Timetable:


Missions:
Missions All missions use 6 objectives. Relic mission uses and additional relic objective Rulebook Change: The Player who places the first objective picks the deploymentzone. Dice rolls in Tactical Missions are no longer randon. A dice roll of D3 = 2 and a D6 = 4. Command Points can be used to Seize the Initiative and to see if the game ends in turn 5 or 6. The result of the game is decided with the difference in victory points. 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 - If you table your opponent, you also win 20-0. Special Mission Cards – Each can be used only once during the tournament and the card must be ripped to pieces and eaten by your opponent after use. Cheating will not be tolerated! For game 5, you will have two cards left to choose from – Your opponent do not have to eat those  Before the game inform your opponent, which special mission cards, you have left. After deployment, but before rolling to seize the initiative, both players secretly pick a mission card and place it face down on the table. Reveal it simultaneously. #1 Seize the Moment: You have received credible strategic information about the enemy. You automatically seize the initiative if you go second, or in case you have the first turn, your opponent cannot seize the initiative. If both players use this mission card, roll to seize the initiative as normal (Command Points can be used to reroll) – NOTE: If the seize the initiative roll has been made (success or failure), you cannot choose to use this Mission Card. #2 Psychic Maelstrom: Fickle is the nature of Chaos. For this game, if your opponent rolls any double for a psychic test, including a double 1 og 6, the “Psyker” suffers from Perils of the Warp. On a psychic roll of double 1 or double 6, the Psyker suffers D6 mortal wounds. #3 Murder and Mayhem: The Blood God is pleased. For this battle you have an extra objective. For each unit you destroy more than your opponent, you gain 1 VP (Up to 4 VPs - In the “No Mercy” mission, this is additional VPs). If your opponent has scored more kill points than you, he does NOT gain any additional VPs. If both players use this mission card, both players can score additional VPs. #4 Incoming!!!: City Fighters - Dig in and stay put. For this battle your units with the “infantry” keyword, that are “on” OR “behind” a “ruin” gain the benefit of cover, i.e. +1 armor save (if one model is not behind cover, you don’t get cover bonus until the models out of cover are removed). “Infantry” in cover that do not move in their movement phase gain a +2 cover bonus to their save instead of +1 (If your opponent has first turn, your infantry units counts as having not moved). #5 Disruption: You are jamming the enemies’ communications. Throughout this game your opponents stratagems costs double the number of command points. #6 Counter Tactics: You have prepared for this assault. You gain access to a one-use Stratagem for this battle. When activated (1 Command Point pr. unit affected). The affected units can make a fall back move from combat and still shoot at a -1 penalty (Similar to the Ultramarine chapter tactics).   MISSION 1 Objective #1: Eternal War: The Scouring Objective #2: Maelstrom of War: Cleanse and Capture Deployment: Vanguard Strike Mission Special Rules: None Objective placing and choosing deployment zones happen first. Objective placing: Both players roll of. The player with the highest roll decides if he wants to place the first objective. The players then alternate placing objective until all have been set up (6 objectives). Choosing deployment zones: The player placing the first objective marker chooses which deployment zone will be his. His opponent starts deploying his first unit in his deployment zone, alternating until both sides have set up their army. Marking objectives: Mark the superior (4VP) and inferior marker (1VP). First Turn: The player who finishes setting up first decides to go first or second. Decide which Special Mission Card you want to play. Roll to seize the initiative (Remember Command Points can be used to reroll) Maelstrom of War Tactical Objectives: Generate up to 3 Tactical Objectives each turn (No more than three active cards). Random Game Length: The player who had first turn rolls a dice after T5. Game continues on the roll of 3+. At the end of T6, the player who went second rolls a dice. Game continues on the roll of 4+ (Note that command points can be used to reroll this dice). Scoring: 1) Superior objective is worth 4VP, inferior marker 1VP and all other objective markers are worth 2 VP if controlled at the end of the game. 2) Count up points scored from maelstrom and secondary objectives. 