Post by knoffles on Oct 27, 2018 7:01:43 GMT
This is a post to cover this year's club competition. The basic 5 scenarios and strategy cards are lifted from the 2014(?) Brawler Bash pack. The army restrictions are also taken from it. Other items are a mixture of house rules and amendments from the pack.
Edit: Due to numbers and some feedback, I've added in a custom 6th Scenario and a Lucky 7 card and as such, amended the below. Clarification on the Tomb King rules has been made + various other changes (such as additional FAQ's) and Scoring clarification. The other major changes are to even up the points available for each scenario now that they are randomly rolled.
Competition Basic Rules
The Competition will be played using the rules found in 8th Edition Warhammer unless stated otherwise. In cases of individual rules coming into conflict with one another, follow the order of precedence below.
1. The rules of the competition as laid out here. Competition Rules override those found in the army books or Rulebook.
2. The rules as found in each army book.
3. The Warhammer main rulebook.
4. Competition Adjudicators (xxxxx)
Competition Structure (subject to change based on player numbers)
The competition will be comprised of 1 group stage and the Finals stages.
List Submissions should be made to backtothehammer@gmail.com by 24 November. A Bonus 10 game points (and 1,000 VP’s) will be given to each player who submits them by the deadline.
Group Stage
• Dates: 1 December – 31 May
• Players will be split into 1 groups of 7 players.
• Each player plays each other in their group once.
• Roll to randomly select one of the scenarios
• A cap of 5,500 Victory Points can be gained per game.
• These victory points will be converted into the 20-0 tournament format, based on the different value of victory points gained by each player per game, by the tournament adjudicator. (see appendix 1)
• At the end of Group Stage, the top 2 players from the Group will play in the final and the players in the next two places will face off for the 3rd place.
• Tie breakers will be decided in the following manner:
o Total number of victory points
o The player with a fully painted army
o Number of Wins
Knockout Stage
• Dates 1 - 28 June
• A cap of 5,500 Victory Points can be gained per game.
• Both games will be played using Scenario 4
• Tie breakers will be decided in the following manner:
o The player with a fully painted army
o Total number of victory points
Game Format and Scoring
All scoring is done via Victory points.
Victory points are awarded through wiping out units, capturing standards etc. as per the BRB. In addition:
Army Lists
• Each Army must be no more than 2500 points. These lists will be checked and cleared by an adjudicator and will be open to all once cleared.
• No End Times Rules or Armies (except where stated in this document).
• No Allies may be taken.
• Wizards must use the same magic lore that they started the competition with throughout the competition. However, wizards that are allowed to generate spells from multiple magic lore’s are allowed to do so. For example, Skaven wizards that are allowed to generate spells from either Plague & Ruin before each game will be allowed to.
• No Forge World rules/stat lines apart from Chaos Dwarfs.
• A unit cannot exceed 45 wounds in total at any point (this includes embedded characters/mounts etc).
• The following special characters are not allowed:
• Valten
• Malekith,
• Morathi
• Hellebron
• Teclis
• Allarielle
• Epidemius
• Kairos
• Throgg
• The competition will allow players to take up to 50% Lord and Hero allowance as specified in the GW 1.9 Errata, with the exceptions of:
• 2017/18 Semi-finalists and finalists can only take up to 25%
In addition, the following rules apply to the following armies:
Beastmen:
• May select Marks of Chaos for their units as described in The End Times: Archaon.
• Beastmen Ambush works in the same way as ambush in the BRB.
• Ghorgons gain a 4+ scaly skin save.
Bretonnia:
• The following Bretonnian units/options gain the Devastating Charge special rule: Lord, Paladin, Knights of the Realm, Knights Errant, Questing Knights, Pegasus Knights and Grail Knights.
• In additional if any of the above entries charge and a roll of 10+ is made, the front rank/model will gain impact hits (1). These are resolved at S5.
• Remove the 0-1 selection limit to the following units: Grail Reliquae, Pegasus Knights and Grail Knights.
