2015 rules pack - holywarsgt · 2015 rules pack sponsored by ... model rules _____ 2 • 2,500...

11
2015 Rules Pack Sponsored By

Upload: others

Post on 25-Mar-2020

4 views

Category:

Documents


0 download

TRANSCRIPT

2015 Rules PackSponsored By

Mustering your army for the war _________________________________________________________________________________________________________________________

Model Rules _________________________________________________________________________________________________________________________________________________________________________

2

• 2,500 point closed list using the rules, guidelines and restrictions found in the 8th edition and The End Times rule books in addition to the rules below.

• Special Characters are allowed.• Undying Legions & Legion of Chaos army may be

taken (but players MUST have all armies books that are associated available for rules questions).

• Lore of Undeath is available to all wizards that can choose their lores (Doomfire Warlocks & Sisters of Thorne cannot use Lore of Undeath because their spells are already chosen for them).

• 50% Lords and Heroes are allowed.• Summoned models do not have fortitude for

scenario/secret mission objectives purposes.• Chaos Dwarfs from the Tamurkhan book are allowed.• Daemon and Warriors of Chaos units from

Tamurkhan are not allowed.• Dogs of War are not allowed.

• Formation Battle Scrolls are not allowed.• Scrolls of Binding are not allowed.• Any wizards that are allowed to choose their lore

at the start of the game may do so (i.e. Teclis can either take loremaster high magic or hand pick one from each of 8 lores).

• Skaven Grey Seers may pick spells from Ruin or Plague before each game but must tell the opponent how many from each lore they are taking.

All players must submit an army list to the Holy Wars Council by January 28th, 2015. Lists should be emailed to [email protected]. Please send the lists as a PDF output from an army building program like Army Builder or Quartermaster.

If players don’t submit their lists on time in the format stated above the player will be dock a sports point for each violation.

• All models must be painted to a 3 color minimum standard

• All models must be WYSIWYG (what you see is what you get).

• Non-GW models are acceptable and encouraged as long as they adhere to WYSIWYG.

• No proxy models allowed. A Treeman is not a Hellpit.• All summoned models must be displayed for

Players Choice and Paint Judging.• This includes summoned models from any Lore or

army special rules.• Any extra models that can be added during the

game must be fully painted and will be incorporated into your overall paint score. This includes Skaven Hellpit Rat Swarms and Rats from the 13th spell.

• Summoned models not painted and themed to the army can’t be used during the game (if you plan to raise 200 zombies or skeletons you better have 200 painted and themed to your army).

Any player lacking 3 color minimum will not be allowed to play. If any army has a unit that doesn’t meet the 3 color minimum those units cannot be used during the game and must be removed. VP’s for those units will go to the opponent.

Required Gear _______________________________________________________________

• Warhammer Rule book print or digital• Army book print or digital• FAQ for your army• 6 copies of you list one for each opponent at the

end of the game• Tape measure, dice, templates, pen and anything

else you need to play the game.

Any player lacking the above items will be docked a sports point.

Scoring _____________________________________________________________________________________________________________________________________________________________________________________

There are 100 points available over four categories

Attendance __________________________________________________________________________________________________________________________________________________________________________

10 points for showing up and playing all 6 games

Battle (Win, Lose, Draw) ____________________________________________________________________________________________________________________________________________

There are 30 points available over the 6 games using a Win, Lose, Draw scoring system. A player can get a maximum 5 points by winning the game and completing the Secret Mission and Scenario Battle Objective.3 points – Won by more than 100 VP2 points – Win by 1-100 VP or lose by 100-1 VP1 point – Lost by 101-299 VP0 points – Lost by 300 VP or more (ouch)1 point for completing the randomly determined Secret Mission Objective. 1 point for completing the Scenario Battle Objective.

Appearance __________________________________________________________________________________________________________________________________________________________________________

30 points available28 painting/modeling points available (see Painting Checklist to make sure you get your points!)2 points for the Best Army of the tournament.

