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 New Map Leage at Epic Loot Starts 18 Jan 2013

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40Kwill
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Posts : 109
Join date : 2013-08-27

PostSubject: New Map Leage at Epic Loot Starts 18 Jan 2013   Wed Jan 08, 2014 6:35 am

Epic Loot 40k Team Map League Rules

Starting on January 18th (Enrolling qualifies you for a 10% League Discount at the store)

Background
Tendrils of a Tyranid Hive Fleet have begun to infiltrate the Kepler System. As the great darkness of the Shadow in the Warp extends across space all life is being extinguished. With this grave danger comes great opportunity. The system is riddled with valuable technology, resources, and even people to be rescued, eaten, or enslaved. Four alliances have risen to strip whatever they can from the system before the full force of the Hive Fleet consumes all life. Each of these forces is in a mad race to capture planets and extract prizes before they are mindlessly consumed by the Tyranids. One Alliance (The Fallen) includes those depraved or insane enough to believe they can join the Tyranids and share in the victory.

The Alliances and Codices used for each

The Imperium: Space Marines (All), Inquisition, Adepta Sororitas, Imperial Guard

Chaos: Chaos Space Marines, Chaos Daemons, Imperial Guard, Dark Angels (Fallen), Orks

Xenos: Dark Eldar, Eldar, Necrons, Tau, Inquisition, Orks

The Fallen: Tyranids, Imperial Guard, Inquisition, Tau, Dark Eldar, Chaos Daemons

Rules
This league will run for 12 weeks. The league begins on Sat. the 18th game weeks start Monday and end midnight Sunday. Games results for each week of play will be scored on Monday and mailed out to the list. At the end of each 4 week block the winning TEAM will be awarded the first place score. There will be three equal prizes over these three months. (i.e 3 teams get 1st place prizes).

SCORES reset after 4 weeks.

During the league, a player must choose ONE Alliance. This can change after 4 weeks of play but in each 4 week time slot you can only play in ONE Alliance. You can play ANY codex in that alliance but not ally outside of the Alliance. So a Fallen Alliance player can take Imperial Guard with Tau allies but not Eldar. While you’re welcome to play as many games as you’d like, only the first 3 games per week will count toward the league. If you play team games they count as 1 game per player.

I encourage multiple person games. Remember only one Alliance can win.

Alliances will score one point for each planet they control each week. After four weeks the Tyranids will scour the available planets destroying all life. Forces must move on to planets on the edge of the hive tendril. (I set up a new map of planets every four weeks).

Starting Games
Campaign turns go for one week. To begin a game, decide on an opponent and take a look at the map. Each player rolls a die and the player with the highest roll will determine where the fight takes place. If a planet is currently controlled by an Alliance, any game on that planet must include the controlling player. Otherwise, players can battle on any planet.

Once the location is determined, set up the board and roll a d6 once each for special rules and mission using the details below that correspond to the planet type on the map. Deployment is always determined per the book. Feel free to use special missions available from Dataslates etc. Some planets must be conquered by specific mission types (Apocalypse, Close Quarters Assault, Kill Team, etc).

City Planet
Terrain: Board should be 33-40% covered with ruins, buildings and roads.
Special Rules: 1-4 None. 5-6: Fires- Measure a 9” radius circle centered on the center of the table. Any ruin or building touched by this circle has caught fire due to shelling. It counts as dangerous terrain.
Mission: 1-4 roll for mission from book as normal.
5-6 Play “The Armory” – Place a large ruin in the center of the table to represent the armory. Each scoring unit in the armory is worth 3 points. A unit must have over ˝ of its total current models at least partially in the armory to count.