Tomb Kings:
• If the Tomb King’s Hierophant dies and the army contains another Liche (or High Liche) Priest with the Lore of Nehekharan, then an initial crumble test is taken as normal but no crumble test need be taken on each consecutive turn as he seizes control of the army. This can continue (with a test being taken each time the new Hierophant dies) until no more Hierophants with the Lore of Nehekharan remain, at which point the ‘crumble test’ is taken every turn, as per the army rule book. (This works in exactly the same manner as in the Vampire Counts book in case I messed up the description, except of course, it’s based on a different lore).
FAQ / Errata / House Rules
• The current GW FAQ and Errata will apply.
• Unmodified leadership is the highest leadership in the unit, but not including Inspiring Presence, although BSB re-roll allowed.
• Look out Sir’s allowed against Dwellers, Dreaded 13th & Final transmutation, providing there are enough rank & file in the unit see P93.
• High magic Lore “Drain Magic” does not affect Plague of Rust, Wither, or similar non Remains in Play spells that are in place for the remainder of the game.
• Storm banner - rolled for at the beginning of each players turn by the Skaven player.
• A unit may not swift reform and move into a building in the same movement phase.
• Only 1 method of augmenting Channelling may be used at a time, e.g. a wizard bearing a Channelling Staff within 6” of Arcane Ruins can use the extra dice from the Ruins or +1 from the Staff, not both.
• Only 2 dice can be carried over from any source
• Maximum of 12 dice per magic phase. This includes dice carried over.
• An augmented/hexed unit that “borrows” a stat from another model/unit still has to apply the augment/hex value to the new stat.
• The free pivot (of up to 90o) available during a charge can only be used to avoid intervening terrain and/or units, not to change the final orientation of the charging unit.
• Open ground is considered terrain for the purpose of spells but does not have any effect on normal movement.
• Buildings can hold up to 20 ‘wounds’ of models and are two stories (see terrain - below).
• A single rank of models can never be steadfast, unless another special rule imposes this (i.e. Stubborn)
THE BATTLEFIELD. SCENARIOS AND STRATEGY CARDS
TERRAIN
Each battlefield should contain the following:
2 Buildings
2 Hills
3 Walls/fences
1 Marsh
1 Wood
All terrain counts as normal Terrain with the exception of woods and the Marsh.
Take it in turns to place the terrain. If you wish to add further pieces, please feel free to if both players consent.
Marsh: This is always Khemrian Quicksand [Mo/MI//MC removed on Dangerous Terrain failure]
Buildings: All have two levels (including Fozziks folding fortress). A maximum of 20 wounds worth of models may garrison a building. (e.g. 17 HE Archers & an Archmage). Count the number of starting wounds (e.g. Archmage always counts as 3).
Woods: roll a D6 when entering to decide the type. In addition: Dangerous Terrain if Cav/Mon Cav/Chariots march, charge, flee/pursue, overrun in it or for any Flyer entering/leaving; No Steadfast (unless Stubborn); Lone infantry characters and Skirmishers characters count as Steadfast. (Forest Strider rule works as normal).
• 1-3= Normal Forest,
• 4= Venom Thicket [Unit has Poisonous Attacks; counts as Dangerous Terrain],
• 5= Abyssal wood [Unit causes fear]
• 6= Fungus Forest [Stupidity]
Fortitude, tabling and conceding games
To have fortitude, a unit must contain 5 models and a banner (or 3 monstrous models including a banner). A General does not count towards fortitude but a BSB does (as they hold a banner).
Please note that should you table an opponent (or in the case of a concession), the remaining player can use the remaining game turns in order to attempt to obtain any additional objectives. These objectives are not automatically granted.
SCENARIOS
1 – Invade and Defend (Battleline)
Gain 500 VP if your opponent does not have a unit containing fortitude in your deployment zone at the end of the game.
Gain 500 Additional VP if you have a unit containing fortitude alive in your opponent's deployment zone at the end of the game.
Gain 400 additional VP if you killed more characters than your opponent.
2 – Blood and Glory
Special Rules: Play the full six turns (as time allows).
Objectives:
• First player to "Break" their opponent receives an additional 1400 Victory points.