Sportsmanship (30 points available) _____________________________________________________________________________________________________________________________

Awards _____________________________________________________________________________________________________________________________________________________________________________________

• Best Overall (Battle + Sports + Paint)• Best General (Highest Battle Points)• Best Sports (Highest Sports Score)• Best Army (Painting and Theme based on judges votes)• Best Appearance (The Highest Paint Score based on judges votes)• The Best Model (The best individual model based on judges votes)• The Best Hammer Hobbyist (The overall army that exemplifies the hobby we love based on judges votes)• Fan Favorite (Peer vote)

3

• 6 Favorite Opponent points available. – 1 point for each favorite opponent vote.• 12 Army list points available. – 2 points (army list was enjoyable to play against). – 1 point (army list was ok to play against). – 0 points (army list had an impact on my

enjoyment of the game)• 3 Participation points available. – 1 point for donating one or more items worth at

least $20 retail total to the Charity Raffle. – 1 point for purchasing a $20 Charity Re-roll die. – 1 point for voting for your favorite army.

• Etiquette: Each player starts with 9 points and lose one or more points for the following reasons:

– Submitting or changing your army list after the January 28th, 2015 deadline.

– Failing to start a game on time. – Turning in an illegible or incomplete scoresheet – Failing to submit your scoresheet on time – Failing to finish your game multiple times – Complaints from the Hampton Inn staff – Judge’s discretion – Arguing rules disputes – Failing to turn in Secret Mission card after game 6

Keep it Secret, Keep it Safe _____________________________________________________________________________________________________________________________________

In each player pack there will be a Secret Mission card with 10 possible secret missions. Each card will have a unique order for each player. Before each game the TO will randomly determine the mission number for the that game. No mission will be played twice during the tournament and players should keep their cards secret during the tournament. Player cards MUST be turned in at the end of the tournament with the final scoresheet.

Secret Missions __________________________________________________________________________________________________________________________________________________________________

ASSASSINATION: Kill enemy’s general in close combat

INTIMIDATION: Win a challenge by an overkill

POWER HUNGRY: Irresistible cast or irresistible dispel two spells

SNEAK ATTACK: Attack opponent’s general or his unit in the flank or rear

BLOOD THIRSTY: Attack one enemy unit with three of your units in one round of combat

INSANE COURAGE: Army General does not join a unit for the entire game

MINE’S BIGGER THAN YOURS: Win a combat by double your opponents combat resolution

EXTERMINATION: Win by 800+ VP’s

PSYCHOTIC RAGE: Declare two charges when an 10 through 12 is needed on the dice roll

SUICIDAL MISSION: Declare a charge with a Character from a unit

Grail Tokens __________________________________________________________________________________________________________________________________________________________________________

A unit with fortitude is the only unit that can pick up, move and capture the Grail Tokens. Units that are summoned, raised or turned magically (i.e. Dreaded 13th), do not count as having fortitude for purposes of capturing the Grail. A unit choosing to pick up the Grail Token immediately stops when it make contact with the Grail Token in the movement phase. Once a unit picks up the Grail Token it’s movement phase has ended. A unit can choose to move over the Grail Token without picking up the Grail Token but must end it’s move at least 1 inch from the Grail Token if it cannot clear the Grail Token it must stop 1 inch before the Grail Token. Furthermore, a unit cannot end their involuntary move within an inch of the grail (fleeing, failed charge, stupidity, or negative affect of spell). The Grail does not block the ability to move, march or charge.

Each table should have two Grail tokens (one for each player). Leave these tokens on the table after the game.

4

Game 1: The Quest Begins (Meeting Engagement)The Battlefield _______________________________________________

Before deployment players should verify terrain position using the map on the table card and review specific terrain rules. All terrain is marked and Holy War custom terrain rules are explained.

