Timetable:
Fredag - Fri leg fra 15-21 Lørdag : 8:00 - Dørene åbnes 8:00 - 8:45 : Check in 8:50 - 8:55 : Velkommen 9:00 - 12.30 : Runde 1 13:00 - 16.30 : Runde 2 16:30 - 16.45 : Nominerede til bedst malet sætter op 16:45 - 17:15 : Stemme på bedst malet. 17:30 - 18:00 : Aftensmad 18:15 - 21.30 : Runde 3 21:30 - 22:00 : Din hær sættes op til malevurdering og Remisen forlades senest kl.22:00 Søndag 8:00 : Dørene åbnes 8:10 - 8:25 : Quiz 8:30 - 11:45 : Runde 4 11:45 - 12:30 : Fairplay stemme afgives + frokost 12:30 - 15:45 : Runde 5 15:45 - 16:00 : Oprydning af eget bord + give en hånd med til den generelle rengøring 16:00 - 16:30 : Prisuddeling, klapsalver og tak for i år

Missions:
Consult the table below to work out your final scores: Difference in VP 0 - 10-10 1-2 - 11-9 3-4 - 12-8 5-6 - 13-7 7-8 - 14-6 9-10 - 15-5 11-12 - 16-4 13-14 - 17-3 15-16 - 18-2 17-18 - 19-1 19+ - 20-0 Slay the Warlord, Linebreaker and First Blood are each worth 1 VP (Both players can earn First Blood if both players kill at least one unit in the same game turn). We will be playing with the 18 Maelstorm Missions used at the ETC: Objective 1 (1 VP) Objective 2 (1 VP) Objective 3 (1 VP) Objective 4 (1 VP) Objective 5 (1 VP) Objective 6 (1 VP) Behind Enemy Lines (1 VP) Witch Hunter (1 VP) Demolitions (1 VP) Scour the Skies (1 VP) Hungry for Glory (1 VP) Big Game Hunter (1 VP) Assassinate (1 VP) Ascendancy (2 VP – control any three objectives) Supremacy (2 VP – control at least 2 objectives and at least twice as many as your opponent) Overwhelming Firepower (2 VP – destroy 3 or more units in the shooting phase) Blood and Guts (2 VP – destroy 2 or more units in the assault phase) No Prisoners (2 VP – destroy 3 or more units in your turn) There is no cap on how many points in total you can win by via Maelstrom, but you can only achieve a maximum of two cards per game turn. Pre-game sequence 1. Roll-off: Winner places the first objective. Players then alternate placing objectives until all are out 2. Roll-off: Winner chooses deployment zone. 3. Roll for Warlord Traits (disregard warlord traits that apply to mysterious objectives and roll again on the table until normal Warlord Trait process has run its course), beginning with the player who chose deployment zones 4. Roll for Gifts, Boons and any other pregame rolls, beginning with the player who chose deployment zones 5. Roll for Psychic Powers, beginning with the player who chose deployment zones 6. Roll for Night Fight 7. Fight the special duel for mission 4 8. Roll-off: Winner chooses whether to deploy first or second. Fortifications are placed during deployment. 9. Roll off to Deploy Infiltrators 10. Player who deployed first decides who gets first turn 11. Roll off for Scout moves. It is courtesy to ask your opponent if he has any Scout Moves before proceeding to Seize The Initiative. If the question has not been asked and the dice has been rolled, the Seize The Initiative Attempt must be re-rolled only if the player in question actually makes Scout Moves. 12. Seize the initiative 13. Let the fun begin! Mission1: Capture and hold • Deployment: Dawn of war • Special rules: o Night fight, seize the initiative o Maelstorm: Contact Lost o Capture and hold 3 of the objectives will be placed as shown below. Each of these objectives are worth 2 VP if you control it at the end of your turn starting from turn 2. o Every objective is worth 3 VP at the end of the game. Mission2: Thunderstruck • Deployment: Hammer and anvil • Special rules: o Night fight, seize the initiative o Maelstorm: Tactical Escalation o Thunderstruck It’s a terrible storm forcing flyers to stay close to the ground. All flyers and flying monstrous creatures can be hit using normal BS. You still cannot hit a flyer with a template weapon – unless hovering. o 5 objectives are worth 3 VP each, the last is worth nothing. Mission3: I feel a slight tingling… • Deployment: Vanguard strike • Special rules: o Night fight, seize the initiative o Maelstrom: Cleanse and Control o I feel a slight tingling… Tzeentch is in a playful mood and not even the eldar farseers know what is up! All casters peril on any double. It is not allowed to use any kind of reroll when casting or denying psyhic powers. Fateweaver cannot use his reroll. Runes of the farseer and ghosthelm do not work. o 4 objectives are worth 4 VP each, the last 2 are worth 2 VP each. Mission4: I thought we were allies! • Deployment: Vanguard strike • Special rules: o Night fight o Maelstrom: Deadlock o I thought we were allies! Consult the pre-game sequence to see when this takes place. The two warlords (no honour guards, additional tanks or any other models – just the warlord!) are placed in close combat in the center of the table where they must fight 1 round of close combat prior to the first turn. No grenades, overwatch, charge bonus or similar bonuses apply. If one warlord slays the other, then this warlord is the winner of the fight and receives Slay the Warlord. If there is no winner, proceed as normal and the warlords will be locked in combat. The warlords are in base contact in the