• Second player to "Break" their opponent receives an additional 500 Victory points.
3 – Protect the weak (Battleline)
Gain 150 VP for each of your three smallest (in terms of points) units that are alive at the end of the game. If you have more than three units that are equal in terms of smallness at the beginning of the game, nominate three of those tying units to keep alive for points.
Gain 150 VP for each of your Core units above half strength (in terms of total wound count) at the end of the game. You can score these points up to four times (600 points).
Gain an additional 150 VP for each of your opponent's three smallest (in terms of points) units that you have killed. If there are multiple units that are equal in terms of smallness, then the first three you killed count for the extra VP.
4 – Dawn attack
Special Rules: Deploy with the Dawn Attack map but DO NOT USE RANDOM DEPLOYMENT. Instead, each player deploys as normal (taking turns putting units down) until complete. Each player must deploy at least two units in each deployment area (left, right, centre). If a player does not have enough units to deploy at least two in each, then he/she may choose which area(s) to only have one. Roll off for first turn as in a Battle Line scenario, and ignore the language about stealing initiative.
Additional Objectives: At the end of the game, if either player has a unit with fortitude within six inches of the centre of the board and the other player does not, then that player gains 1400 victory points. If both players have units with fortitude within six inches of the centre of the board, each player gains 500 victory points.
5 - Character Crash (Battleline)
Gain 100 additional VP for each enemy character slain.
Gain an additional 100 VP per character if you slay the character in a challenge.
Gain 350 additional VP if your Battle Standard Bearer is still alive at the end of the game. If you do not have a BSB in your army, you automatically gain these points.
Gain 350 additional VP if you captured more standards than your opponent.
6 – Attack the strongest point! (Battleline)
Gain 1000VP if your opponent’s most expensive unit is destroyed, fleeing or not on the table for any reason, at the end of the game. Characters/mounts embedded within a unit, count towards the cost (and thus which one grants the bonus victory points). If there are two or more units that cost the same then roll a dice to decide.
Gain 400VP if your opponent’s most expensive character is killed, fleeing or not on the table for any reason, at the end of the game.
STRATEGY CARDS
There are 6 Rumble in the SELWG Jungle Strategy Cards Below. Each describe bonus point objectives and special rules. After deployment, but before scouts are placed, both players must choose one strategy card from those remaining to them and place it on the table (these are not secret and you must both declare which you’ve chosen). You MUST choose a card to play each round. Each card can only be used once during the competition and the card you use, must be confirmed when your results are reported. Only the card player may gain bonus points based upon their card in play.
Card A: Take the Field!
+500 VP for controlling more table quarters than your opponent at the end of the game.
To control a table quarter you need to have fortitude there (i.e. General or a banner). The most fortitude in a quarter controls that quarter. In the event of a tie then neither player controls that quarter.
Special Rules: One core unit or solo character may make a Vanguard move. All normal Vanguard rules apply. (Units already capable of a Vanguard move receive no added bonus)
Card B: No Glory in Death!
+500 VP if your most expensive unit/model (NON- Character) above half its starting wounds at the end of the battle.
Special Rules: The player of this card automatically wins the roll to see who goes first, they may then choose to go first or allow their opponent to go first. If both players choose this card then roll off as normal (If a Bretonnian player uses this card and the opponent doesn’t, the army counts as having prayed and both players dice to see who goes first).
Card C: Operation Anaconda!
+500 VP for killing enemy general. ("killing"= opponent's general not being alive for any reason at the end of the game.)
Special Rules: Your General gives a rousing speech to spur his/her troops to victory. At the start of any one of your turns you may declare that you are using this special rule and claim a +1 to the Leadership of your general (up to the normal max of LD10) It lasts until the start of your next turn.
Card D: Broken Arrow!
+500 VP for having all of your dispel/power dice generating characters/units alive at the end of the game. (If you have none of either to start with, you automatically get these points!)
Special rules: For the first turn of this game all your opponent's spells miscast on double 1's as well as double 6's. (Note: double 1's do NOT cause Irresistible Force)
Card E: Live to Fight Another Day!