3) Add up any special mission card VP 4) First Blood, Slay the Warlord or Linebreaker each get you +1 victory points. The difference in total VP’s score decides the outcome of the battle.   MISSION 2 Objective #1: Eternal War: Big Guns Never Tire Objective #2: Maelstrom of War: Tactical Escalation Deployment: Dawn of War Mission Special Rules: Night Fight: In turn 1-3, the Cover of Darkness rule is in effect (-1 to hit in the shooting phase if the target is more than 18” away)(rulebook p. 234) – The Flares Stratagem can be used (Light ‘Em Up from p. 252 cannot be used). Turn 1-3: Fog of War rule is in effect (Reserves fail to appear with a roll of 1-2 on a D6 (Rulebook p. 252) – If they fail to appear, they arrive the next turn (even in turn 4 – they are not destroyed). Tactical Priority (Rulebook p. 232) Objective placing and choosing deployment zones happen first. Objective placing: Both players roll of. The player with the highest roll decides if he wants to place the first objective. The players then alternate placing objective until all have been set up (6 objectives). Choosing deployment zones: The player placing the first objective marker chooses which deployment zone will be his. His opponent starts deploying his first unit in his deployment zone, alternating until both sides have set up their army. First Turn: The player who finishes setting up first decides to go first or second. Decide which Special Mission Card you want to play. Roll to seize the initiative (Remember Command Points can be used to reroll) Both players announce their Tactical Priority Objective Type (Capture and Control, Storm and Defend, Purge, Seize Ground, Annihilation) that will score double points or diminish points when discarded, starting with the player that goes first. Maelstrom of War Tactical Objectives: Generate Tactical Objectives up to the current battle round each turn. Random Game Length: The player who had first turn rolls a dice after T5. Game continues on the roll of 3+. At the end of T6, the player who went second rolls a dice. Game continues on the roll of 4+ + (Command Points can be used to reroll this dice). Scoring: 1) At the end of the game each marker is worth 3VP to the player controlling it. Remember that heavy support units override the number of enemy models if only one player has them on the objective. 2) Count up points scored from maelstrom and secondary objectives, and add 1VP for each opposing heavy support unit that was destroyed, and check if there is a difference in Tactical Priority for an extra VP. 3) Add up any special mission card VP 4) First Blood, Slay the Warlord or Linebreaker each get you +1 victory points. The difference in total VP’s score decides the outcome of the battle.   MISSION 3 Objective #1: Eternal War: ALTERED Secure and Control Objective #2: Maelstrom of War: Deadlock Deployment: Search And Destroy Mission Special Rules: Battlezone: Fire and Fury (Rulebook. 253) Burnings Skies and The Earth Cracks rules are in effect. Meteoric Debris and Insane Bravado Warlord Trait are NOT used (and as such the Orbital Bombardment Stratagem cannot be used). Strategic Deadlock: When using command points, double the cost from turn 3 onwards. Objective placing and choosing deployment zones happen first. Objective placing: Both players roll of. The player with the highest roll decides if he wants to place the first objective. The players then alternate placing objective until all have been set up (6 objectives). Players secretly note the point values of the markers being 4, 3 or 2 VP as they put them down – Do not place the objectives in order 1 – 6 in case objective 1 and 2 are worth 2 VP, 3 and 4 are worth 3 VP and 5 and 6 are worth 4 VP. Choosing deployment zones: The player placing the first objective marker chooses which deployment zone will be his. His opponent starts deploying his first unit in his deployment zone, alternating until both sides have set up their army. First Turn: The player who finishes setting up first decides to go first or second. Reveal objective VP. Decide which Special Mission Card you want to play. Roll to seize the initiative (Remember Command Points can be used to reroll) Maelstrom of War Tactical Objectives: Generate up to 6 Tactical Objectives on the first turn, 5 on turn 2, etc... Random Game Length: The player who had first turn rolls a dice after T5. Game continues on the roll of 3+. At the end of T6, the player who went second rolls a dice. Game continues on the roll of 4+ (Command Points can be used to reroll this dice) Scoring: 1) At the end of the game each marker is worth 4, 3 or 2 VP respectively to the player controlling it. 2) Count up points scored from maelstrom and secondary objectives. 