Dead Planet
Terrain: Board should be about 20% covered in craters, rubble and small ruins.
Special Rules: 1-4 None. 5: Radiated-Include 3 craters in the terrain. All craters are dangerous terrain. 6:Toxic Cloud- Place a 5” template in the center of the board to represent the toxic cloud. At the beginning of each player’s turn, move the cloud d6” in the direction of the scatter die. It remains stationary on a hit. Roll a die for any model touched by the cloud at any point during this movement. On a 6, the model takes a wound (no armor or cover saves) or a glancing hit.
Mission: 1-4 Roll for mission from the book as normal.
5-6: Warp Relic- Play the mission the relic, but the relic itself is highly unstable. Roll a d6 at the beginning of each player turn in which someone holds the relic and apply the following result:
1. The bearer spontaneously combusts. Remove the model and place the relic where he stood.
2. A force pulls the relic back toward its resting place. The bearer is moved 6” directly toward the center of the board, displacing any model it ends the move on. This does not count against the 6” the relic can be moved each turn.
3-4. No effect
5. The bearer gains a 4+ invulnerable save.
6. The bearer and his unit cannot cast or be effected by psychic powers.

Feudal Planet
Terrain: Board should be 25% covered with WH Fantasy type buildings/ruins, fences, woods
Special Rules: 1-4 None 5: Low fuel supplies- After the second turn, if a vehicle moves over 6” roll a d6. On a roll of a 1, it becomes immobilized. 6: The Birds: It’s amazing how many birds there are on this feudal planet. Any time a flyer zooms, roll a d6 at the end of its movement. On a 1, birds clog the engines and it takes a penetrating hit.
Mission: 1-4 Roll for mission from the book as normal.
5-6: King Maker- It’s easier to set up a puppet government than to waste a lot of resources on this place. Each player has 3 members of the royal family they are backing. Each member is considered an independent character (small base infantry) of your army with 1 attack and wound, Ld 7, 5+ save and a 3 for every other stat. These royals must start on the board at the beginning of the game, and no more than 1 can join the same squad (family squabbles). Each player gets 3 points for each of their royals left alive at the end of the game.

Space Station
Scour the Starfort Mission Page 350 BRB
or
Crusade of Fire first mission

Space Hulk
Close Quarters Combat Mission See posted mission or download it)

Small Moon
Must play Apocalypse with minimum of 5000 points per side.

Unusual Planet
Must use a special mission from the BRB page 346- OR any supplement

Gas Giant
Only battles with flyers as per the Death from the Skyies rules

Mad Rush for the Relic
This battle is fought on the surface of a small asteroid. It is a battle between all four Alliances. Use the Carnage Mission from Black Library.

Space Station Recon
A deserted station must be quickly assessed for capture
Kill Team (See Datasheet by Black Library)

Death World
Use the Deathworld Missions

Ice Planet
Terrain: Board should be 25% covered with ice pillars (woods), frozen ponds/lakes (dangerous terrain), and small buildings
Special Rules: 1-4 None 5: White out- Heavy snows cause night fight turn one. Spotlights do not work. Night fight continues each turn on a 4+ but will not come back once it is ended. Freezing winds: Driving winds buffet the battlefield. Deep striking and barrage weapons roll an additional d6 deviation. All flyers and FMC treat all movement at dangerous.
Mission: 1-4 Roll for mission from the book as normal.
5-6 Recovery and Extraction: The battle begins as a scouting engagement, but the mission changes after a prototype aircraft is destroyed in an ice storm overhead. Each side then scrambles to recover the falling wreckage. At the start of the 3rd turn, place 5 objective markers so that one is in the center of the table and the others are 18” from each corner directly toward the center of the board. Then scatter each objective 2d6” (it still moves, following the small arrow on a hit) and place a small blast over the final location. Any unit under the blast takes one Str8 Ap2 hit for every model touched. Vehicles are hit on their side. Each objective is then treated as normal and is worth 3 points.

Industrial Planet
Terrain: Board should be 25% covered with a handful of large ruins, rubble, debris
Special Rules: 1-4 None 5: Chemical Pools- Place two ponds near the center of the board. These count as difficult and dangerous terrain. 6: Toxic Cloud- As per Dead Planet
Mission: 1-4 Roll for mission from the book as normal.
5-6: Industrial Energy Cells – Both sides are fighting to recover the industrial energy cells left behind at this site. Place 5 objective markers so that one is in the center of the table and the others are 18” from each corner directly toward the center of the board. Each of these counts as a relic worth 3 points.