+250 VP for having a unit that successfully (is not caught in that turn) flees from a charge.
+250 VP if the unit that earnt 250 VP for fleeing, is alive, not fleeing and on the table at the end of the game
**IF your army contains NO units or characters capable of fleeing at the start of the game THEN you may earn +500 bonus points if one of your characters (not champions) refuses a challenge during the game.
Special rules: Add d3 inches to one "flee" charge reaction during the battle. This must be declared prior to rolling any dice.
Card F: Lucky Seven Card!
Once in the game, before any 2d6 roll is made (but not before a re-roll, such as that given by a battle standard -bearer), a player may employ Your Lucky Seven card. This automatically makes the result of the roll a 7 without actually rolling dice.
Note that your Lucky Seven cannot be used to change two dice within a number of other dice rolled. It must be a straight 2D6 roll and not a 3D6, for example. Additionally, any army (such as Lizardmen) may use the Lucky Seven for a single leadership test (as well as any other straight 2d6 roll), except for a re-roll such as that given by a battle standard-bearer.
Your Lucky Seven may NOT be used for the Winds of Magic 2d6 roll. Your Lucky Seven roll may only affect the dice of the person playing the card.
**Alternate use of Your Lucky Seven card** You may choose to use Your Lucky Seven after your opponent has played their scenario cards, but before the battle starts, to nullify the special rules of your opponent's card. However, they can still gain bonus points based on their card (if they meet the objectives of course!)
Appendix 1
The tournament TO will work out the game points each player will receive by looking at the difference in victory points between each player.
Edit: Due to numbers and some feedback, I've added in a custom 6th Scenario and a Lucky 7 card and as such, amended the below. Clarification on the Tomb King rules has been made + various other changes (such as additional FAQ's) and Scoring clarification. The other major changes are to even up the points available for each scenario now that they are randomly rolled.
Competition Basic Rules
The Competition will be played using the rules found in 8th Edition Warhammer unless stated otherwise. In cases of individual rules coming into conflict with one another, follow the order of precedence below.
1. The rules of the competition as laid out here. Competition Rules override those found in the army books or Rulebook.
2. The rules as found in each army book.
3. The Warhammer main rulebook.
4. Competition Adjudicators (xxxxx)
Competition Structure (subject to change based on player numbers)
The competition will be comprised of 1 group stage and the Finals stages.
List Submissions should be made to backtothehammer@gmail.com by 24 November. A Bonus 10 game points (and 1,000 VP’s) will be given to each player who submits them by the deadline.
Group Stage
• Dates: 1 December – 31 May
• Players will be split into 1 groups of 7 players.
• Each player plays each other in their group once.
• Roll to randomly select one of the scenarios
• A cap of 5,500 Victory Points can be gained per game.
• These victory points will be converted into the 20-0 tournament format, based on the different value of victory points gained by each player per game, by the tournament adjudicator. (see appendix 1)
• At the end of Group Stage, the top 2 players from the Group will play in the final and the players in the next two places will face off for the 3rd place.
• Tie breakers will be decided in the following manner:
o Total number of victory points
o The player with a fully painted army
o Number of Wins
Knockout Stage
• Dates 1 - 28 June
• A cap of 5,500 Victory Points can be gained per game.
• Both games will be played using Scenario 4
• Tie breakers will be decided in the following manner:
o The player with a fully painted army
o Total number of victory points
Game Format and Scoring
All scoring is done via Victory points.
Victory points are awarded through wiping out units, capturing standards etc. as per the BRB. In addition:
- Units that are at 25% or less of their original models yield 50% VPs to the opponent.
- Units that are fleeing at the end of the battle yield 50% VPs to the opponent.
- Characters and single models that have half or less wounds remaining at the end of the battle give up 50% VPs.
- Ridden monsters give up separate VPs (i.e. if you kill just the monster you score the monsters VPs but not the riders and vice versa). In both cases, bonuses (for generals, banners, etc.) are not counted towards the 50%.