3) Add up any special mission card VP 4) First Blood, Slay The Warlord or Linebreaker each get you +1 victory points. The difference in total VP’s score decides the outcome of the battle.   MISSION 4: Objective #1: Eternal War: The Relic Objective #2: Maelstrom of War: Spoils of War Deployment: Hammer and Anvil Mission Special Rules: Precious Cargo (Rulebook p. 233): Both players can score “Secure Objective X” and these Objective Cards can only be discarded when achived. Objective placing and choosing deployment zones happen first. Objective placing: The Relic is placed in the middle of the table. Both players roll of. The player with the highest roll decides if he wants to place the first objective. The players then alternate placing objectives until all have been set up (6 objectives). Choosing deployment zones: The player placing the first marker chooses which deployment zone will be his. His opponent starts deploying his first unit in his deployment zone, alternating until both sides have set up their army. First Turn: The player who finishes setting up first decides to go first or second. Decide which Special Mission Card you want to play. Roll to seize the initiative (Remember Command Points can be used to reroll) Maelstrom of War Tactical Objectives: Generate up to 3 Tactical Objectives each turn. Random Game Length: The player who had first turn rolls a dice after T5. Game continues on the roll of 3+. At the end of T6, the player who went second rolls a dice. Game continues on the roll of 4+ (Command Points can be used to reroll this dice). Scoring: 1) At the end of the game the Relic is worth 8VP to the player whose model is carrying it, or 4VP to the player who is controlling it. 2) Count up points scored from maelstrom and secondary objectives as well as from Steal The Loot. 3) Add up any special mission card VP. 4) First Blood, Slay The Warlord or Linebreaker each get you +1 victory points The difference in total VP’s score decides the outcome of the battle.   MISSION 5: Objective#1: Eternal War: Altered No Mercy Objective #2: Maelstrom of War: Contact Lost Deployment: Frontline Assault Mission Special Rules: Temporary Comms Uplink (Rulebook p. 231): (Spend 3 CP to generate an extra Tactical Objective. Objective placing and choosing deployment zones happen first. Objective placing: Both players roll of. The player with the highest roll decides if he wants to place the first objective. The players then alternate placing objective until all have been set up. Choosing deployment zones: The player placing the first marker chooses which deployment zone will be his. His opponent starts deploying his first unit in his deployment zone, alternating until both sides have set up their army. First Turn: The player who finishes setting up first decides to go first or second. Decide which Special Mission Card you want to play. Roll to seize the initiative (Remember Command Points can be used to reroll) Maelstrom of War Tactical Objectives: Generate 1 Tactical Objective first turn and one extra for each objective you control for subsequent rounds. Random Game Length: The player who had first turn rolls a dice after T5. Game continues on the roll of 3+. At the end of T6, the player who went second rolls a dice. Game continues on the roll of 4+ (Command Points can be used to reroll this dice). Scoring: 1) At the end of the game each unit that is at half strength or below (wounds, model count) gives up 1VP and each unit that is completely destroyed gives 2VP. 2) Count up points scored from maelstrom and secondary objectives. 3) Add up any special mission card VP 4) First Blood, Slay the Warlord or Linebreaker each get you +1 victory points. The difference in total VP’s score decides the outcome of the battle.

