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Author Topic: 40k Charity Tournament, Oct. 9th, at Game Vault, VA  (Read 939 times)

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Offline Blackveil

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40k Charity Tournament, Oct. 9th, at Game Vault, VA
« on: September 23, 2010, 06:36:49 AM »
Date: Saturday, October 9th  (please note the new date)
Time: 10am sign up, dice roll at 10:30am
Format: 1750pts scenarios TBA
Cost: $10 sign up  additional donations can be made to: http://www.active.com/donate/semperfifundMCM2010/CWilsey

Chris Wilsey is part of a team running the Marine Corps Marathon this year in honor of  Injured Marine Semper Fi Fund.  Help us support his run by donating and/or playing in this tournament.  100% of donations and sign up fees will be transferred to the donation site listed above on the day of the tournament.

The Semper Fi Fund provides financial assistance and quality of life solutions for Marines, Sailors and other military personnel assigned to Marine Forces, injured in post 9-11 combat, training, or with life threatening illnesses. Assistance is also provided to their families as they support their loved one.

The Semper Fi Fund was established in May 2004 by a group of Marine spouses who saw first hand the needs of our wounded. Since inception, they have been able to give out more than $36 million to service members and their families. But the need to support our service members continues to be large and ongoing! Please join me in supporting this noble mission by donating to my "Run for the Fund."


Prize support: TBA

Please note I am not running this tournament, I'm just spreading the word. It's best to sign up beforehand, however you can sign up at the tournament. Many people have said they are coming, but they will be signing up at the event. I am the first one signed up, and there are still 25 spots open. You can sign up here, just send an email to Cathleen with your name and that you want to sign up.

http://www.thegamevault.net/contact.html
2011 Grim Open GT Best General

Offline Blackveil

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Re: 40k Charity Tournament, Oct. 9th, at Game Vault, VA
« Reply #1 on: September 24, 2010, 04:06:34 PM »
I am not intending to double post, this simply would not fit in all one post.

Rules for Tournament

It is my pleasure to announce the rules and scenarios for the Injured Marine Semper Fi Fund charity tournament.

The main goal of this tournament is to two fold... raise money and have fun. As such the rules, scenarios, and awards for this tournament are designed to accomplish both.

ARMY INFO
Army lists:  Approved lists are per the 2010 'Ard Boyz rules. http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1140001a_40K_Ard_Boyz_Rules_2010

Army Points: No more than 1850 points may be used in the selection of an army. Armies may add 1 extra HQ choice to their selection if they so choose. This choice may not exceed 150 pts and must follow all rules within its Codex. (In other words if you choose a 3rd HQ (or more in case of Space Wolves or Daemons, etc) one of the 3 choices must be less than 150 points.) This 3rd choice will come in handy for scenario 3 "High Priority Targets."

Painting: Armies do not have to be painted, however points for best overall will be based on:
-Judge's favorite army   3 points per judge
-Judge's favorite single model   3 points per judge
-Judge's favorite theme army   3 points per judge
-Players favorite army   1 point per player
-Players favorite single model   1 point per player
-Judge's favorite theme army   1 point per player

SCORING
Base battle points should be determined by the chart below.
Result   Winner   Loser
Massacre   20   0
Major Victory   17   3
Minor Victory   13   7
Draw   10   10

SPORTSMANSHIP
To keep things simple all players will simply choose who their most favorite opponent of the day was.
That player will receive 4 bonus points.

TOURNAMENT WINNERS
There will be three tournament champions:
Best all around - Player who the most points for battle points, painting, sportsmanship, and donations.
Best General - Most Battle points.
Most donations - The individual who donates the most money will be. This player will receive an extra special tournament prize.

SCENARIOS
The tournament will consist of 3 games of 6 turns each or 2hrs and 15 minutes


The Running Man (Objective) - The universe is a mysterious place and most seasoned veterans of countless battles have seen many unusual things in their time, and this is one of them. As the battle lines are drawn a man, a bald headed man, of sorts, runs among the combatants singing"Hi de ho de merry-o", as he sprints and darts to and fore. Your troops are inexplicably drawn to him.
MISSION: Place the most units within 6" of the running man.
OBJECTIVE: The side with the most units within 6" of the running man at the end of the game wins.
DEPLOYMENT: Table Halves. The Seize the Initiative rule found on page 92 is in effect.Chaos Daemon armies use the deployment rules for Daemonic Assault.
LENGTH OF GAME: The game lasts 6 turns or 2 hours and 15 minutes.
SPECIAL RULES:
-All special rules are in effect.
-Running man -Every turn roll the scatter dice and move the running man accordingly, 2 d6 inches in that direction. If the running man runs it into a unit it immediately stops 1 inch away.
For every unit within 6" of the running man roll 2 d6 and apply the results below.
2 - All units within 6" must make a leadership check or suffer a wound for each model no armor saves allowed.
3 - Rolling unit randomly moves 2 d6 inches in random direction. Use scatter dice to determine direction. If unit runs into enemy unit it immediately counts as if assaulting. If units runs into object or friendly unit Deep Strike rules apply. If unit runs into running man unit is removed from play and can only reenter via reserve rules.
4&5 - Rolling unit gains a 4+ cover save but must re-roll all successful save rolls this turn.
6 - Unit cannot use any Psychic powers or effects, nor can it be affected by any Psychic powers or effects for 1 turn. Psychic power already in affect are nulled for that turn but resume normally afterward.
7&8 - Rolling unit must re-roll all successful rolls to hit this turn but may re-roll any failed damage rolls.
9 - All units within 6" must make a leadership check or count as if in close combat this turn.
10-12 - Rolling unit gains a token worth +1 battle point if it survives game. Unattached HQs earn 2 tokens. All tokens are lost if HQ joins a unit.