- Units that are both: fleeing and at/below % strength still only yield 50% VPs.
- Any unit that is off the table at the end of the game for any reason, counts as destroyed.
- Fully Painted Army +750 VP’s per game
Army Lists
• Each Army must be no more than 2500 points. These lists will be checked and cleared by an adjudicator and will be open to all once cleared.
• No End Times Rules or Armies (except where stated in this document).
• No Allies may be taken.
• Wizards must use the same magic lore that they started the competition with throughout the competition. However, wizards that are allowed to generate spells from multiple magic lore’s are allowed to do so. For example, Skaven wizards that are allowed to generate spells from either Plague & Ruin before each game will be allowed to.
• No Forge World rules/stat lines apart from Chaos Dwarfs.
• A unit cannot exceed 45 wounds in total at any point (this includes embedded characters/mounts etc).
• The following special characters are not allowed:
• Valten
• Malekith,
• Morathi
• Hellebron
• Teclis
• Allarielle
• Epidemius
• Kairos
• Throgg
• The competition will allow players to take up to 50% Lord and Hero allowance as specified in the GW 1.9 Errata, with the exceptions of:
• 2017/18 Semi-finalists and finalists can only take up to 25%
In addition, the following rules apply to the following armies:
Beastmen:
• May select Marks of Chaos for their units as described in The End Times: Archaon.
• Beastmen Ambush works in the same way as ambush in the BRB.
• Ghorgons gain a 4+ scaly skin save.
Bretonnia:
• The following Bretonnian units/options gain the Devastating Charge special rule: Lord, Paladin, Knights of the Realm, Knights Errant, Questing Knights, Pegasus Knights and Grail Knights.
• In additional if any of the above entries charge and a roll of 10+ is made, the front rank/model will gain impact hits (1). These are resolved at S5.
• Remove the 0-1 selection limit to the following units: Grail Reliquae, Pegasus Knights and Grail Knights.
Tomb Kings:
• If the Tomb King’s Hierophant dies and the army contains another Liche (or High Liche) Priest with the Lore of Nehekharan, then an initial crumble test is taken as normal but no crumble test need be taken on each consecutive turn as he seizes control of the army. This can continue (with a test being taken each time the new Hierophant dies) until no more Hierophants with the Lore of Nehekharan remain, at which point the ‘crumble test’ is taken every turn, as per the army rule book. (This works in exactly the same manner as in the Vampire Counts book in case I messed up the description, except of course, it’s based on a different lore).
FAQ / Errata / House Rules
• The current GW FAQ and Errata will apply.
• Unmodified leadership is the highest leadership in the unit, but not including Inspiring Presence, although BSB re-roll allowed.
• Look out Sir’s allowed against Dwellers, Dreaded 13th & Final transmutation, providing there are enough rank & file in the unit see P93.
• High magic Lore “Drain Magic” does not affect Plague of Rust, Wither, or similar non Remains in Play spells that are in place for the remainder of the game.
• Storm banner - rolled for at the beginning of each players turn by the Skaven player.
• A unit may not swift reform and move into a building in the same movement phase.
• Only 1 method of augmenting Channelling may be used at a time, e.g. a wizard bearing a Channelling Staff within 6” of Arcane Ruins can use the extra dice from the Ruins or +1 from the Staff, not both.
• Only 2 dice can be carried over from any source
• Maximum of 12 dice per magic phase. This includes dice carried over.
• An augmented/hexed unit that “borrows” a stat from another model/unit still has to apply the augment/hex value to the new stat.
• The free pivot (of up to 90o) available during a charge can only be used to avoid intervening terrain and/or units, not to change the final orientation of the charging unit.
• Open ground is considered terrain for the purpose of spells but does not have any effect on normal movement.
• Buildings can hold up to 20 ‘wounds’ of models and are two stories (see terrain - below).
• A single rank of models can never be steadfast, unless another special rule imposes this (i.e. Stubborn)
THE BATTLEFIELD. SCENARIOS AND STRATEGY CARDS
TERRAIN
Each battlefield should contain the following:
2 Buildings
2 Hills
3 Walls/fences
1 Marsh
1 Wood
All terrain counts as normal Terrain with the exception of woods and the Marsh.
