the first autumn offensive -...
TRANSCRIPT
The First Autumn Offensive
1.0 Introduction Welcome to the first Autumn Offensive. The AO is a one
day event that will capture players‟ imaginations, and
provide them with challenges that are not every day on the
table.
During the AO, you will be playing 6 games of
Warhammer 40,000 with a variety of missions and
challenges. The event is meant as a relaxing event without
the die-hard rigidness of two-day events. So step up to the
plate, enjoy your games, and have a (large) blast (marker)!
Many of the rules are common for all of our events. They
are included here for completeness, are probably redundant,
and will never be used. Bu they are included all the same.
The Autumn Offensive will not be included in any form of
rankings system, national, local or otherwise. This is final!
2.0 The Most Important Rule
EVERY player is required to read the Most Important Rule prior to AO. This rule can be
found on page 2 of the Warhammer 40,000 rule book. It should be remembered at all times.
“Don‟t be a dick”.
3.0 Before the Autumn Offensive
3.1 Army rosters
You must create an army for the AO which will be used though out the event. Each army
roster must:
Include your name.
Adhere to all criteria listed in Section 4.0
Contain all information required for play and reference, including characteristic
profiles, and the point costs of units, upgrades, equipment, wargear and so on.
Indicate which HQ choice is your chosen Champion.
You‟ll need two copies of your Army Rosters during AO – one to hand in to the staff at
registration and one to keep and use during your games. During the event‟s first round, the
referees will randomly pick and check several rosters. During the second and subsequent
rounds the top players‟ Army Rosters will be checked. If any errors are found, even if the
mistake you made was an honest one, the appropriate penalties for an illegal army list will be
applied (see Section 7.0).
3.2 Requirements
You will need to bring all the things you need to play WH40K. Below is a list of items we
recommend that you bring along, but there may be others depending on your or your army‟s
requirements.
This rules pack. THIS IS IMPORTANT!
Rulebooks, codices, and any official publications that you are going to use
Templates, dice (including special ones) and a tape measure
Two copies of your army rosters
Superglue (for repairs)
Three objective markers - 40mm bases are maximum size.
Your painted army.
4.0 Event rules
4.1 The Structure of the Autumn Offensive
Autumn Offensive is a new event. We shall be playing six rounds of singles games.
4.2 Common Rules
All armies have to be chosen from official codex books and army lists. Please see the list in
section 4.3.
Your army has a maximum point limit of 1000 points. It can exceed its given points
limit. Not even by a single point!
Your army has to follow a special Force Organization Chart, detailed below.
Weapons, wargear options and upgrades chosen from the army list must be shown on
the unit/character.
Each army is limited to the characters/units/vehicles specifically permitted by its list,
and allies may not be used. Witch Hunter armies may use inducted Space Marines and
Imperial Guard as specified in the Codex because this is a standard feature of the lists.
There are no exceptions to this and players turning up with allies will not be allowed
to use them. Clarification: No Inquisitional Allies in Imperial armies, no Assassins
(except in Grey Knight or Witch Hunter armies), no Kroot Mercenary allies, and no
Deathwatch. This list is not inclusive and there are
other examples. None are allowed.
A player who invents his own Chapter,
Regiment etc. or uses an otherwise undetailed
Games Workshop one is at liberty to use any
appropriate Codex to represent it. Full WYSIWYG
must be maintained and the player should make it
crystal clear to his/her opponents what Codex the
army is using. An example of what is not
permissible is a player who uses models that look
like one recognized Chapter whilst using the Codex
of another one. Basically, don‟t be a dick.
There will be terrain allocated for every
table. Please feel free to modify it as needed for
each game. Just be reasonable with it. Again, don‟t
be a dick.
Special Characters may not be used in AO.
All vehicles must not have a total armour
value of more than 34. The armour value is
calculated by adding the front, side and rear armour together. In other words: A
Chimera (12/10/10) is permitted (12+10+10=32), a Landraider (14/14/14) is not
(14+14+14=42).
Forgeworld army entries may be used.
Army entries from the “Apocalypse” source book may not be used.
4.3 Force Organization
Every army must comply with the following Force Organization Chart.
Unit Classification Number
HQ 0-1
Troops 1-4
Elites 0-1
Fast Attack 0-1
Heavy Support 0-1
4.4 Permitted Armies
The following codices (in their most recent incarnation) are permitted at AO; Space Marines (Codex: Space Marines, Codex: Blood Angels, Codex: Dark Angels, Codex: Space Wolves, and
Codex: Black Templars).