LINE OF RETREAT: Units that are forced to flee must move toward their friendly, long deployment edge.
CALCULATE RESULTS:
Massacre
You have 3 or more units within 6" of the running man than your opponent.
Major Victory
You have  2units more than your opponent within 6" of the running man.
Minor Victor"
You have 1 unit more than your opponent within 6" of the running man.
Draw
Neither player has more units than the other within 6" of the running man.
BATTLE POINT MODIFIERS
+1 battle point for each HQ not attached to a unit with 6" of the running man.
+1 battle point for killing more of your opponent's HQ units than they kill of yours.
+1 or 2 per running man special rules above.

Marine Down (Capture the flag) -A famous Space Marine has been wounded in a major encounter against the Emperor's enemies. An allied local tribe seeing the heroics of the fallen warrior have pulled him from the rubble and tended to his wounds. Unfortunately the tribe's medicine has limited effects ion the enhanced gene-seed and the wounds of the Space Marine are grievous. In desperation the tribal leader used the vox device in the Marine's damaged helmet and has seemingly been successfully in calling the Marine's allies... or has he?
MISSION: Save or depending on your ethos capture the Wounded Space Marine (WSM).
OBJECTIVE: The side with the WSM wins.
DEPLOYMENT: Dawn of War w/Table Quarters. The Seize the Initiative rule found on page 92 is in effect. Chaos Daemon armies use the deployment rules for Daemonic Assault.
LENGTH OF GAME: The game lasts 6 turns or 2 hours and 15 minutes.
SPECIAL RULES:
-All special rules are in effect.
-Wounded Space Marine (WSM) RULES. The WSM has 2 wounds and no toughness all hits wound. Armor saves vary according to WSM's location.
1. Placement. Place the WSM (token or model) in the 2nd floor of the structure in the center of the board. A unit may rescue/capture the WSM by moving into base to base contact with him.  An un-possessed WSM may not be fired at nor does he suffer blast or template effects.
2. A unit in possession of the WSM counts as if:
-slow and purposeful but may only roll a d6 for all movement. (Fleet units roll 2 d6 and take the highest)
- may not assault
- if unit chooses not to move may re-roll all shooting rolls to hit.
- may 1 time per side per game double ROF of unit weapons but this unit may not shoot the rest of game. This stacks with re-rolls above if unit was stationary this turn.
3. The Wounded Space Marine may only change possession by:
- Shooting attack that forces possessing unit to flee. WSM is left in place. If unit is wiped from a shooting attack excess wounds roll over to WSM who has 2 wounds. WSM is allowed a 3+ cover save. If WSM dies then game is a draw.
- Close Combat. If unit in possession of WSM losses close combat but passes leadership check it may then make an initiative check (it may not want to do so) to retain possession of WSM. If check is failed or chooses not to then WSM changes possession. If unit in possession flees the winning unit may not peruse but takes possession of WSM. Winning unit may consolidate as normal. If losing unit wiped in close combat then excess wounds will role onto the WSM who has 2 wounds. WSM has a 3+ armor, or a 5+ invulnerable save to simulate possessing unit attempts to save WSM.
4. Transports. Wounded Space Marine may be loaded into friendly troop carrying vehicle if in possession by friendly infantry unit using normal load/unload rules. WSM does not take up any space. Vehicle with WSM may only move 6". Fast Vehicles may roll 2 d6" for movement. Skimmer/Fast Vehicles move 6" plus d6" re-roll able. Vehicles that are immobilized or wrecked by shooting wounds the WSM who may take a 3+ armor save. A vehicle that is destroyed by shooting automatically brings WSM wounds down to 1 and must make a 5+ invulnerable save or die resulting in a draw. In close combat, a vehicle that is damaged in close combat applies the following: a final result of crew stunned, weapon destroyed, or immobilized represents a hull breach and forces the guarding unit outside and into close combat (no charge effects allowed by wither side). The WSM is still inside the vehicle, safe and in possession of that player. The vehicle suffers effects as normal and may be repaired by any special rules. A vehicle that is wrecked or destroyed forces the owning unit outside and into close combat. A destroyed vehicle can still wound all parties as normal, however the WSM will not be wounded at all and the owning player automatically loses one model.
5. Monstrous Creatures (MC) /Walkers with hands or fists. A MC or walker (with hands or fists only) may rescue/capture the WSM if in base contact. This model may move normally but may not shoot or assault. All shooting against a MC or walker will also hit and wound the WSM on rolls of a 1 or a 6. The WSM gets a 2+ cover save against these. In close combat it is assumed the MC or walker gently sets the WSM down as his height advantage allows him to see the assault coming and defend normally but lose the ability to counter attack. MC or walkers will always retain possession of the WSM unless it flees, or is dead/destroyed.