Take it in turns to place the terrain. If you wish to add further pieces, please feel free to if both players consent.
Marsh: This is always Khemrian Quicksand [Mo/MI//MC removed on Dangerous Terrain failure]
Buildings: All have two levels (including Fozziks folding fortress). A maximum of 20 wounds worth of models may garrison a building. (e.g. 17 HE Archers & an Archmage). Count the number of starting wounds (e.g. Archmage always counts as 3).
Woods: roll a D6 when entering to decide the type. In addition: Dangerous Terrain if Cav/Mon Cav/Chariots march, charge, flee/pursue, overrun in it or for any Flyer entering/leaving; No Steadfast (unless Stubborn); Lone infantry characters and Skirmishers characters count as Steadfast. (Forest Strider rule works as normal).
• 1-3= Normal Forest,
• 4= Venom Thicket [Unit has Poisonous Attacks; counts as Dangerous Terrain],
• 5= Abyssal wood [Unit causes fear]
• 6= Fungus Forest [Stupidity]
Fortitude, tabling and conceding games
To have fortitude, a unit must contain 5 models and a banner (or 3 monstrous models including a banner). A General does not count towards fortitude but a BSB does (as they hold a banner).
Please note that should you table an opponent (or in the case of a concession), the remaining player can use the remaining game turns in order to attempt to obtain any additional objectives. These objectives are not automatically granted.
SCENARIOS
1 – Invade and Defend (Battleline)
Gain 500 VP if your opponent does not have a unit containing fortitude in your deployment zone at the end of the game.
Gain 500 Additional VP if you have a unit containing fortitude alive in your opponent's deployment zone at the end of the game.
Gain 400 additional VP if you killed more characters than your opponent.
2 – Blood and Glory
Special Rules: Play the full six turns (as time allows).
Objectives:
• First player to "Break" their opponent receives an additional 1400 Victory points.
• Second player to "Break" their opponent receives an additional 500 Victory points.
3 – Protect the weak (Battleline)
Gain 150 VP for each of your three smallest (in terms of points) units that are alive at the end of the game. If you have more than three units that are equal in terms of smallness at the beginning of the game, nominate three of those tying units to keep alive for points.
Gain 150 VP for each of your Core units above half strength (in terms of total wound count) at the end of the game. You can score these points up to four times (600 points).
Gain an additional 150 VP for each of your opponent's three smallest (in terms of points) units that you have killed. If there are multiple units that are equal in terms of smallness, then the first three you killed count for the extra VP.
4 – Dawn attack
Special Rules: Deploy with the Dawn Attack map but DO NOT USE RANDOM DEPLOYMENT. Instead, each player deploys as normal (taking turns putting units down) until complete. Each player must deploy at least two units in each deployment area (left, right, centre). If a player does not have enough units to deploy at least two in each, then he/she may choose which area(s) to only have one. Roll off for first turn as in a Battle Line scenario, and ignore the language about stealing initiative.
Additional Objectives: At the end of the game, if either player has a unit with fortitude within six inches of the centre of the board and the other player does not, then that player gains 1400 victory points. If both players have units with fortitude within six inches of the centre of the board, each player gains 500 victory points.
5 - Character Crash (Battleline)
Gain 100 additional VP for each enemy character slain.
Gain an additional 100 VP per character if you slay the character in a challenge.
Gain 350 additional VP if your Battle Standard Bearer is still alive at the end of the game. If you do not have a BSB in your army, you automatically gain these points.
Gain 350 additional VP if you captured more standards than your opponent.
6 – Attack the strongest point! (Battleline)
Gain 1000VP if your opponent’s most expensive unit is destroyed, fleeing or not on the table for any reason, at the end of the game. Characters/mounts embedded within a unit, count towards the cost (and thus which one grants the bonus victory points). If there are two or more units that cost the same then roll a dice to decide.
Gain 400VP if your opponent’s most expensive character is killed, fleeing or not on the table for any reason, at the end of the game.
