECONDARY OBJECTIVES 1. Slay the Warlord: If, at the end of the game, the enemy's Warlord has been removed as a casualty, your Army scores 1 Victory Point. 2. First Blood: The first unit to be completely destroyed during the game is worth 1 Victory Point to the opposing Army at the end of the game. 3. Linebreaker: If, at the end of the game, your Army has at least one model from one or more scoring units completely within 12 of the enemy s table edge, you score 1 Victory Point. 4. Through Attrition, Victory: At the end of the game your Army scores 1 Victory Point for every 3 full Wounds or Hull Points lost by an enemy Lord of War unit. 5. Twists of Fate: At the end of the game, your Army scores 1 Victory Point for each of their unused token (Maximum: 2). TURN 1 TURN 2 TURN 3 TURN 4 TURN 5 TURN 6 TURN 7 END TRACKER ARMY 1 ARMY 2

MISSION 4: THE HOUR OF THE DRAGON *** READ THE ENTIRE MISSION BEFORE SETTING UP *** DEPLOYMENT Please follow the Battle Orders and game length rules as presented in the Warhammer 40K Team Tournament Battle Orders sheet. Do not forget to place six Objective Markers! Note: Twists of Fate tokens are spent directly after placing Objective Markers! :: DAWN OF WAR :: MISSION SPECIAL RULES Mysterious Objectives (pg. 125) Night Fighting (pg. 124) Reserves (pg. 124) Twist of Fate (Alternate Use): After Objective Markers are placed during Step 4 of Battle Orders, you may place a Twist of Fate token on any Objective Marker. At the end of the game, the value of this Objective Marker is doubled (4 Victory Points) for the Army that controls it. Note: No more than one Twist of Fate token may be placed on any single Objective Marker. PRIMARY OBJECTIVE Kill Points: At the end of the game, each Army scores 1 Victory Point for each enemy unit that has been completely destroyed. SECONDARY OBJECTIVES 1. Objective Markers: At the end of the game, each Objective Marker is worth 2 Victory Points to the Army that controls it. 2. Slay the Warlord: If, at the end of the game, the enemy's Warlord has been removed as a casualty, your Army scores 1 Victory Point. 3. First Blood: The first unit to be completely destroyed during the game is worth 1 Victory Point to the opposing Army at the end of the game. 4. Linebreaker: If, at the end of the game, your Army has at least one model from one or more scoring units completely within 12 of the enemy s table edge, you score 1 Victory Point. 5. Through Attrition, Victory: At the end of the game your Army scores 1 Victory Point for every 3 full Wounds or Hull Points lost by an enemy Lord of War unit. 6. Twists of Fate: At the end of the game, your Army scores 1 Victory Point for each of their unused token (Maximum: 2). TRACKER ARMY 1 ARMY 2 KILL POINTS OBJECTIVES MARKERS SECONDARY OBJECTIVES END

MISSION 5: A WITCH SHALL BE BORN *** READ THE ENTIRE MISSION BEFORE SETTING UP *** DEPLOYMENT Please follow the Battle Orders and game length rules as presented in the Warhammer 40K Team Tournament Battle Orders sheet. Do not forget to place six Objective Markers! :: VANGUARD STRIKE :: MISSION SPECIAL RULES Mysterious Objectives (pg. 125) Night Fighting (pg. 124) Reserves (pg. 124) Twist of Fate (Alternate Use): Whenever you draw a Tactical Objective card titled Secure Objective, you may place a Twist of Fate token on the card to change the objective number to a value of your choosing (1-6) through the end of your game turn. Additionally, this Tactical Objective now scores +1 Victory Point. PRIMARY OBJECTIVE Maelstrom of War: Each Army generates 1 Tactical Objective at the start of their first turn. If, at the start of their turn, an Army has fewer than 3 Active Tactical Objectives, they must generate new Tactical Objectives until they have a total of 3. Special: After the first turn, if an Army controls more Objective Markers than the opposing Army at the start of their turn, they may draw 1 additional Tactical Objective. Each Army scores Victory Points for achieving Tactical Objectives at the end of their turn. Each Army may discard 1 Tactical Objective at the end of their turn. SECONDARY OBJECTIVES 1. Slay the Warlord: If, at the end of the game, the enemy's Warlord has been removed as a casualty, your Army scores 1 Victory Point. 2. First Blood: The first unit to be completely destroyed during the game is worth 1 Victory Point to the opposing Army at the end of the game. 3. Linebreaker: If, at the end of the game, your Army has at least one model from one or more scoring units completely within 12 of the enemy s table edge, you score 1 Victory Point. 4. Through Attrition, Victory: At the end of the game your Army scores 1 Victory Point for every 3 full Wounds or Hull Points lost by an enemy Lord of War unit. 5. Twists of Fate: At the end of the game, your Army scores 1 Victory Point for each of their unused token (Maximum: 2). TURN 1 TURN 2 TURN 3 TURN 4 TURN 5 TURN 6 TURN 7 END TRACKER ARMY 1 ARMY 2