LINE OF RETREAT: Units that are forced to flee must move toward their friendly, long deployment edge.
CALCULATE RESULTS:
Massacre
Space Marine has been successfully rescued (or captured) and is off owning players table edges.
Major Victory
Space Marine has been successfully evacuated. Space Marine is in friendly unit or vehicle and there is no enemy unit within 12" of that unit.
Minor Victory
Space Marine has been retrieved. Space Marine is in friendly unit or vehicle but unit is within 12" of enemy unit.
Draw
Neither player has possession of Space Marine or Space Marine is dead.
BATTLE POINT MODIFIERS
+1 battle point for killing more of your opponent's HQ units than they kill of yours.
+1 per unit within 6" of Space Marine (whether the Space Marine is in someone's possession or not.)
+1 point for each enemy unit destroyed
-3 points for killing of Wounded Space Marine if (Space Marine, Guard, Inquisition, Tau, or Eldar)
+2 Points for killing Wounded Space Marine for all other races... (hey they're evil)
-1 point for losing Wounded Space Marine (each time if applicable)


High Priority Targets (Kill Points)-This mission is pretty straight up. Do harm to the enemy.
MISSION: Add up all wounds for each Independent Character, Special Character, and Monstrous Creature. This represents the army's fortitude.
OBJECTIVE: Destroy the enemy's fortitude while preserving yours.
DEPLOYMENT: Table Halves not Dawn of War. All units must be 12" away from each other at start of game.The Seize the Initiative rule found on page 92 is in effect.Chaos Daemon armies use the deployment rules for Daemonic Assault.
LENGTH OF GAME: The game lasts 6 turns or 2 hours and 15 minutes.
SPECIAL RULES
-All special rules are in effect.
-All Independent Characters, Special Characters, and Monstrous Creatures gain a one-time 3+ invulnerable save when down to 1 wound. This save will work against anything.

LINE OF RETREAT
Units that are forced to flee must move toward their friendly, long deployment edge.
CALCULATE RESULTS
Massacre
Immediate. If a player has 4 times the fortitude points than his opponent the game ends immediately and is a massacre.
Major Victory
If a player has 3 times the fortitude points than his opponent at the end of the game.
Minor Victory
If a player has 2 times the fortitude points than his opponent at the end of the game.
Draw
Neither player has 2 (or more) times the fortitude points than his opponent at the end of the game.
BATTLE POINT MODIFIERS
+1 battle point for killing more of your opponent's HQ units than they kill of yours.
+1 battle point for killing more of your opponent's MCs than they kill of yours.
+1 battle point for each Infantry Unit or vehicle destroyed
+1 for each unit within 3" of the center of the board

FUNDRAISING AND ADDITIONAL RULES
Now for the raising money and really really fun part. Part of the game is to win by donating to the charity. The donations and the amount of donations you make will help you to not only win your games but help you win the overall tournament. The intent is that the winners should by and large be the ones who made supporting donations to the cause. Of course good generalship can overcome this, but it won't be easy.
How to improve your odds.
1. "Cheatty Dice".
For each dollar donated you will receive a token. You may play the token at any time during any of your games.
The token will allow you to reroll any dice on the board yours or your opponent. You may even reroll a reroll with the token do this as many times as you and or your opponent have tokens and wish to challenge the dice.
You may donate as much as you like but you cannot receive more than 20 Cheatty Dice

2. "Mega Cheatty Dice" For every $10 dollars or "tenth" dollar donated the normal reroll token will be replaced with a MEGA Token. The Mega token will allow all dice to be re rolled for any one unit for one phase of shooting/close combat to hit, shooting/close combat to wound, or saves.
You may donate as much as you like but you can only receive 2 Mega Cheatty Dice rolls.

3. "Cheatty Chits". For every dollar donated (to include your admission fee) you will have a ticket entered into a raffle. (This raffle also includes prizes as well.) Every game 3 tickets will be pulled these tickets will allow the controlling player to utilize special rules/cheats during the game according to the cheatty chit.
There is no limit to how often you get a cheatty chit. Ever dollar donated will increase you chance at a cheatty chit and prizes.
2011 Grim Open GT Best General

 


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