Imperial Guard: Use Codex: Imperial Guard.
Dark Eldar: Use Codex: Dark Eldar.
Eldar: Use Codex: Eldar.
Tau Empire: Use Codex: Tau Empire.
Space Orks: Use Codex: Orks.
Necrons: Use Codex: Necrons.
Tyranids: Use Codex: Tyranids.
The Inquisition: Use Codex: Grey Knights, or Codex: Witch Hunters.
Chaos Space Marines: Use Codex: Chaos Space Marines.
Codex Daemons: Use Codex: Daemons.
In addition to these codex books, it is also permitted to use Forgeworld army lists. Please
check before the event to see that we are all in agreement as to what is being used.
5.0 Playing in the Autumn Offensive
5.1 Registration on the day
Before the start of AO you will register with the staff.
Upon registration, the staff shall require a copy of
your army list, along with your name, and any other
details that are required.
5.2 Timetable
The event timetable gives a complete overview of
what happens during the event and when. We have a
rather tight schedule to keep, and we would appreciate
it if everyone adheres to the schedule as closely as
possible. Your table number and the next opponent
you fight will be shown on the gaming schedule. After
Round One we‟ll use the results from the previous
rounds to generate the schedule for the next round (see
Section 5.4). Please stick with us while we prepare
these schedules. Be patient!
5.3 Your opponents
During the event, you will be playing several opponents. In any of the games, we shall
endeavour to make sure that you will not meet the same opponent twice. If you do, then
please bring your matching to our attention.
5.4 The Swiss system
Total Command Points accumulated (see Section 8.0) are used to rank the players after each
round. The participants in first and second place will fight each other, third and fourth will
face each other, and so on. This system ensures that after a hard day the winner will have
fought several challenging opponents and achieved some difficult victories in order to prove
himself a truly offensive Warmaster!
5.5 The ‘Warm-Up’ period
At the start of each battle you should use 5 to 10 minutes as a „Warm-Up‟ period. During this
time you should:
Swap army rosters with the opponent.
Discuss the table and the terrain on it (what effect will it have on lines of sight,
movement and the battle in general), and arrange it.
Clear up any potential rules problems that might occur during the game.
Discuss special rules and conditions for victory that apply to the scenario.
Ask questions about your opponent‟s army and the special rules that apply to it.
We advise everybody to be at the table in good time for each game and make the most of it.
5.6 Rules questions & sportsmanship
To assist the good atmosphere at AO and to prevent endless debates we use the following
system for resolving rules problems. If you are unsure about a rule you should look it up in
the relevant rulebook or codex. In most cases, referring back to the rulebook should solve any
uncertainties you might have.
If you are still unsure about what to do, or you simply cannot agree on a solution with
your opponent either:
Roll a dice to decide who is right in this
particular instance. 1-3 Player A, 4-6 Player B.
Call over an event referee, who will either
show you the relevant rule in the rulebook or roll a
dice as above.
Almost every problem will be solved using the
method above, but if a participant is found to be
violating Titan‟s code of conduct or is behaving
irresponsibly we use a warning system:
Yellow Card – This is the first warning.
Recipients will be warned about their behavior and
advised to calm down. We will deduct the
appropriate points from their overall score (see
Section 7.0). A second Yellow Card will count as a
red card.
Red card – If recipients don‟t adjust their
attitude and behavior at once they will be asked to
leave AO.
This all sounds fairly serious. Fortunately we have never had to send someone away from our
events and we hope we never have to. However, if the need arises, we will gladly dismiss a
particularly obnoxious player rather than have him or her spoil the fun for everyone else.
Simply put: Don‟t be a dick (still).
5.7 Interference
Only you and your opponent play the battles together.
This means that friends and onlookers who finish
their games early must not interfere or be involved in
the game in any way, keeping out of the way of the
players and keeping the noise down. Interfering with a
battle that is not your own will be considered a
Yellow Card offence and any interference should be
reported to a referee. Interference with the referees‟
tasks is also considered a Yellow Card offence.
In order to keep interference to a minimum, we have a
“Green Room”. You are encouraged to remove
yourself to the “Green Room” upon completion and
registration of your game. This not only makes the
other players‟ games easier, it also make the
tournament staff‟s job easier in seeing who is still
playing keeping an eye on games in general.