TEAM TOURNAMENT RECORD OF BATTLE This sheet is strictly for your Team s use to record the results of each mission and is purely optional. It does not need to be turned in to the tournament judges. MISSION 1: OPPONENTS ARMY: ARMY: UNUSED TWISTS OF FATE Slay the Warlord First Blood Linebreaker MISSION 2: NOTES: OPPONENTS ARMY: ARMY: UNUSED TWISTS OF FATE Slay the Warlord First Blood Linebreaker MISSION 3: NOTES: OPPONENTS ARMY: ARMY: UNUSED TWISTS OF FATE Slay the Warlord First Blood Linebreaker MISSION 4: NOTES: OPPONENTS ARMY: ARMY: UNUSED TWISTS OF FATE Slay the Warlord First Blood Linebreaker MISSION 5: NOTES: OPPONENTS ARMY: ARMY: UNUSED TWISTS OF FATE Slay the Warlord First Blood Linebreaker NOTES: TOURNAMENT S SECONDARY OBJECTIVES UNUSED TWISTS OF FATE Slay the Warlord First Blood Linebreaker

RESULTS FOR MISSION 5: A WITCH SHALL BE BORN TEAM NAME TABLE NO FINISH?* * Finished games are those that are ended by a Variable Game Length die roll (pg. 122) or where all 7 game turns were fully played out. OPPONENT S Yes No OPPONENT S In the case of a Wipeout, the surviving player receives an additional 10 Victory Points to their total and the game is scored normally. STARTING SECONDARY Check all Secondary Objectives achieved by your Army regardless of outcome: SLAY THE WARLORD FIRST BLOOD LINEBREAKER Have your opponent double check your results above. Have them sign below and acknowledge that the results circled above are accurate and correct. Opponent s Signature: *** STOP *** DO NOT FILL THIS OUT UNTIL GAME RESULTS HAVE BEEN DOUBLE-CHECKED AT THE JUDGE S BOOTH Now, in private, rate your Opponent s Sportsmanship by circling the appropriate mark below. Do NOT share these results with your opponent. Remember to record your opponent s name on the sheet provided. Positive Average Negative SPORTSMANSHIP MARK Fantastically Brilliant Game! Reserved for the truly special games of Warhammer. Your opponent went well beyond the call of duty, was incredibly sporting and honestly made additional effort to provide a fantastic game. This is just the type of person you would want in your local gaming club. Players receiving the most net positives mark are eligible to win Best Sportsmanship. Perfectly Decent Game of Warhammer. This should encompass a majority of your marks. This covers most normal games of Warhammer. Your opponent was relatively sporting, came prepared to play and put forth a good effort to amicably resolve rules disputes. Just A Terribly Awful Game! While difficult to describe, these games are bound to happen. Reserved for the worst of the worst, you should only award this mark in the direst of circumstances. This mark should be an evaluative negative on your opponent s sportsmanship only and should NEVER be a reflection on the final results of the game.

RESULTS FOR MISSION 4: THE HOUR OF THE DRAGON TEAM NAME TABLE NO FINISH?* * Finished games are those that are ended by a Variable Game Length die roll (pg. 122) or where all 7 game turns were fully played out. OPPONENT S Yes No OPPONENT S In the case of a Wipeout, the surviving player receives an additional 10 Victory Points to their total and the game is scored normally. STARTING SECONDARY Check all Secondary Objectives achieved by your Army regardless of outcome: SLAY THE WARLORD FIRST BLOOD LINEBREAKER Have your opponent double check your results above. Have them sign below and acknowledge that the results circled above are accurate and correct. Opponent s Signature: *** STOP *** DO NOT FILL THIS OUT UNTIL GAME RESULTS HAVE BEEN DOUBLE-CHECKED AT THE JUDGE S BOOTH Now, in private, rate your Opponent s Sportsmanship by circling the appropriate mark below. Do NOT share these results with your opponent. Remember to record your opponent s name on the sheet provided. Positive Average Negative SPORTSMANSHIP MARK Fantastically Brilliant Game! Reserved for the truly special games of Warhammer. Your opponent went well beyond the call of duty, was incredibly sporting and honestly made additional effort to provide a fantastic game. This is just the type of person you would want in your local gaming club. Players receiving the most net positives mark are eligible to win Best Sportsmanship. Perfectly Decent Game of Warhammer. This should encompass a majority of your marks. This covers most normal games of Warhammer. Your opponent was relatively sporting, came prepared to play and put forth a good effort to amicably resolve rules disputes. Just A Terribly Awful Game! While difficult to describe, these games are bound to happen. Reserved for the worst of the worst, you should only award this mark in the direst of circumstances. This mark should be an evaluative negative on your opponent s sportsmanship only and should NEVER be a reflection on the final results of the game.

