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--- +++ INCOMING TRANSMISSION +++ --SOURCE EASTERN FRINGE CLEARANCE LEVEL MAGENTA

--- +++ ENTER AUTHENTIFICATION KEY +++ ---CONFIRMED

--- +++ MESSAGE BEGINS +++ --Dear Commander Octavius, My Lord,


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I have to inform you about a recent discovery made by an exploration vessel from the Quaration Institute of Technology upon the surface of Somonor, a Death World-classified planet in the Zorya Subsector of the Eastern Fringe. The ships last transmissions indicate recently activated signals coming from the planets surface. The pattern matched that of other old STC blueprint copies in possession by the Adeptus Mechanicus on Quaration.
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After we informed Governor Holt, he immediately called out for a strike force and mobilised all Praedis Regiments available. However, at the same time, he was approached by ambassadors of the Eldar and Tau species, both claiming the signal also matched other materials from their databanks. Both proposed an alliance between them. The Governor at first declined their offer like any other good Imperial commander, but had to revise the possibility when he was informed of another news item. The infamous Ork Warboss Grisnik, known to all commanders in the Zorva Subsector, had made a dark pact with the Ruinous Powers, and was mobilising his forces to take the artefacts for himself! Therefor, he decided to intimidate the Xenos ambassadors and lure them into a temporary alliance with the Imperial forces.
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I contact you however, because our forces entered the Somonor atmosphere almost 2 weeks ago, and they havent responded to our hails yet. Nor are we able to locate our fleet.
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Please, my Lord, I send you this message because we are in desperate need of help! Our army is missing, we are left defenceless, and we have no clue of what happened to the potential STC artifacts.
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Please respond at your earliest convenience, Vice-Governor Redan --- +++ MESSAGE ENDS +++ ---

Holy Alliances & Dark Pacts


A Thunderbolts Gent Team Tournament

1. Preliminary Data
Triple Troubles is a Warhammer 40k Team Tournament that will take place on the 30th of June, in the Outpost Gent gaming centre:
Outpost Gent Ottergemsesteenweg 13 9000 Gent

Outpost Gent opens at 11.30 and the tournament starts at 12.00, so please be there in time! The tournament will consist of 3 games between teams of 3 players each (1 Team Captain & 2 Others). Using a system that requires plenty of teamwork and focuses heavily on Themed and cohesive armies, we hope to provide everyone with a fun, pleasant atmosphere full of banter and victory dances. However, we do allow quite some shenanigans as well, so be prepared to face some dreadful forces across the battlefield! Please register in time, as we can only accommodate about 8 teams of 3 players each. Feel free to inquire whether or not the tournament has reached its capacity or not by sending us an email. But please, only register if you are sure you will be able to join us that day! As far as your stomach is concerned, feel free to bring your own food. However, Outpost Gent supplies some nice food itself and there are plenty of shops etc. just around the corner. Furthermore, The Outpost asks to not bring your own drinks! They have a wide variety of drinks available for very reasonable prices. This is their only source of money, so please respect that! Should you have any questions or simply want to send in your army list, you can contact us at 40korganisation.thunderbolts@gmail.com.

2. Operation Schedule
The following schedule is a rough planning for the day:

11.30 - 12.00 12.00 12.15 14.30 14.45 17.00 17.30 19.30 12.15 14.15 14.45 16.45 17.30 19.30 20.00

Report to Commanding Officer: Registration Oh and eat something, will you. Preparation Mission 1 Execute First Mission Preparation Mission 2 Execute Third Mission Preparation Mission 3 Execute Last Mission Receive your Rewards