5.8 The 10-minute mark
During the round we will announce the 10-minute
mark. At this point you have 10 minutes left to finish
your game. In the interest of fair play we strongly suggest that you only start a new turn after
the 10-minute mark has been announced if you are both convinced that you can finish an
entire game turn. If you can‟t agree with your opponent you should call over a referee to make
the decision. The decision should not be made on the basis of strategic situation, solely on the
basis of fairness.
5.9 Determining the winner
To determine the winner of the game apply the rules specified in the mission. The degree of
victory decides the number of Command Points you receive for the game. It is these
Command Points that are reported to the referee. Once results are submitted, there is no
changing them (This is important! We mean it! No changing them!).
5.10 Registering your results after a game
After you have calculated the margin of victory and the Command Points you and your
opponent have scored you should register your result. You must register your score at the
referees‟ table within five minutes of the round ending. Any tables that fail to register a score
after last calls will have a no-contest result entered. This means 0 Command Points for
players who do not deliver in time.
5.11 The Difficult Opponent box
A game of Warhammer 40,000 is, per default, an enjoyable thing to do – otherwise you
wouldn‟t be playing in the event, would you? We at Titan believe that one of the most
important factors of the hobby is that we are all gathered to have a good time. To that end, we
desire that everybody at AO is fair, sporting, and has a good time. But that said situations can
arise where competitive spirit does burn strong, or personalities do grate together. This
potentially can spoil the gaming experience that we are after.
On each report sheet, there is a small box that is labelled “Difficult opponent”. In the case of a
game that was marred by for example (and this list of things is not exhaustive) your opponent
repeatedly debating rules, situations and stretching tape measures, even after he was asked not
to, you should mark this box.
Do not be surprised that if you mark this box during the event, then a referee will come over
to you and inquire with you and your opponent, why one or both of you marked the box.
If you gain two ticks throughout the event, they will result (upon investigation) in a yellow
card. Another two will result in a second yellow card.
In all honesty, we are sure that these disciplinary guidelines will not be used, but they are
included for completeness.
5.12 Army painting
We want everybody who participates in AO to have an army that has been painted to a
minimum standard of three colours and a base. We believe that it is important that in our
events, the games that we play are better games if everything is painted, and the level of
enjoyment is increased for all parties. That said, it is perfectly acceptable for players to bring
armies that have been painted by other people.
6.0 Winning the Autumn Offensive
6.1 Deciding the winners of the Autumn Offensive
We will be awarding various prizes during the
weekend as reward to players who maintain high
levels of gaming, spirit and ability. Though out the
event, you will score points in several categories.
These categories are listed below. In order for us to
award these prizes, you have to make sure that your
report cards are filled in totally and correctly before
they are handed in to the results desk.
6.2 Command Points: “Warmaster”
At the end of AO your Command Points from each
round are added together. This figure represents your
overall gaming performance. The player with the
highest total will be deemed the “Warmaster”. If two
players have tied scores at the end of the tournament,
then the result of their game between them will be
used to determine the winner. If this game has not
been played, or resulted in a draw, then the quiz will be used as a tie breaker. Should this all
be equal, then we will have to celebrate two “Warmasters”.
6.3 The Titan Award for Great Gaming: “The Titan”
At our events, Titan awards a prize to the player(s) that have embodied the best aspect of
being a fair and good gamer. The Titan Award will be awarded on the basis of a simple
system. At the end of the tournament, you will be required to think over the games that you
have played, and to pick one of your opponents who you feel deserves this title.
This prize can also be awarded by Titan‟s 40K team to a player or players that they feel have
deserved recognition for selfless or fair gaming behavior.
6.4 The HQ Award: “The Bloodletter Award”
Your HQ choice is per definition your hero. During
the course of the games, make a note of the points
cost of everything the HQ unit/character slays in
combat. After the last game, add it all up and make a
note of it on the report card. The HQ that has killed
the most during the day is declared the most bloody
and dangerous warmonger of the tournament.
6.5 Army painting: “Best Painted Army”
All players will be asked to vote for their favourite
army at the event. The army that receives the most
number of votes is declared the “Best Painted” army
in the event.
6.6 Randomness
Do not be surprised that if during the event, pop-up
prizes are awarded…
7.0 Penalties We will penalize a participant for violating the rules or code of conduct of AO. Although it is
a rare occurrence, points will be reduced by the following amounts should the situation
warrant it.
Offence Penalty
Using an illegal army -5 per round army was used
Yellow Card -10
Red Card Ejection from the event
8.0 Scenarios Each round, we shall be playing different scenarios. For AO, we have adopted an approach
based on the “40K Fight Club” download. Each round, different objectives shall proved new
and exciting challenges.