RESULTS FOR MISSION 3: RED SHADOWS TEAM NAME TABLE NO FINISH?* * Finished games are those that are ended by a Variable Game Length die roll (pg. 122) or where all 7 game turns were fully played out. OPPONENT S Yes No OPPONENT S In the case of a Wipeout, the surviving player receives an additional 10 Victory Points to their total and the game is scored normally. STARTING SECONDARY Check all Secondary Objectives achieved by your Army regardless of outcome: SLAY THE WARLORD FIRST BLOOD LINEBREAKER Have your opponent double check your results above. Have them sign below and acknowledge that the results circled above are accurate and correct. Opponent s Signature: *** STOP *** DO NOT FILL THIS OUT UNTIL GAME RESULTS HAVE BEEN DOUBLE-CHECKED AT THE JUDGE S BOOTH Now, in private, rate your Opponent s Sportsmanship by circling the appropriate mark below. Do NOT share these results with your opponent. Remember to record your opponent s name on the sheet provided. Positive Average Negative SPORTSMANSHIP MARK Fantastically Brilliant Game! Reserved for the truly special games of Warhammer. Your opponent went well beyond the call of duty, was incredibly sporting and honestly made additional effort to provide a fantastic game. This is just the type of person you would want in your local gaming club. Players receiving the most net positives mark are eligible to win Best Sportsmanship. Perfectly Decent Game of Warhammer. This should encompass a majority of your marks. This covers most normal games of Warhammer. Your opponent was relatively sporting, came prepared to play and put forth a good effort to amicably resolve rules disputes. Just A Terribly Awful Game! While difficult to describe, these games are bound to happen. Reserved for the worst of the worst, you should only award this mark in the direst of circumstances. This mark should be an evaluative negative on your opponent s sportsmanship only and should NEVER be a reflection on the final results of the game.

RESULTS FOR MISSION 2: THE DEVIL IN IRON TEAM NAME TABLE NO FINISH?* * Finished games are those that are ended by a Variable Game Length die roll (pg. 122) or where all 7 game turns were fully played out. OPPONENT S Yes No OPPONENT S In the case of a Wipeout, the surviving player receives an additional 10 Victory Points to their total and the game is scored normally. STARTING SECONDARY Check all Secondary Objectives achieved by your Army regardless of outcome: SLAY THE WARLORD FIRST BLOOD LINEBREAKER Have your opponent double check your results above. Have them sign below and acknowledge that the results circled above are accurate and correct. Opponent s Signature: *** STOP *** DO NOT FILL THIS OUT UNTIL GAME RESULTS HAVE BEEN DOUBLE-CHECKED AT THE JUDGE S BOOTH Now, in private, rate your Opponent s Sportsmanship by circling the appropriate mark below. Do NOT share these results with your opponent. Remember to record your opponent s name on the sheet provided. Positive Average Negative SPORTSMANSHIP MARK Fantastically Brilliant Game! Reserved for the truly special games of Warhammer. Your opponent went well beyond the call of duty, was incredibly sporting and honestly made additional effort to provide a fantastic game. This is just the type of person you would want in your local gaming club. Players receiving the most net positives mark are eligible to win Best Sportsmanship. Perfectly Decent Game of Warhammer. This should encompass a majority of your marks. This covers most normal games of Warhammer. Your opponent was relatively sporting, came prepared to play and put forth a good effort to amicably resolve rules disputes. Just A Terribly Awful Game! While difficult to describe, these games are bound to happen. Reserved for the worst of the worst, you should only award this mark in the direst of circumstances. This mark should be an evaluative negative on your opponent s sportsmanship only and should NEVER be a reflection on the final results of the game.

RESULTS FOR MISSION 1: BEYOND THE BLACK RIVER TEAM NAME TABLE NO FINISH?* * Finished games are those that are ended by a Variable Game Length die roll (pg. 122) or where all 7 game turns were fully played out. OPPONENT S Yes No OPPONENT S In the case of a Wipeout, the surviving player receives an additional 10 Victory Points to their total and the game is scored normally. STARTING SECONDARY Check all Secondary Objectives achieved by your Army regardless of outcome: SLAY THE WARLORD FIRST BLOOD LINEBREAKER Have your opponent double check your results above. Have them sign below and acknowledge that the results circled above are accurate and correct. Opponent s Signature: *** STOP *** DO NOT FILL THIS OUT UNTIL GAME RESULTS HAVE BEEN DOUBLE-CHECKED AT THE JUDGE S BOOTH Now, in private, rate your Opponent s Sportsmanship by circling the appropriate mark below. Do NOT share these results with your opponent. Remember to record your opponent s name on the sheet provided. Positive Average Negative SPORTSMANSHIP MARK Fantastically Brilliant Game! Reserved for the truly special games of Warhammer. Your opponent went well beyond the call of duty, was incredibly sporting and honestly made additional effort to provide a fantastic game. This is just the type of person you would want in your local gaming club. Players receiving the most net positives mark are eligible to win Best Sportsmanship. Perfectly Decent Game of Warhammer. This should encompass a majority of your marks. This covers most normal games of Warhammer. Your opponent was relatively sporting, came prepared to play and put forth a good effort to amicably resolve rules disputes. Just A Terribly Awful Game! While difficult to describe, these games are bound to happen. Reserved for the worst of the worst, you should only award this mark in the direst of circumstances. This mark should be an evaluative negative on your opponent s sportsmanship only and should NEVER be a reflection on the final results of the game.