beginning of turn 1, just as if one has charged the other in a previous turn. If a model cannot be locked in combat, such as Pask, then he can just drive off. The winning warlord is affected by Basking in glory! and all models in the losing army is affected by Tears of the loser. o Basking in glory!: Your victory must be displayed for all to see! You warlord is much too busy dismembering the corpse and displaying the chopped off bits to declare a charge in turn 1. o Tears of the loser: The enemy slaying your warlord has made your eyes water and you can therefore only hit the warlord on 6s during the first player turn of the game. You also gain +2 to the roll for determining who starts and Hatred (Warlord). o Each player places 3 objectives; one worth 1 point, one worth 3 points and the last worth 5 points. Keep these point values secret until after the warlord duel has been completed. Mission5: The bigger they are… • Deployment: Dawn of war • Special rules: o Night fight, seize the initiative o Maelstrom: The Spoils of War o Each unit that is either killed or fleeing at the end of the battle are worth 1 VP for your opponent. o The bigger they are… You receive a number of slaughter points equal to the points cost of enemy units slain. If a units loses half (rounded up) its wounds/hull points, then it awards half slaughter points. Monstrous creatures and vehicles provide double. Gargantuan and super heavy vehicles provide triple. VP are given based on the table showing difference in slaughter points below: 0-50: +/- 0 51-250: +/- 2 251-500: +/- 4 501-750: +/- 6 751-1000: +/- 8 1001+: Slaughterhouse! +/- 10 o None of the objectives are worth any VP at the end of the game.

Army selection:
Maximum points allowed: 1850 Painting requirements: • Your army must be fully painted and must adhere to WYSIWYG (grenades and similar equipment is exempt to the requirement of WYSIWYG, the rest is not). • Painting will be scored as: o Fully painted with not much care for detail, but still has a unified look: 10 points o Characters and/or centerpiece models has been painted with care and detail: 5 points o Wow-factor! The army looks really good and cohesive and all of the army has been painted with love and thin layers of paint: 5 points Allowed sources: • All current codices • Formations are not allowed. Exceptions: o Assassinorum Execution Force • You may bring as many detachments and dataslates as you like, but must adhere to: o Main detachment must be a CAD or a codex detachment such as Nemesis strike force o All other detachments must be allied detachments. Exceptions:  Detachments that cannot fill out an allied detachment, such as Skitarii, Imperial Knights and Inquisition may be fielded as an allied or as a main detachment – but not both • Forge world is allowed if you get approval for each unit. Approval is given based on the unit-not-being-retarded-scale™. • Supplements and Campaign Books are allowed, but are subject to approval just like ForgeWorld entries. • Tyranids are allowed to self-ally • Stronghold assault is allowed with a few restrictions. o Only buildings costing less than 535 points are allowed o Only upgrades allowed are weapons upgrades and the comms relay Explicitly allowed units and detachments: • Fire Raptor • Gargantium Squiggoth • Renegades and traitors from IA13 • Kustom Meka dread • Mega dread • Leviathan detachment • Barbed Hierodule • Dimachaeron • Malanthrope • Knight Cerastus Castigator • Cerastus Knight-Acheron • Taghmata Ominissiah Army • Big mek stompa • Chaos Rapier Weapons battery • Chaos Hell Blade • Sabre weapon • Field Artillery Quadlaunchers • Griffon heavy mortar Explicitly dis-allowed units: • Zhadsnark Da Rippa • Skull hamma • Flesh Tearers detachment (special allowance is provided to a concrete liste) • Kytan Daemon Engine (special allowance is provided to a concrete liste) • Heavy Artillery Carriage • Eldar Hornet   Restrictions on your army: The following restrictions will be dominant in case of a conflict between “Allowed sources” and “Restrictions on your army”. • General: o Each source may only be used once. Once as a primary or once as an allied detachment. o Max 1 Lord of War – and must be from your primary detachment  Exceptions: • Max 3 imperial knights from your primary detachment • You may ally a single Imperial, including Obsidian knight and Gerantius as your Lord of War o A player can have a maximum of 20 warp charges at any time, including the d6 rolled • Eldar Craftworlds: o Max 3 D-cannons o Max 2 farseers (Eldrad is a farseer) o Max 2 jetbike units that includes scatter lasers o Max 9 warp spiders • Daemons o Fateweaver and Belakor have grown tired of each other and cannot both be in the same army • Tyranids o Max 2 flying hive tyrants • Space Marines o Max 5 centurions Rules changes: • GF uses the latest ETC FAQ for any rules disputes: https://drive.google.com/file/d/0Bzus0DMobfGYQTVTX0JnbzdKd0U/view • You cannot use fateweavers reroll on a failed roll on the grimoire of true names • “Too big to hide” - Invisibility cannot be cast on vehicles or units containing models with T5 or above