3. Force Composition
Being a team tournament Triples Troubles uses a rather unusual army composition. So, bear with us as we go through the different rules and regulations. Just for reference: your team will be in control of a Force consisting of 3 Armies. The following rules apply: The Team must nominate a single Warlord as their General. This is the overall commander. Your Force may consist of any combination of codices, even multiple versions of the same one. Only codices found on the Games Workshop website can be used, taking into account the latest FAQs & White Dwarf Updates. If a codex is released in less than a month before the tournament, it cannot be used. Each Army may spend up to a 1000 points, using a slightly modified Allied Force Organisation Chart This means: 0-1 HQ, 1-3 Troops, 0-1 Elite, 0-1 Fast-Attack, 0-1 Heavy Support. Every Army may also use 1 Operation Slot. This can be used as either an additional FoC slot of any type, or as a Fortification Slot. However, the way this slot is used must be different for each Army per Force. (So if Player 1 takes 2 Manticores, Player 2 will have to leave his 2 Vindicators at home!) All Unique characters and options may only be taken ones per Force. However, if a Character changes up the Force Organisation Chart or buffs units of a certain codex, other players using the same codex can choose to apply this to their own Army as well
E.g.: Player 1 plays Space Marines and takes Khan, who makes Space Marine Bikes Troop Choices instead of Fast Attack. He also changes Combat Tactics to the Outflank special rule. Therefor, if Player 2 plays Space Marines, he can choose to build his list using Bikes as Troop Choices, but must then also swap out Combat Tactics for Outflank.

Non-Apocalypse Forgeworld units are allowed, but are considered Unique throughout the Force. Also, you must bring along the appropriate, up-to-date, rules & FAQs, and take the time to explain this unit to your opponent pre-battle. Forgeworld army lists are allowed as well. Pre-Heresy army lists may be used, but be prepared to lose a lot of Theme Points! No Allied Detachments may be taken (Theyre fighting on the table next to you!) Please send the list of your ENTIRE TEAM to 40korganisation.thunderbolts@gmail.com before 25/06/2013. Also, please state your Team Name, General, Team Captain, and maybe some fluff (see Theme Points). No Army Builder files please, just a simple doc(x)., exc(x)., or txt. will do!

4. Requisitioning Equipment
Please bring the following items to the tournament: o Your Army, preferably painted. o 2 Objective Markers, all on an equally sized base (25 or 40mm is ideal). o 3 Additional 28mm figures for Mission 2. o A copy of the Warhammer 6th Ed Rulebook. o A copy of your armys codex. o Measuring tape & templates. o Dice (Including that special one that always rolls a 6, unless you need it to). o A bit of glue. o A pen or two, a calculator. o This rulespack(!) Very Important: 3 copies of your teams Army List! See Planning Phase for further details. Please do not count on the organisation to supply these items for you!

5. Analysing the Operation


Difference in Victory Points
+ 11 < + 6-10 + 1-5 0 1-5 6-10 11<

Battle Points
30 25 20 15 10 5 0

Analysis
Massacre Major Victory Minor Victory Draw Minor Loss Major Loss Annihilated

Throughout the tournament your team will gain Battle Points. These are simply the sum of all Battle Points gained by the individual players! You can require these points by winning battles, helping the organisers by registering on time, and having a themed Force. First: the missions. There will be 3 skirmish games throughout the tournament, all contributing towards your final score. At the end of every battle, calculate the total of your Victory Points and subtract your opponents value to determine your Battle Points (to a maximum of 90 Points per Team per Battle). These Battle Points will determine the winner of the tournament! If you register on time and your army list is received on time, you will receive an additional 5 Operations Points. The organisation has the right to penalise people who cheat, purposefully delay the game, or behave in an intolerable fashion.

6. Theme Points
You receive additional Battle Points for bringing a Themed, Cohesive Army An Alliance rather than bunch of different armies thrown together! However, should your Force look like Mat Wards most inglorious creations, you might loose some Points as well. So, pay attention as we go over the different modifiers.
+ 15 Battle Points: Background Elements have been added to the armies through painting/conversion work. These modifiers range from +5 to +15 Battle Points +10 Battle Points: The Army List contains a bit of detailed, written-out background of this Alliance These modifiers range from +5 to +10 Battle Points +5 Battle Points: The Force is supported by the Warhammer 40k Fluff The Force has a uniform feel. +0 Battle Points The Force is supported by Warhammer 40k Allied Matrix. The Force has a very similar playing style overall. -5 Battle Points: A lot of details are very much out of tone. The armies could be allied in theory, but dont look like it at all! -10 Battle Points: The Theme is not supported in any possible way! Tsss

7. Tie-Breaker Points
Because all the Battle Points are so equally divided, teams will often tie for the final ranking. Therefor, there will be a number of Tie-Breaker Points assigned to each team, based upon sportsmanship and hobby effort. This will consist of the sum of all 3 the individual painting scores (up to 3x35), + sportsmanship & team painting bonuses. This all up to a maximum total of 125 Tie-Breaker Points