Grail Tokens __________________________________________________

A unit with fortitude is the only unit that can pick up, move and capture the Grail Tokens. Units that are summoned, raised or turned magically (i.e. Dreaded 13th), do not count as having fortitude for purposes of capturing the Grail. A unit choosing to pick up the Grail Token immediately stops when it make contact with the Grail Token in the movement phase. Once a unit picks up the Grail Token it’s movement phase has ended. A unit can choose to move over the Grail Token without picking up the Grail Token but must end it’s move at least 1 inch from the Grail Token if it cannot clear the Grail Token it must stop 1 inch before the Grail Token. The Grail does not block the ability to move, march or charge.

Each table should have two Grail tokens (one for each player). Leave these tokens on the table after the game.

Game Length ________________________________________________

The game will last 6 turns or until time is called. Do not start a new turn if both player turns cannot be completed before time expires.

Deployment __________________________________________________

Follow the rules for deployment for Meeting Engagement Scenario from the BRB.

Who Goes First ______________________________________________

As per the Meeting Engagement Scenario (page 149).

After deployment, the player that set up second rolls a dice. On a roll of 6 they can choose who has first turn. On a roll of 1-5 the player that set up first chooses who has first turn.

Scenario Rules _______________________________________________

Before rolling for deployment roll a D6 to determine which player places their Grail token first. The winning player may choose to have their opponent place their Grail token first. The Grail token is placed in the owning players deployment zone, no farther than 6 inches from front line of the deployment zone. Then follow the rules for deployment for Meeting Engagement Scenario from the BRB.

Victory Conditions _________________________________________

Secret Mission Objective: Randomly determined _____________________________________

+1 point if you successfully complete your secret mission

Scenario Objective Points: Capture Both Grails ________________________________________

+1 point if your army has captured both Grail Tokens by the end of the game.

Battle Results Battle Points

Won by more than 100 VP 3 points

Win by 1-100 or lose by 100-1 2 points

Lose by 101-299 1 points

Lost by 300 VP or more (ouch) 0 points

5

Game 2: Protect At All Costs (Dawn Attack)The Battlefield _______________________________________________

Before deployment players should verify terrain position using the map on the table card and review specific terrain rules. All terrain is marked and Holy War custom terrain rules are explained.

Grail Tokens __________________________________________________

A unit with fortitude is the only unit that can pick up, move and capture the Grail Tokens. Units that are summoned, raised or turned magically (i.e. Dreaded 13th), do not count as having fortitude for purposes of capturing the Grail. A unit choosing to pick up the Grail Token immediately stops when it make contact with the Grail Token in the movement phase. Once a unit picks up the Grail Token it’s movement phase has ended. A unit can choose to move over the Grail Token without picking up the Grail Token but must end it’s move at least 1 inch from the Grail Token if it cannot clear the Grail Token it must stop 1 inch before the Grail Token. The Grail does not block the ability to move, march or charge.

Each table should have two Grail tokens (one for each player). Leave these tokens on the table after the game.

Game Length ________________________________________________

The game will last 6 turns or until time is called. Do not start a new turn if both player turns cannot be completed before time expires.

Deployment __________________________________________________

Follow the rules for deployment for Dawn Attack Scenario from the BRB.

Who Goes First ______________________________________________

As per the Dawn Attack (page 145).

Roll off after deployment to see which player takes the first turn. The player that finished deploying his army first adds +1 to his roll.

Scenario Rules _______________________________________________

Before rolling for deployment roll a D6 to determine which player places their Grail token first. The winning player may choose to have their opponent place their Grail token first. The Grail token is placed anywhere in the owning players deployment zone. Then follow the rules for deployment for Dawn Attack Scenario from the BRB.

Victory Conditions _________________________________________

Secret Mission Objective: Randomly determined _____________________________________

+1 point if you successfully complete your secret mission

Scenario Objective Points: Protect At All Costs ________________________________________

+1 point if your army has captured your opponents Grail Token

Battle Results Battle Points

Won by more than 100 VP 3 points

Win by 1-100 or lose by 100-1 2 points

Lose by 101-299 1 points

Lost by 300 VP or more (ouch) 0 points

6

Side ARight Flank

Side ALeft FlankSide A Centre

Side BLeft Flank

18” 18”

18”

12”

12”

Side BRight FlankSide B Centre

18”

Game 3: Power of the Grail (Battle for the Pass)The Battlefield _______________________________________________

Before deployment players should verify terrain position using the map on the table card and review specific terrain rules. All terrain is marked and Holy War custom terrain rules are explained.