Jungle Planet
Terrain: Board should be 33-40% covered with woods and a few ruins.
Special Rules: 1-4 None 5: Rainforest- the ground is perpetually wet and boggy. Non skimmer/flying vehicles count all movement as through difficult. 6: It’s alive- All woods count as carnivorous per the mysterious terrain result.
Mission: 1-4 Roll for mission from the book as normal.
5-6: Shrooms – The woods are filled with potent psychoactive mushrooms that have potential military uses. Each player is attempting to secure the woods and the mushrooms they contain. 6 woods should be used as terrain (in addition to non woods terrain for normal terrain coverage), and players score 2 points for each wood they control at the end of the game. A scoring unit must have over ˝ of its total current models at least partially in a wood with no scoring/contesting enemy model to control it. In addition, each player may nominate one non-vehicle unit to sample the product prior to battle. This unit is at -1 to WS/BS, is I 1, becomes fearless and gains Feel no Pain.

Mining Planet
Terrain: Board should be 25% covered with hills, rock formations, ruins, rubble
Special Rules: 1-4 None 5-6: Gases have built up in the tunnels. Every objective is treated as trapped per the mysterious objectives rules.
Mission: 1-4 Roll for mission from the book as normal.
5-6: Mines- Rules are as per crusade. In addition, each objective counts as a mineshaft. At the end of the movement phase, a unit consisting of only non-bulky infantry can “embark” into the mineshaft if all models are within 3” of the objective. The unit is then considered to be in ongoing reserves. The following turn, that unit must enter the board as though disembarking from a vehicle from any mineshaft. A unit may not arrive from a mineshaft with an enemy model within 2” of the mineshaft. If a unit cannot emerge from any mineshaft, it is destroyed. Units can’t reenter a mineshaft the same turn that they emerged.

Penal World
Terrain: Board should be 25% covered with buildings/ruins, fences, defense lines, etc.
Special Rules: 1-4 None 5-6: Psychic Suppression- In an attempt to keep the psychic prisoners in check, psychic suppression units are installed throughout the area. All psychic tests are made at -1 leadership.
Mission: 1-4 Roll for mission from the book as normal.
5-6 Bastille Day- This penal colony was established to house the mentally twisted i.e. psychic. Place a building approximately 12”x12” square in the center of the table. It counts as impassable terrain and an AV13 building that can’t be destroyed. Each penetrating hit against the building allows a single psyker to escape through the breach. For each penetrating hit, place a psyker model in base contact with the building as close as possible to the unit causing the penetrating hit. No more than 3 psykers can ever be released in any one phase.
Each psyker is considered a level 1 psyker independent character (small base infantry) with 1 attack and wound, Ld 8, 5+ save and a 3 for every other stat. Each has a witchfire attack that is range 18”, d6 shots at Str4/AP5. At the beginning of each player turn, each psyker not in a squad moves d6” in a random direction (doesn’t move if a hit is rolled or the move would go through impassable). If not joined to a unit, the psyker will join any unit that is within 2” of him at the end of the movement phase (counts all armies as battle brothers). At the end of the game, each player gets 1 point for every psyker joined to one of their units.

Controlling Planets
A player who wins a game on a planet will score a control point. This should be marked on the weekly tracker next to the map. At the end of each week, the Alliance with the most control points for each planet will seize control of it. If multiple players have the same number of control points, the planet remains neutral or in the control of the Alliance who currently controls it (unless the controlling Alliance is not tied for most control points in which case it becomes neutral). All control points reset at the end of each week, but Alliances maintain control of conquered planets until they are taken.

BONUS POINTS

If you donate 1 piece of terrain you will get a bonus point for your Alliance that week. This can only be done once per 4 weeks.

If you recruit and sign up a new league member you will get 1 point for your team if they are in your alliance and TWO points if they play in one of the opposing alliances.



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