Army selection:
Giant Fanatic 2017 - Warhammer 40.000 Army Selection Pre-game changes: Objective Placement and Choosing Deployment Zones Rulebook Change: Both players roll of. The player with the highest roll decides if he wants to place the first objective. Rulebook Change: The player who placed the first objective marker chooses the deployment zone. Note that Command Points can be used to reroll the dice for “Seize the Initiative” and to see if the game ends in turn 5 or 6 – Regarding the rolls to see who starts, you can use your rerolls at ANY time – even after your opponent has used command points to reroll a dice. Army Composition (2000 pts – 3 detachments) Units “under minimum strength” cannot be used Detachments Rulebook Change: No detachment can be used more than once in any given army Faction Keyword Restrictions (Detachment restrictions) Units with the Imperium faction keyword and units with the Imperium AND Adeptus Astartes faction keywords must have at least one other faction keyword in common in order to be in the same detachment (I.e. a detachment that contains units with Imperium and Adeptus Astartes faction, must have the same chapter faction keyword ie. Blood Angels, Ultramarines, Space Wolfes, etc.). Units with the Imperium faction must have one other faction in common - Ie. Astra Militarum, etc. Units with the Aeldari faction keyword must have at least one other faction keyword in common in order to be in the same detachment (Don’t worry – Ynnari army lists gain the Ynnari faction keyword). Units with the Tyrannid faction keyword must have at least one other faction keyword in common in order to be in the same detachment (I.e. no Genestealer Cults and Tyrannids in the same detachment). Units with the Chaos and units with the Chaos AND Heretic Astartes faction keywords must have at least one other faction keyword in common in order to be in the same detachment (I.e. the “Mark of Chaos” or “Legion” faction keyword) If an army contains more than one detachment – They must have at least one faction keyword in common (I.e. Imperium/Aeldari/Tyrannid/Chaos/Tau/Ork/Necron/Etc), unless otherwise noted (i.e. Genestealer Cult and Astra Militarum). Unit Restrictions – these are ARMY WIDE RESTRICTIONS (Not limited to single detachments) Rulebook Change: Units may not contain more than 29 wounds (ie. no more than 29 conscripts in a unit, or 2 basilisks – and sadly no stompa (see breaking the system lists)) - A unit cannot exeed this number (i.e. Horror split rule). Rulebook Change: Flyers (Units with the “Airborne” rule): There is a wound limit on flyers. Your army can field no more than “35 wounds” on units, that have the “airborne” rule - For most armies, that means 2 medium/large flyers or 3 small flyers or 1 large and 2 small flyers. Rulebook Change: Lords of War: There is a limit of three Lords of War in each Army. Dublicates - Non-character units: Each available non-character unit can be used three times (This includes summoned units - so if you have three units of horrors in your army, you cannot summon more horrors with daemonic ritual). This includes variants of the same type of unit, ie. Land Raider variants. Generic keywords have no influence on this (i.e. character, infantry, monster, vehicle, fly, psyker, battlesuit, beast, cavalry, swarm, transport, titanic, jet pack, jump pack, drone, biker, mega armor, etc – Contact me if in doubt.). Dublicates - Character units Each ARMY is allowed a maximum of two “identical” characters Keywords decides when characters counts as an “identical”choice – A Chaplain on a bike, a Chaplain in terminator armor and a Chaplain with a jumppack are three identical choices as they all have the “chaplain” keyword in common. Generic keywords have no influence on this restriction (i.e. character, infantry, monster, vehicle, fly, psyker, battlesuit, beast, cavalry, swarm, transport, titanic, jet pack, jump pack, drone, biker, mega armor, etc – Contact me if in doubt.). Note that certain types of characters (named and different variants) have the same keywords, and as such they count as identical choices i.e.: - Ahriman, Sorcerers, Exalted Sorcerers all counts as “Sorcerers”. - Company Commander, Platoon Commander, Tempestus Prime, Creed, Straken all counts as “Commanders”, and as such, you can only have two of these in the army. - Be’lakor, CSM Nurgle Deamon Prince w. Wings and a CD Tzeentch Deamon Prince without wings all counts as three identical choices as they have the “Deamon Prince” keyword (or a variation thereof) - Note that even though Changeling, Blue Scribes and Tzeentch Heralds have the “Horror” keyword they do not count towards the 3 unit limit, as they are character units, not non-character units. - A few more examples are Brother Captain Stern counts as a “Brother Captain” choice, Illuminor Szeras counts as a “Cryptek”, Pask counts as a “Tank Commander”, Yarrick counts as a commissar etc. - Note that Eldrad does not count as a Farseer for some reason (no farseer keyword) . Forgeworld units are allowed – You can add up to three different units of Forgeworld to your army. If you want to play a Forgeworld detachment such as Death Corp of Krieg, Renegades you have to take this as a Faction Specific Note that Forgeworld units (and other units) with “Macro-weapons” are NOT allowed. Detachment with all the restrictions that follows and your army need to be approved as “Breaking the System” as you will most likely have more than three Forgeworld units in your army (Contact me, if you are in doubt). With the exceptions mentioned above, we will use the GW FAQ and ETC FAQ (GW FAQ takes precedence over ETC-FAQ).