Grail Tokens __________________________________________________

A unit with fortitude is the only unit that can pick up, move and capture the Grail Tokens. Units that are summoned, raised or turned magically (i.e. Dreaded 13th), do not count as having fortitude for purposes of capturing the Grail. A unit choosing to pick up the Grail Token immediately stops when it make contact with the Grail Token in the movement phase. Once a unit picks up the Grail Token it’s movement phase has ended. A unit can choose to move over the Grail Token without picking up the Grail Token but must end it’s move at least 1 inch from the Grail Token if it cannot clear the Grail Token it must stop 1 inch before the Grail Token. The Grail does not block the ability to move, march or charge.

Each table should have two Grail tokens (one for each player). Leave these tokens on the table after the game.

Game Length ________________________________________________

The game will last 6 turns or until time is called. Do not start a new turn if both player turns cannot be completed before time expires.

Deployment __________________________________________________

Follow the rules for deployment for Battle for Pass Scenario from the BRB.

Who Goes First ______________________________________________

As per the Battle for the Pass (page 146).

Roll off after deployment to see which player takes the first turn. The player that finished deploying his army first adds +1 to his roll.

Scenario Rules _______________________________________________

After both sides have deployed but before vanguards place the Grail Token in contact with a core unit of your own choosing. This unit is now empowered with the strength of the Grail and gains +1 to movement (+2 for dwarfs) and units that can’t march can march if empowered by the Grail. This unit can never lose the grail unless the unit is destroyed or flees the board. If a unit flees from the board the Grail Token is immediately dropped at the front edge of the unit closest to the edge of the board. If the unit is destroyed another unit with fortitude can pick up the Grail token and attempt to complete the Scenario. Your unit must deliver the Grail to the protection of your kingdom by moving through your opponent’s deployment zone and off the table edge before the game ends. Once this unit leaves the battlefield it does not return for the remainder of the game, they are far too focused on returning the Grail to safety.

Victory Conditions _________________________________________

Secret Mission Objective:

Randomly determined _____________________________________

+1 point if you successfully complete your secret mission

Scenario Objective Points:

Power of the Grail __________________________________________

+1 point if a your unit carrying the Grail Token moves through your opponent’s deployment zone and off the table edge before the game ends.

Battle Results Battle Points

Won by more than 100 VP 3 points

Win by 1-100 or lose by 100-1 2 points

Lose by 101-299 1 points

Lost by 300 VP or more (ouch) 0 points

7

Game 4: Survival of the Fittest (Blood & Glory)The Battlefield _______________________________________________

Before deployment players should verify terrain position using the map on the table card and review specific terrain rules. All terrain is marked and Holy War custom terrain rules are explained.

Grail Tokens __________________________________________________

A unit with fortitude is the only unit that can pick up, move and capture the Grail Tokens. Units that are summoned, raised or turned magically (i.e. Dreaded 13th), do not count as having fortitude for purposes of capturing the Grail. A unit choosing to pick up the Grail Token immediately stops when it make contact with the Grail Token in the movement phase. Once a unit picks up the Grail Token it’s movement phase has ended. A unit can choose to move over the Grail Token without picking up the Grail Token but must end it’s move at least 1 inch from the Grail Token if it cannot clear the Grail Token it must stop 1 inch before the Grail Token. The Grail does not block the ability to move, march or charge.

Each table should have two Grail tokens (one for each player). Leave these tokens on the table after the game.

Game Length ________________________________________________

The game will last 6 turns or until time is called. Do not start a new turn if both player turns cannot be completed before time expires.