Each scenario has three objectives. These are worth a varying number of Command Points.
The primary objective is always worth 10 points, the secondary objective is worth 6 points,
and the tertiary objective is worth 4 points.
Once the game is over, each player compared the objectives to the result on the table top. The
winner of each objective gains 10, 6, or 4 points, based on the level of objective. If an
objective is drawn, then neither player is awarded the Command Points that the objective is
worth.
If a player wins because the opponent concedes the game, then the score is recorded as 20-0
to the winner, irrespective of which objectives have been completed by which player.
Example:
Bill and Ted play a scenario. The result of the game is as
follows, and they fill out their report card like this:
Bill wins the primary objective. The secondary objective is
drawn, and Ted wins the tertiary objective. They cross off the
report fields, and had back the report card to the referee.
The referees then enter the results into the database, and
calculate the result as:
If Ted had received a right drubbing in the game, was a grumpy
fat bastard, and conceded the game, the score would be
recorded like this:
8.1 Scenarios and rounds
Each round is a different scenario. All scenarios are
treated as standard scenarios in respect to placing and
controlling objective markers, reserves, deep striking
etc…
We shall not be playing declared scenarios. Each
scenario is produced prior to the game, and will consist
of a random collection of objectives. These are rolled
from the following list, and each one can only be used
once. They are rolled by the organizers, and then
announced to all the players.
Deployment in all rounds will be determined randomly
prior to the game, using the following table. These
deployments are described in the rulebook on pages 92
and 93.
Roll Set up
1-2 Pitched Battle
3-4 Spearhead
5-6 Dawn of War
All missions are otherwise treated as standard missions, and thus all standard mission rules
apply, such as scoring units. If the same objective is rolled in two different levels, then it will
be re-rolled.
Bill Ted
Primary (10) X
Secondary (6) X X
Tertiary (4) X
10 4
Bill Ted
Primary (10) X
Secondary (6) X
Tertiary (4) X
20 0
Primary objectives
Roll
d6 Name Rules Startup notes
1 Secure the
Zone
To win the primary objective, at the end of
the game, one player must control more of
the objectives on the enemy‟s side of the
table than the enemy has controlled on
theirs. If both players have the same
amount, the objective is considered a draw.
Once the players have decided what
table side they have, the players
alternate placing three objective
markers in on their side of the table (or
in their deployment zone if there is
one). These markers cannot be within
6” of a table edge or within 12” of
another marker
2 Seize Ground
The player that controls the most objective
markers at the end of the game wins this
objective. If both players control the same
number this objective is a draw.
Before deciding deployment zones,
players must determine the position of
d3+2 objectives, with players
alternating the placing of objectives.
The objectives may not be in
impassable terrain, or within 12” of a
table edge or another objective.
3 Booty
To win, at the end of the game, one player
must control more of the “real” objectives
than the enemy controls. Markers that have
not been inspected cannot be controlled. If
both players have the same amount, this
objective is considered a draw.
Special Objectives - A non-vehicle unit or
walker in contact with an objective may
inspect a single objective marker instead of
shooting and assaulting. Objectives 1 and 2
are real, 3 and 4 are removed, 5 and 6 are
booby traps (unit takes D6 wounds, AP-,
and the objective is removed). A unit
controlling an actual objective cannot enter
a vehicle or assault but may otherwise move
normally. The objective may be dropped at
any time and is automatically dropped if the
unit falls back. If the unit with the objective
falls back as a result of close combat the
opposing unit may gain the objective.
Prior to choosing sides, alternate
placing objective markers secretly
numbered 1-6. No markers may be
placed within 12” of a board edge or
9” of another objective.
4 No Quarter
Gained
The objective of this mission is to control
more quarters of the battle field that your
opponent. Divide the table into quarters.
Whoever controls more quarters at the end
of the game wins. If both players control the
same number of quarters, the objective is
considered a draw.
Irrespective of mission deployment,
this scenario is a Night Fight in the
first round.
5 Kill Points
To win this objective you must earn more
kill points than the opponent. If you both
earned the same the result is a draw.
And you thought there were special
rules for every scenario? Think again!
6 Capture and
Dig In
Each player gains a point for every round
they have each objective under their control,
but due to the mission of digging in and
holding points on the way the objectives
may only be held by scoring units not
embarked in vehicles. The player that gains
the most points wins the objective.
One objective is placed in the centre of
each table quarter, before the
deployment roll off.
