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Death Fears ME!

Central Oregon Warhammer 40,000 Tournament Series – April 30, 2010

Emperor’s Tarot

Scenario 1
Hear No Evil! Special Rules
Infiltrate (pg. 92)

Deep Strike (pg. 95)

Night Fight is in effect throughout scenario.

(Note: this is due to the immense amount of electronic,


magnetic, and microwave signals generated by the Voice of
the Emperor Array. These forces will cause fluctuation in all
armies’ weapon systems: mechanical, bio-synthesized, or
warp generated.)

Length of Game
The game lasts 6 turns.

Victory Conditions:
Mission Massacre (20 pts)

Seize Ground (with the following modification:) You control 3 or more objectives than your opponent.

There will be automatically five (5) objectives. One, Voice of Major Win (17 pts)
the God Emperor Tower, will be placed in the center of the
table, and the other objectives, Voice of the God Emperor You control 2 more objectives than your opponent, or your
Towers, are placed in the center of the each table quarter. opponent has no more models on the table.
The objectives have the following rules: Minor Win (13 pts)
Voice of the God Emperor Towers You control 1 more objective than your opponent.
Is an ‘impassible building’ about 3" in diameter about 24" tall. Draw 10 (pts)

Deployment You control the same amount of objectives as your


opponent.
Spearhead (page 93 with the following modification: )
Battle Point Modifiers:
All models must stay 9” away from the center during
deployment. The player that deployed first must select one +1 BP for controlling your opponents 'command net' tower.
tower as their 'command net' tower within their deployment
zone (cannot be the central tower) prior to deploying. After
+1 BP for having your HQ contesting your opponents
the first player is done deploying, the player that is deploying
'command net' tower.
second must select one tower as their 'command net' tower
within their deployment zone (cannot be the central tower)
+1 BP for having more VPs than your opponent
prior to deploying.
(each unit is +1 VP)
Seize The Initiative (page 92) is in effect.
Death Fears ME! Central Oregon Warhammer 40,000 Tournament Series – April 30, 2010

Emperor’s Tarot

Scenario 2
a 'Destroyed' all 'Infantry' models are wounded on a +4 and
are allowed to take armor saves, if a model in the unit is
removed from play then that unit must take a 'pinning test' If
the Window of Strife is destroyed you must play the
remainder of the game in 'Night Fight', the Window of Strike
See No Evil! is then a normal 'ruin' but remains as an objective.

Deployment
Dawn of War

Seize The Initiative (page 92) is in effect.

Special Rules
Infiltrate (pg. 92)

Deep Strike (pg. 95)

Length of Game
The game lasts 6 turns.

Mission Victory Conditions


Capture and Control (with the following modification : ) Massacre (20 pts)

One objective is placed in the center of the table. You control the Window of Strife (building or ruin) and have
1750 or more Victory Points than your opponent.
The objectives have the following rules:
Major Win (17 pts)
Window of Strife
You control the Window of Strife (building or ruin) and have
1000 to 1749 Victory Points than your opponent.
Is a ‘building’ that is about 12-16" in diameter about 2-3
stories tall and contains a portal that once swallowed nearly
half of the planet. Now the portal has been contained but its Minor Win (13 pts)
potent power can still be harness or shrouded from the souls
of the innocent. You control the Window of Strife (building or ruin) and have
999 or less Victory Points than your opponent.
This 'building' must be targeted separately from the units
inside and counts as a concrete city building (AV13). Models Draw 10 (pts)
inside the Window of Strike are considered to be in a 'ruin'
with +3 cover save. The Window of Strife allows one ‘infantry Neither you nor your opponent controls the Window of Strife.
type’ unit and one ‘vehicle’ to occupy, units must be 10 or
less models in order to occupy. The Window of Strike has
two entries (one on each side) and has ten (10) firing points
Battle Point Modifiers:
for infantry and one (1) vehicle firing point on each half.
+1 BP for controlling the Window of Strife as a 'building' by
The Window of Strife must take must suffer four (4) the end of the game.
Damaged – Wreck and/or Destroyed – Explodes! results to
be destroyed. On any Destroyed – Explodes! result roll an +1 BP for occupying with a troop choice the Window of Strife
extra D6 for the size of the explosion. When the Window of first.
Strike receives a ‘Damaged’ or ‘Destroyed’ result, all
vehicles inside are ‘Crew Stunned’ on a 5+ and must take a +1 BP for being the first to destroy a unit occupying the
‘dangerous terrain test.’ When the Window of Strife receives Window of Strike.
Death Fears ME! Central Oregon Warhammer 40,000 Tournament Series – April 30, 2010

Emperor’s Tarot
Victory Conditions
Scenario 3 Massacre (20 pts)

Speak No Evil! You control 2 objectives more than your opponent or your
opponent has no more models on the table.

Major Win (17 pts)

You control 1 objective more than your opponent and have


more VPs than your opponent.

Minor Win (13pts)

You control 1 objective more than your opponent and have


less VPs than your opponent.

Draw (10 pts)

You control the same amount of objectives as your


opponent.

Battle Point Modifiers


+1 BP for having more models in your opponent’s
deployment zone than they have in your deployment zone.

+1 BP for having more than half of the troops you started


with in the beginning of the scenario.

+1 BP for occupying (any unit) the more buildings (or terrain


pieces) than your opponent.

Mission
Capture and Control

Deployment
Pitched Battle (page 92 with the following modification)

Attacker chooses their table half as their deployment zone


first and gets first turn. Attacker can deploy anywhere on
their table half up to 9” away from the center line of the table.
The Defender can deploy anywhere on their table half up to
9” away from the center line of the table and must deploy all
HQ choices in their deployment zone.

Seize The Initiative (page 92) is NOT in effect.

Outflank is NOT in effect.

Special Rules
Infiltrate (pg. 92)

Deep Strike (pg. 95)

Length of Game
The game lasts 6 turns.

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