Individual Painting

During the break, a team of judges will come around and judge the paintjob of your army using the following criteria. Painted: 8 points. You get 2 points for every 25% of your total amount of models that is fully painted. An undercoat never counts for a model as being painted. Three colours minimum! Based: 2 points. If one of your models doesnt have a finished base you will get a 0 for this category. Conversions: 2 points. If your army contains conversions or any other form of modelling work. (1-2 Points) Squad markings & Uniformity: 3 points. You will receive points if each unit has appropriate markings (or simply if we can quickly and easily distinguish your units from one-another) and that it has a uniform feel (matching colour schemes, heraldry etc.). (1 or 3 Points) Detail and WOW effect: 10 points. This is the look and feel of the army, and its mainly in this category where the judges will be giving you a mark. Basically pure awesomeness will grant you points here. At the same time, the judges will select 3 armies that they consider to be best painted. Then, all participants will be asked to cast their vote. This will determine who wins the Best Painted prize.

Sportsmanship
At the beginning of the tournament you will be given a token. You must give this token to one of your opponents over the course of the afternoon and inform the organisation about this when you hand in the result of your game. You can give it because he bought you a drink, because he was such a nice sport, or maybe just out of pure pity! You get 5 Points per token you receive from your opponents!

Team Painting Bonuses


Painted & Based: 5 points. If the entire team brings a painted and based army. Display Base: 5 points. If the force is all brought together on scenic platform of some kind. Sorry, but some undecorated picture frame wont do! Squad Markings / Uniformity: 10 points. If entire force has a similar colour scheme and/or squad markings. Modelling Details: Up to 5 additional points. E.g.: adding little Nurglings to your Skyray. Detail, conversions and WOW effect: Up to 10 additional points. This is mainly for reasons not covered by the previous categories, and is entirely up to the paint judges.

8. Rewards
The following prizes can be won over the course of the tournament (depending on the number of players): The Victorious Alliance (1st Place) Fighting Spirit, Team* Best Painted, Individual Participants Choice (Highest Sportsmanship Score) * The team that simply shows the most companionship. T-Shirts, victory dances, secret tongue All that and more could earn you this prize.

9. Setting Up The Game & Team Planning


Through a Swiss Ranking system, the organisation will let your team know who your opposing team will be and on what tables you will be playing (e.g. tables 4-6). Then, it is on to the Team Captains to dice off and begin the setup. You have about a quarter to complete this, which should give you all plenty of time to plan out your strategies. 1) Both teams read each others lists and discuss the possible strategies & match-ups. 2) Both Team Captains roll off. The winner chooses a player (this can include the captains themselves) from both teams who will be playing against each other. The loser then chooses on which of the 3 tables this battle will be fought. Continue till all players have been assigned to a table. 3) All three battles are then played individually, with the following exceptions: I. The entire team either goes first or second. This means that the Team Captain rolls the roll to determine this, same for Seize The Initiative. II. After that, roll ones for Night Fight (before deployment). III. If Night Fight is postponed to Turn 5, the first player reaching Turn 5 rolls ones for the entire team battle. The same goes for rolling to see whether the game continues.

10. Combat Data


All missions use the following general rules (unless otherwise stated): All battles are played on a 4x4 board. Warlord Traits are treated as normal, except for the General, who can roll first, and then pick his table of choice. However, you must declare before hand if you want to roll on either your codex table, or on those from the rulebook. Slaying the General always grants you 1 ADDITIONAL VICTORY POINT. Battles are set up using the Starting a game rules detailed within the 40k rulebook, with the only exception that terrain is already deployed by the organisation. In every battle the Wipe-Out rule is in effect: if a player does not have any models on the board at the beginning of either players turn, that player immediately loses by the maximum result. Game Length is 5 Game Turns, with the possibility of a 6th Turn on the roll of a 4+. If a battle has not reached turn 3 by the end of the 2 hours, it is considered a draw. At 1.45 minutes, an announcement will be made. From that moment on, you may only play one additional, full turn. E.g.: if you finished one player turn at Game Turn 4, you may play until the end of Game Turn 5. In case of an argument, try and resolve this in a gentle, fair way. Remember, were here to have fun! If youre opponents vehicle is covered for 23%, let him take that cover save. If this loses you the game, have a laugh and let your opponent buy you a drink. Should you and your opponent still not agree, roll a die. Only call upon a judge in cases of extreme disagreement.