STRATEGY CARDS
There are 6 Rumble in the SELWG Jungle Strategy Cards Below. Each describe bonus point objectives and special rules. After deployment, but before scouts are placed, both players must choose one strategy card from those remaining to them and place it on the table (these are not secret and you must both declare which you’ve chosen). You MUST choose a card to play each round. Each card can only be used once during the competition and the card you use, must be confirmed when your results are reported. Only the card player may gain bonus points based upon their card in play.
Card A: Take the Field!
+500 VP for controlling more table quarters than your opponent at the end of the game.
To control a table quarter you need to have fortitude there (i.e. General or a banner). The most fortitude in a quarter controls that quarter. In the event of a tie then neither player controls that quarter.
Special Rules: One core unit or solo character may make a Vanguard move. All normal Vanguard rules apply. (Units already capable of a Vanguard move receive no added bonus)
Card B: No Glory in Death!
+500 VP if your most expensive unit/model (NON- Character) above half its starting wounds at the end of the battle.
Special Rules: The player of this card automatically wins the roll to see who goes first, they may then choose to go first or allow their opponent to go first. If both players choose this card then roll off as normal (If a Bretonnian player uses this card and the opponent doesn’t, the army counts as having prayed and both players dice to see who goes first).
Card C: Operation Anaconda!
+500 VP for killing enemy general. ("killing"= opponent's general not being alive for any reason at the end of the game.)
Special Rules: Your General gives a rousing speech to spur his/her troops to victory. At the start of any one of your turns you may declare that you are using this special rule and claim a +1 to the Leadership of your general (up to the normal max of LD10) It lasts until the start of your next turn.
Card D: Broken Arrow!
+500 VP for having all of your dispel/power dice generating characters/units alive at the end of the game. (If you have none of either to start with, you automatically get these points!)
Special rules: For the first turn of this game all your opponent's spells miscast on double 1's as well as double 6's. (Note: double 1's do NOT cause Irresistible Force)
Card E: Live to Fight Another Day!
+250 VP for having a unit that successfully (is not caught in that turn) flees from a charge.
+250 VP if the unit that earnt 250 VP for fleeing, is alive, not fleeing and on the table at the end of the game
**IF your army contains NO units or characters capable of fleeing at the start of the game THEN you may earn +500 bonus points if one of your characters (not champions) refuses a challenge during the game.
Special rules: Add d3 inches to one "flee" charge reaction during the battle. This must be declared prior to rolling any dice.
Card F: Lucky Seven Card!
Once in the game, before any 2d6 roll is made (but not before a re-roll, such as that given by a battle standard -bearer), a player may employ Your Lucky Seven card. This automatically makes the result of the roll a 7 without actually rolling dice.
Note that your Lucky Seven cannot be used to change two dice within a number of other dice rolled. It must be a straight 2D6 roll and not a 3D6, for example. Additionally, any army (such as Lizardmen) may use the Lucky Seven for a single leadership test (as well as any other straight 2d6 roll), except for a re-roll such as that given by a battle standard-bearer.
Your Lucky Seven may NOT be used for the Winds of Magic 2d6 roll. Your Lucky Seven roll may only affect the dice of the person playing the card.
**Alternate use of Your Lucky Seven card** You may choose to use Your Lucky Seven after your opponent has played their scenario cards, but before the battle starts, to nullify the special rules of your opponent's card. However, they can still gain bonus points based on their card (if they meet the objectives of course!)
Appendix 1
The tournament TO will work out the game points each player will receive by looking at the difference in victory points between each player.
Victory points difference | Winner's points | Loser's points |
0-500 | 10 | 10 |
501-1000 | 11 | 9 |
1001-1500 | 12 | 8 |
1501-2000 | 13 | 7 |
2001-2500 | 14 | 6 |
2501-3000 | 15 | 5 |
3001-3500 | 16 | 4 |
3501-4000 | 17 | 3 |
4001-4500 | 18 | 2 |
4501-5000 | 19 | 1 |
5001+ | 20 | 0 |