Deployment _________________________________________________

Follow the rules for deployment for Blood & Glory Scenario from the BRB. If you break your opponent’s fortitude the game does not end.

Who Goes First ______________________________________________

As per the Blood & Glory (page 148).

Roll off after deployment to see which player takes the first turn. The player that finished deploying his army first adds +1 to his roll.

Scenario Rules _______________________________________________

After both sides have deployed but before vanguards place the Grail token in contact with a unit with fortitude of your own choosing. This unit is charged with the Grail’s protection and gains a 6+ Ward Save that doesn’t stack. This unit can never lose the grail unless the unit is destroyed or flees the board. If a unit flees from the board the Grail Token is immediately dropped at the front edge of the unit closest to the edge of the board. If the unit is destroyed another unit with fortitude can pick up the Grail token and gain the 6+ Ward Save.

Victory Conditions _________________________________________

Secret Mission Objective:

Randomly determined _____________________________________

+1 point if you successfully complete your secret mission

Scenario Objective Points:

Survival of the Fittest _____________________________________

+1 point for if your enemy’s starting unit carrying the Grail Token is destroyed or made to flee off the board.

Breaking Fortitude Bonus ________________________________

If you break your opponent’s fortitude you are awarded an additional 300 VP’s

8

Battle Results Battle Points

Won by more than 100 VP 3 points

Win by 1-100 lose by 100-1 2 points

Lose by 101-299 1 points

Lost by 300 VP or more (ouch) 0 points

Game 5: Facing the Perils (Meeting Engagement)The Battlefield _______________________________________________

Before deployment players should verify terrain position using the map on the table card and review specific terrain rules. All terrain is marked and Holy War custom terrain rules are explained.

Grail Tokens __________________________________________________

A unit with fortitude is the only unit that can pick up, move and capture the Grail Tokens. Units that are summoned, raised or turned magically (i.e. Dreaded 13th), do not count as having fortitude for purposes of capturing the Grail. A unit choosing to pick up the Grail Token immediately stops when it make contact with the Grail Token in the movement phase. Once a unit picks up the Grail Token it’s movement phase has ended. A unit can choose to move over the Grail Token without picking up the Grail Token but must end it’s move at least 1 inch from the Grail Token if it cannot clear the Grail Token it must stop 1 inch before the Grail Token. The Grail does not block the ability to move, march or charge.

Each table should have two Grail tokens (one for each player). Leave these tokens on the table after the game.

Game Length ________________________________________________

The game will last 6 turns or until time is called. Do not start a new turn if both player turns cannot be completed before time expires.

Deployment __________________________________________________

Follow the rules for deployment for Meeting Engagement from the BRB.

Who Goes First ______________________________________________

As per the Meeting Engagement Scenario (page 149).

After deployment, the player that set up second rolls a dice. On a roll of 6 they can choose who has first turn. On a roll of 1-5 the player that set up first chooses who has first turn.

Scenario Rules _______________________________________________

Before rolling for deployment roll a D6 to determine which player places their Grail token first. The winning player may choose to have their opponent place their Grail token first. The Grail token is placed anywhere in opposing players deployment zone but no less than 6 inches from any board edge. Then follow the rules for deployment for Meeting Engagement Scenario from the BRB. A unit with fortitude must recover the Grail Token and deliver it to a Lord or Hero. The unit carrying the Grail Token must be within 1 inch of the Lord, Hero or their unit at the end of the Movement Phase in order to transfer the Grail Token to that unit.

Victory Conditions _________________________________________

Secret Mission Objective:

Randomly determined _____________________________________

+1 point if you successfully complete your secret mission

Scenario Objective Points:

Facing the Perils ____________________________________________

+1 point if a unit containing a Lord or Hero is carrying the Grail Token at the end of the game.

9

Battle Results Battle Points

Won by more than 100 VP 3 points

Win by 1-100 lose by 100-1 2 points

Lose by 101-299 1 points

Lost by 300 VP or more (ouch) 0 points

Game 6: Choose and Choose Wisely (Battle Line)The Battlefield _________________________________

Before deployment players should verify terrain position using the map on the table card and review specific terrain rules. All terrain is marked and Holy War custom terrain rules are explained.