Target 1 : Take Control of the Area


Our new allies have been able to pinpoint the source of the signal matching the STC patterns. It seems to be coming from a rough, mountain-packed area on the planets surface. Adepts from the Institution have calculated that the chances of a drop with reasonable losses in that area are below 20%. Therefor, we have decided to deploy our forces on rocky desert within a days march of the source. I have immediately ordered the drop of 3 full infantry companies, as our Navigators have just confirmed that another fleet appears to be closing in fast on Somonor. Our fleet is in danger, if not by the Xenos claiming to be our allies, than by the Orks and Daemons preparing to tear it apart. And if that happens, I want my men on the surface, and not in corridors sucked vacuum. - General A. Tyle, Commander of the 17th Praedis Regiment. Deployment: Warhammer 40k 5th Edition Spearhead Deployment (see below for reference).

As shown below, the board is divided into 4 quarters. Put one objective at the centre of each of these zones.
Special Rules: Reserves, Night Fight, Mysterious Terrain. Primary Mission: Receive 3 Victory Points for every objective marker in your control at the end of the battle. Secondary Mission: Receive 1 Victory Point for the following: First Blood, Linebreaker, Slay the Warlord

Target 2 : Gather Data


First contact was 9 hours ago. Even the great, arrogant Eldar had to admit that they did not expect the enemy to be waiting for us. Now, this Death World is living up to its name: I have lost more men per hour than I have ever lost in my entire career. Above our heads, our majestic vessels are wrestling with the monstrosities our enemies have moved through (or from) the warp. Within the hour, we will be near the scource of the great signal we all came here for. However, I am faced with a tactical challenge. My men are unable to analyse whatever mysterious artefact we find at that place, so it has become our job to get the untrained, traumatised scientists of the Quaration Institute to the place they need to be. As I said, its a tactical challen ge. - General A. Tyle, Commander of the 17th Praedis Regiment. Deployment: Dawn of War.

Deploy 2 objectives on the centre line of the board, one 12 away from the left table edge, the other 12 away from the right one.
Special Rules: Reserves, Night Fight, Mysterious Objectives (Reroll results of a 2).

Each player adds 3 Scientist models to his army. These are friendly independent characters with the profile of a Chaos Cultist. They must be deployed on the board at the beginning of the game, and may never be attached to the same unit. For this game, the Scientists are the only scoring and/or denial units in the army.
Primary Mission: Receive 4 Victory Points for each objective you control at the end of the battle. Secondary Mission: Receive 1 Victory Point for the following: First Blood, Linebreaker, Slay the Warlord.

Also, receive 1 Victory Point for each killed Scientist.

Target 3 : The Final Argument


This is General A. Tyle, Commander of the 17th Praedis Regiment to all Imperial allies receiving this message. We are at location Alpha 1, and have managed to gather a significant, promising amount of data. However, the other part is in the hands of the Heretic, the Daemon and the Xenos, who have cut off every possible escape route. We have taken more casualties than are acceptable by any Officio enforced limit, including the forces our Allies have brought with them. I only have one option left to get my men and our objective out of here and thats a direct confrontation with the enemy, in the hopes of breaking through there lines. Please, if you hear me, we need reinforcements at location Alpha 1! Repeat: we need reinforcements at location Alpha 1!

Deployment: Vanguard Strike

Additionally, both players may put a single Objective Marker in their deployment zone.
Special Rules: Reserves, Night Fight. Primary Mission: Receive 3 Victory Points if you control your opponents objective at the end of the battle

and 1 Victory Point if you control yours. Also, receive 1 Victory Point for every Kill Point you have slain.
Secondary Mission: Receive 1 Victory Point for the following: First Blood, Linebreaker, Slay the Warlord.

Wed also like to thank our sponsors, without whom this would not be possible:

Finally, should you have any comments, constructive criticism etc. regarding the organisation, this rulespack, the location, Feel free to drop us an email or have a chat on the day itself!

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