Secondary objectives
Roll
d6 Name Rules
1 Thinning the Herd
You will receive a single point for each enemy squad, vehicle squadron,
monstrous creature or character that you bring below half of its starting
strength (or number of wounds). The player that earned the most points wins
the objective. If both players have achieved the same number, then this
objective is considered a draw.
2 Burn the Witch!
At the start of the game each player must nominate their highest point cost
psyker. If a player does not have a psyker nominate the highest point cost
non-vehicle, non HQ model instead, in case of a tie the owning player may
choose which to nominate. To win this objective the opponent must kill the
model nominated. If both players achieve this objective it is a draw.
3 Breakthrough the
Line
You will score one point for each squad or tank (excluding transports) that
has at least one model within 12” of your opponent‟s table edge. Vehicle
squadrons gain a single point. Whoever has the most points wins the
objective. If both players score the same amount of points then it is a draw.
4 Headhunting
For this objective you must destroy your opponent in hand to hand combat to
claim trophies of honor. You will gain one point for each enemy unit you
destroy in hand to hand combat. Fleeing units do not count (unless you
caught them and massacred them). Whoever has more points wins the
objective. If both players score the same amount of points then it is a draw.
5 Arch-Rival To win this objective you must kill the opposing commander. If both
players‟ commanders are dead the objective is a draw.
6 Kill Points The player that gets the most kill points wins this objective.
Tertiary objectives
Roll
d6 Name Rules
1 Cut off the Head To win this objective you must kill the opposing HQ. If both players achieve
this goal the objective is a draw.
2 Up At ‘Em!
To win this objective you must earn more kill points than your opponent. If
you both earn the same amount this objective is a draw. This objective will
be re-rolled a the start of the round if it is duplicated with the secondary
mission.
3 Hunker down!
To win this objective you must control more terrain features than the enemy.
To control or contest a feature you must be inside the terrain unless it is
impassible in which case you must be within 3 inches of the feature. If both
players control the same number the objective is a draw.
4 Grind ‘em to a Halt
Whichever player has destroyed or immobilized the most enemy vehicles
and killed the most monstrous creatures combined wins this objective. If an
army has no vehicles/ monstrous creatures they can achieve a draw by
destroying all opposing vehicles and creatures otherwise the opposing player
automatically wins this objective.
5 Revenge is a dish
best served cold!
To win this objective your commander must kill the enemy commander. If
the opposing commander is killed as a result of being run down or the “No
Retreat” rule during a combat involving your commander, than this objective
is considered achieved. If the opposing commander dies as a result of the
“Trapped” rule by a unit with your commander the objective is also
achieved. If both commanders kill each other then the objective is a draw.
6 Moral Victory
If you destroy the most expensive unit in your opponent‟s army and your
most expensive unit is alive you win. All other results are a draw.
9.0 Questions and enquiries Comments or questions can be sent to Chris on [email protected]. Any updates can be
found at www.bergentitan.com.
10.0 Time Schedule AO will have a relatively tight time schedule. We request that you respect this, and help us
keep it. Saturday
9:00 9:30 Doors open
9:30 10:30 Round 1
10:30 10:45 1st break
10:45 11:45 Round 2
11:45 12:00 2nd
break
12:00 13:00 Round 3
13:00 14:00 Lunch + voting
14:00 15:00 Round 3
15:00 15:15 3rd
break
15:15 16:15 Round 4
16:15 16:30 4th
break
16:30 17:30 Round 5
17:30 17:45 5th
break
17:45 18:45 Round 6
19:00 Rounding off/tidying up/awards/pats on back
20:00+ “Voksenbrus”?
11.0 Thanksyouverymuches Thanks to Mario and Luigi. This rules pack was written whilst my girls were occupied.
Chris
12.0 Version history. First draft.
Second draft. Silly correction that the team didn’t see when I asked them to look though this
;)
Third draft: Mission specifications.
RoundO
pponent's name
Total
Teritary (4)
Secondary (6)
Primary (10)
Total
Teritary (4)
Secondary (6)
Primary (10)
Total
Teritary (4)
Secondary (6)
Primary (10)
Total
Teritary (4)
Secondary (6)
Primary (10)
Total
Teritary (4)
Secondary (6)
Primary (10)
Total
Teritary (4)
Secondary (6)
Primary (10)
Mission O
bjectivesM
y objectivesO
pponent's objectivesBloodletter points
Titan voteD
ifficult
Opponent
Ny Name
6 5 4 3 2 1