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Death Fears ME!

Central Oregon Warhammer 40,000 Tournament Series – March 19, 2010

unstable BLOCS: Random Team Tournament

Scenario 1
Pact Attack Each team rolls a D6, the highest roll result determines
the attacker. The lowest is the defender. The attacker
goes first.

A road (using rules from pg. 57) runs through the center of
the table bisecting the short table edge. The road extents
four (4) inches on either side of the center line making the
road eight (8) inches wide.

Chaos Demon armies use the deployment rules for


Demonic Assault.

You cannot Seize the Initiative in this scenario.

Length of Game
The game lasts 5 turns.

Special Rules
Infiltrate (pg. 92)
Deep Strike (pg. 95)

Line of Retreat
Units that are forced to flee must move towards their
nearest deployment edge.
Mission
Earn the most Victory Points. Calculate Results
Massacre
Objective If your team controls the objective and has 1000 to 2000
more Victory Points than your opponents.
This scenario is a variation of Annihilation (pg. 91).

Tie
Deployment If your team does not control the objective and has 0 to
Pact Attack use the following diagram: 1000 more Victory points than your opponent.

Battle Point Modifiers


(Only given to individuals, Not team)
+1 battle point for the team that has the most units in the
opponents’ deployment zone.

+1 battle point for destroying the most Transports.

+1 battle point for each HQ you have destroyed.


Death Fears ME! Central Oregon Warhammer 40,000 Tournament Series – March 19, 2010

unstable BLOCS: Random Team Tournament

Scenario 2
Revenge: A Dish Served Cold. DEPLOYMENT
Pitched battle

You cannot Seize the Initiative in this scenario.

LENGTH OF GAME
The game lasts 6 turns.

SPECIAL RULES:
Reserve, infiltrate, outflank, deep strike, scout

CALCULATE RESULTS
Massacre
Holding 5 more objectives than your opponent.

Major Victory
Holding 3 to 4 more objectives than your opponent.

Minor Victory
MISSION
Holding 1 to 2 more objectives than your opponent, OR
if no one controls the most objectives, you have 5 or
Secure the objectives while taking over your opponent’s more Kill Points than your opponent.
deployment zone.
Tie
OBJECTIVE A tie will occur if neither player controls more
objectives than their opponent and neither player has 5
This scenario uses 4 objectives.
or more Kill Points than their opponent.
Objectives are not placed before deployment. At the
beginning of each player’s first turn, they will deepstrike Battle Point Modifiers
two objectives onto the table, scattering them 2D6".
Rolling a hit will still scatter the objective. The deepstrike (Only given to individuals, Not team)
is unaffected by army special rules or wargear. Objectives +1 If you hold the objective that counts as two objectives.
may not be placed within 12" of a board edge before
rolling to scatter. Objectives landing on top of units are +1 If you have more units in your opponent’s deployment
placed there, but are assumed to be on the ground. The zone than they have in yours.
objective that lands the closest to the center of the table
counts as two objectives. If two objectives are an equal +1 If none of your units are in your own deployment zone
distance from the center of the table, randomly determine at game’s end.
which one counts as two objectives. Objectives cannot be
placed on impassable terrain. If an objective scatters onto +1 If you wiped out more enemy scoring units than
impassable terrain, then reduce the scatter distance by your opponent.
the minimum required in order to avoid the obstacle.
Note: Tabling your opponent will result in a Major
Victory, not a Massacre. If you table your opponent
prior to the end of the game, you may spend the rest
of
the game attempting to attain a Massacre or to earn
more Battle Point Modifiers.
Death Fears ME! Central Oregon Warhammer 40,000 Tournament Series – March 19, 2010

unstable BLOCS: Random Team Tournament

Scenario 3
High Noon
CALCULATE RESULTS

Massacre
You earn 7+ more Kill Points than your opponent.

Major Victory
You earn 4 to 6 more Kill Points than your opponent.

Minor Victory
You earn 1 to 3 more Kill Points than your opponent, or
you have an equal number of Kill Points and you
control more objectives than your opponent.

MISSION Tie
This mission uses Kill Points to determine victory. If both players control an equal number of objectives
Advance and control up to two objectives while preventing and both players have the same number of Kill Points
your opponent from doing the same. Destroy your then the game is a tie.
enemy’s units whenever possible.

OBJECTIVE Battle Point Modifiers


(Only given to individuals, Not team)
Each player places an objective anywhere in their
deployment zone.
+1 For each objective you control.
At the beginning of turn 1, the first
player rolls to see where their reserves arrive from. On a +1 If you killed more scoring units than your opponent
1-3 it’s the right board edge, 4-6 the left board edge,
their opponent gets the opposite table edge. Units may +1 If you killed the highest point enemy unit. (Declare one
still arrive from your normal edge as well. Example: at the beginning of the game in the case of a tie.)
Player A rolls a 2 and may bring on his reserves from the
right board edge as well as his normal edge. Player B Note: Tabling your opponent will result in a
gets the opposite edges for his own reserves. Note that Massacre (obviously!)
this contradicts the standard deployment of reserves for
Dawn of War deployment.

DEPLOYMENT
Dawn of War, the first turn does not use Night Fight.

You cannot Seize the Initiative in this scenario.

LENGTH OF GAME
The game lasts 6 turns.

SPECIAL RULES:
Reserves, infiltrate, outflank, deepstrike, scout

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