DAY ONE Check In: 10:00am Round One: 10:30am-1:30pm Lunch: 1:30pm-2:00pm Round Two: 2:00pm-5:00pm Round Three: 5:15pm-8:15pm End of Day One: Brackets Generated: (5 Brackets of 8) Day Two Round Four: 10:15am-1:15pm Lunch: 1:15pm-2:00pm Display your Armies along with a copy of your list which includes your name. Take your time to check out the armies, then fill out your favorite armies voting sheet. Round Five: 2:00pm-5:00pm Round Six: 5:15pm-8:15pm Awards Ceremony: 8:30pm
40K Tournament Format Every scenario has a total of 10 possible points. Whoever has the most points, wins. Equal points is a tie. There are no degrees of victory, winning by 1 point or 10 is counted the same. The tournament is W/L/D format, with accumulated points used to determine standings within a given final bracket. For example, if you end the event with a 4-3 record, you will be ranked within that bracket according to how many battle points you accumulated throughout the event. The official scoring is 1,000pts for a win, 500pts for a tie and then accumulated points within the game. So, a player with a 4-3 record who accumulated 7 points in each of his 7 games would end with a final score of (4,049points). We score it this way so that the W/L/D record trumps accumulated points, but points earned throughout the tournament matter in determining your precise ranking in the event. Pairings are Swiss style, based on strength of schedule. Scenarios Each scenario is built using two book missions played simultaneously with all 3 book bonus points. Each mission is distinct. For example, Heavy Support units in Big Guns Never Tire can not take the Relic. Winning one mission earns that player its points. If a mission is tied, neither player earns the points. Any bonus points earned via Warlord traits, etc. apply to the primary mission only. For example, if your Warlord becomes a scoring unit, that will only apply to the primary mission.
In the Scouring, each player places 2 objectives in their opponent’s deployment zone and 1 outside of either player’s deployment zone following normal objective placement rules (6 total on the board for the Scouring). Each player has a 1, 2, and 3 point objective, which are revealed just before the roll to seize the initiative as normal. You will end up with 2 objectives in no man’s land, and 2 in each deployment zone. Destroying fast attack choices counts for points to this mission. In Big Guns Never Tire, each player places 2 objectives, one in their own deployment zone, the other in their opponent’s following normal objective placement rules (4 total for this objective on the table). You will end up with 2 in each deployment zone. Destroying Heavy Support choices counts for points to this mission. Book bonus points are added to the total, not to each mission. For example, if you win the Primary mission, lose the Secondary Mission, and get First Blood, Slay the Warlord, but not Linebreaker, you would have scored 6 points total (4 for primary, 0 for secondary and 2 of the 3 book bonus points for 6 total). You will have a score sheet for each scenario that makes tallying the points very straightforward. Other Scenario Info All Fortifications are allowed. If you are placing a large Fortification that would displace a piece of terrain already on the board, simply remove it. Mysterious objectives are used. Mysterious Terrain is not used. If you roll your Warlord trait out of the BRB, you roll once and choose any trait with that number. If rolling out of a codex, generate the trait as normal.
Mission Order of Operations Roll for Warlord Traits and generate Psychic powers. Each player rolls 1D6, chooses any of the three Warlord Traits with that number for their trait. If rolling from a codex Warlord Table, roll for the power as normal. Roll for Night Fighting. Roll for Sides. The player rolling highest chooses their deployment zone (but does not yet deploy their army, as normal) and deploys any Fortifications. The player going second then does the same. Place objectives, with the player that chose their deployment zone first, placing the first objective. This can be any objective. The Relic automatically goes in the middle and is placed before any other objectives. Roll for first turn. First player deploys, then the second player deploys as per the normal BRB. Second player may attempt to seize.
Score Tracking Sheet (Optional): Round
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Bonus: Warlord, Linebreaker, First Blood
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Time: 10:30am-1:30pm Primary: Emperor’s Will (4pts) Secondary: Crusade (3pts): Deployment: Dawn of War There are always 3 Crusade Objectives placed outside of either player’s deployment zone. Emperor’s Will objectives are placed in each player’s own deployment zone.