Grail Tokens ___________________________________

A unit with fortitude is the only unit that can pick up, move and capture the Grail Tokens. Units that are summoned, raised or turned magically (i.e. Dreaded 13th), do not count as having fortitude for purposes of capturing the Grail. A unit choosing to pick up the Grail Token immediately stops when it make contact with the Grail Token in the movement phase. Once a unit picks up the Grail Token it’s movement phase has ended. A unit can choose to move over the Grail Token without picking up the Grail Token but must end it’s move at least 1 inch from the Grail Token if it cannot clear the Grail Token it must stop 1 inch before the Grail Token. The Grail does not block the ability to move, march or charge.

Each table should have three Grail Tokens for this scenario. Leave these tokens on the table after the game.

Game Length __________________________________

The game will last 6 turns or until time is called. Do not start a new turn if both player turns cannot be completed before time expires.

Deployment ___________________________________

Follow the rules for deployment for Battle Line from the BRB.

Who Goes First ______________________________________________

As per the Battleline (page 144).

Roll off after deployment to see which player takes the first turn. The player that finished deploying his army first adds +1 to his roll.

Scenario Rules _________________________________

Before rolling for deployment place the Grail Tokens on the center line of the board 12”, 36” and 60” from one of the short side edges of the board. Then follow the rules for deployment for Battle Line Scenario from the BRB.

Units that Scout or choose to use Vanguard cannot touch or pickup the Grail Token in the first turn.

When a unit with fortitude touches any of the Grail Tokens for the first time immediately roll a D6. On a 1-4 the Grail is a fake and crumbles to dust. On a 5-6 the unit has chosen wisely and discovered the true Grail. If the first Grail was fake, when a unit with fortitude touches the next Grail immediately roll a D6. On a 1-2 the Grail is a fake and crumbles to dust on a 3-6 the unit has chosen wisely and discovered the true Grail. When the Grail is found the remaining Grails crumble to dust and are removed from the board. If two Grails are proven to be fakes then the third is the true Grail.

Victory Conditions _____________________________

Secret Mission Objective:

Randomly determined __________________________

+1 point if you successfully complete your secret mission

Scenario Objective Points:

Choose; and Choose Wisely ____________________

+1 point if your unit has possession of the true Grail Token in your deployment zone by the end of the game.

10

Battle Results Battle Points

Won by more than 100 VP 3 points

win by 1-100 lose by 100-1 2 points

lose by 101-299 1 points

Lost by 300 VP or more (ouch) 0 points

Holy Wars Painting Checklist28 points are available

Category 1: Tabletop Quality (2 points for each, 10 points possible)

______ The army is entirely painted to a three color minimum standard.

______ Bases of models are textured to a basic level

______ When looking at the army it is visually cohesive

______ All units of more than a single model have appropriate movement trays

______ Movement trays are painted and flocked to a basic level

______/10

Category 2: Hobby Apprentice (1 points for each 10 points possible)

______ Painted scenic display board is used to present the army

______ Army is displayed with a themed name-plate/card including army title and player name

______ All models have consistent basing material/paint applied to all bases

______ Some models have intricate basing

______ Movement trays are painted and are consistent to the rest of the army basing scheme

______ Basic shading

______ Basic highlighting

______ Basic blending

______ Banners display use of basic freehand or decals

______ Basic details of models are painted (i.e. gems, eyes, arrow tips, etc)

______/10

Category 3: Hobby Master (2 points for each 8 points possible)

______ Army displays advanced painting techniques (blending, NMM, OSL, etc)

______ Army banners, flags and appropriate models are freehand painted to an extremely high level

______ Army models are converted and dynamically posed (kit bashing, green stuff sculpting, etc)

______ Army display board thematically tells a story using terrain or buildings

______/8

11