Time: 2pm-5pm Primary: The Scouring (4pts) Secondary: Purge the Alien (3pts) Deployment: Hammer and Anvil There are always 6 objectives for The Scouring, 2 of which must always go outside either player’s deployment zone. See scenario guidelines.
Time: 5:15pm-8:15pm Primary: The Relic (4pts) Secondary: Big Guns Never Tire (3pts): Deployment: Vanguard There are always 4 objectives for Big Guns Never Tire. See scenario guidelines.
Time: 10:15am-1:15pm Primary: Crusade (4pts) Secondary: Emperor’s Will (3pts) Deployment: Dawn of War There are always 3 Crusade Objectives placed outside of either player’s deployment zone. Emperor’s Will objectives are placed in each player’s own deployment zone.
Primary: Purge the Alien (4pts) Secondary: The Scouring (3pts) Deployment: Vanguard Strike. There are always 6 objectives for The Scouring, 2 of which must always go outside either player’s deployment zone. See scenario guidelines.
Primary: Big Guns Never Tire (4pts) Secondary: The Relic (3pts) Deployment: Hammer and Anvil There are always 4 objectives for Big Guns Never Tire. See scenario guidelines.
Have your opponent initial these off after each game. The person with the most achievements will be the Master of Achievements and win a trophy! You can only get each achievement once. Achievements Burn Out – Kill your psyker from a failed psychic test. Better Late Than Never - Have a unit that was reserved enter a game on turn 4 or later. Demolition Man - Destroy an opponent’s walker with a grenade in close combat. Drivers Ed - Perform a tank shock that results in an opponent’s unit falling back off their board edge or ending the game ‘Falling back’. Friendly fire… isn’t - Kill at least one of your own models with a scattered blast weapon that you fired. Godzilla vs. Mechagodzilla - Destroy an Opponents Walker or Monstrous Creature Unit with your own Monstrous Creature or Walker unit in close combat. Will This Challenge Never End! – Have a challenge last for more than 4 player turns. Last Man Standing - Capture (not just contest) an objective at the end of a game with a single scoring unit which consists of only one model. Metal bAwXes! – Have a vehicle survive the game with all its weapons destroyed and immobilized. Mulligan – Once one of your opponents phases has begun allow them to perform an action they forgot to perform in the previous phase (e.g. Cast Psychic powers after moving models). Private Johnson Must Die! – Get a precision strike on a unit, but apply and kill a normal troop model when it could have gone to a character or special weapon model. Nothing can stop the Juggernaut – Have a monstrous creature survive a game with only a single wound remaining. Alternatively, have a walker survive the game with only one hull point remaining. Wasted Trait – Get and choose a warlord trait that you cannot use. Second Thoughts - Have a unit regroup within 7’’ of your board edge. Serial Killer - In a single game have one unit destroy three other units of your opponents. Speed Daemons - With your opponent be the first table to finish you game and hand in your sheets for a round. I Can!....Er Cannot Make this Charge – Roll double 1’s for a charge where you needed 6” or less. The Duelist - Kill one of your opponents HQ units with one of your own. The Philanthropist - If given the option to place an opponent’s mishap deep striking unit, place it in the position they had originally intended it to drop. The Thespian - Role play your Army HQ or Leader for one game turn. Uphill battle - Lose three or more units during the first game turn. Wrong Turn at Albuquerque - Lose a unit to deep strike mishap.
Initial
Turn this in at the end of the event! Full Name: TOF Player ID: Favorite Opponents: (Sportsmanship) 1. 2. 3. Favorite Armies: (Painted) 1. 2. 3. Questions How would you rate this event overall? How would you rate the venue and facilities? What did you think of the event format? What did you think of the mission and rules? What did you think of the table set up and terrain? How do you think we handled prize support and distribution? How did you find the level of organization for the event? What did you think of Torrent of Fire?
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