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Where when, and what is this?

Hello, and welcome to Dark Millennium 5!

Dark Millennium is a Matched Play Warhammer 40,000 tournament, which will take place on the
24th/25th of February 2018, over 2 days at Common Ground Games in Stirling, Scotland:

Common Ground Games


40 Cowane Street
Stirling
FK8 1JR

Please also check out their website as well if you would like to find out more details about the venue
and how to get there!

http://www.commongroundgames.co.uk/

There is free parking outside the venue and along the street, and also a large Tesco round the corner
where you can park as well. There is no bar at the venue, but there is a café where you can buy hot and
cold drinks and snacks. There is also an on-site shop for any last minute hobby needs!

If you have any questions about the venue or organization (or indeed anything else in this rules pack or
the event), please send us a mail at caledoniandeathwatchevents@gmail.com

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How much will this cost?
The price of the event will be £35, which includes lunch on both days. Your ticket also includes 6 games,
along with prizes for painting, gaming and more.

You can pay for your ticket by sending a paypal payment to caledoniandeathwatchevents@gmail.com
using the “Friends and Family” option (please remember to use this paypal option!).

Note, if you wish to attend the event and can only attend one day, you are more than welcome to
attend the event as a pair. Your “team” must use the same army list on both days, but essentially each
“team” will be treated as an individual player.

As the tournament gets nearer, updates may be made to the facebook page – please check it out:

https://www.facebook.com/events/1945127339143900/

Army lists must be submitted by midnight on the 17th of February, tickets must also be purchased
before this date.

If you are looking for accommodation, there are hotels in Stirling which are suitable. Glasgow is approx.
a 40 minute drive away if you would prefer to stay there, Glasgow will offer better night life and
restaurants for those of you so inclined!

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What can I include in my army?
For this event, armies should be no greater than 2000 points in size. Your army should follow the below
guidelines. If you have any questions about army composition, please contact us at
caledoniandeathwatchevents@gmail.com):
• Sourcebooks allowed, include dataslates from the following indexes: Imperium 1, Imperium 2,
Chaos, Xenos 1, Xenos 2. In addition, all Codices released up until the list submission date will
also be allowed. You MUST use the latest version of a dataslate, if one has been provided in a
new publication such as an 8th edition codex
• Your army must be battle-forged
• When determining which points to use when building your army, you should always use the
latest source (this may be FAQs in some cases, or in Chapter Approved 2017 in others).
• The additional faction materials, such as relics, traits and stratagems provided in Chapter
Approved are allowed
• Forge World units are allowed this year (use the appropriate entries from their respective index
or Chapter Approved) – but limited to a total of 750 points
• You may include up to 3 detachments in your army, but you cannot select the same detachment
twice. All models in your army must share at least 1 faction keyword, and all models in a
detachment must share at least 1 faction keyword

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What other restrictions/rules are in effect?
The following rules will also be in effect for the event:

• All Games Workshop FAQs released before the event will be in use. In the event of an FAQ
release on the day, this will be disregarded.

• Understrength units can be fielded, but only as part of an Auxiliary Support Detachment

• An enemy CHARACTER with less than 10 wounds can only be targeted if it is both visible to the
firer and it is the closest enemy model to the firer. This means that if any other enemy model is
closer, whether it is visible or not, then the enemy CHARACTER cannot be targeted.

• You cannot use the Command Re-roll Stratagem to affect Mission dice rolls. Mission dice rolls
include any dice rolls that are made before the battle begins (such as those that determine who
chooses deployment zones or who gets the first turn), those that must be made at the end of a
battle round (such as rolls that determine if the battle ends) or any rolls that determine how
many victory points are awarded to a player.

• When determining which player controls an objective marker, exclude all units that have the
Flyer Battlefield Role – these units can never control objective markers

• You may field any unpainted models if you wish. However, for every squad that is not fully
painted (3 colours and based), your opponent receives a bonus of 2 command points per unit

• The BETA rules for Smite and Character Targeting are both in effect.

• Psychic Powers should be on your army list at submission

• Spending CPs for mission boosts counts as using a stratagem (such as scoring an additional
objective)

• Minimum game length is 5 turns. After Battle round 5, the game continues on a 3+, then a 4+,
ending on turn 7 at the latest.

• Objectives should be at least 6” away from table edges, including any other mission restrictions

• For units/upgrades not covered in your codex, use the designers’ flowchart to work out what to
do: https://whc-cdn.games-workshop.com/wp-
content/uploads/2017/11/warhammer_40000_designers_commentary_en-1.pdf

• “Counts As” models can be used as long as the size/scale is appropriate. If you’re unsure then
please reach out to us for clarification.

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List Formatting

Checking lists can be a challenging job, and in previous years we have been very tolerant with an
assortment of formats. We would greatly appreciate players’ assistance in making these checks easier
this year. Please follow the below template for completing your army, and include it in the body of your
email when you submit the list (caledoniandeathwatchevents@gmail.com):

Thanks to Tim from Element games for the below:

Your army list should look like the below example:

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Player name: A. Player
Army Faction: Imperium Command Points:6

Battalion Detachment –Keyword: Ultramarines

HQ: Captain Sicarius= 132pts


HQ: Librarian (93) Veil of Time & Null Zone, Force Stave (14)= 107pts

Troop: Tactical Squad: 1 Sergeant 9 Marines (10x13) 1 Flamer (1x9) 1 Missile Launcher (1x25) = 164pts
Troop: Tactical Squad: 1 Sergeant 9 Marines (10x13) 1 Flamer (1x9) 1 Missile Launcher (1x25) = 164pts
Troop: Tactical Squad: 1 Sergeant 9 Marines (10x13) 1 Flamer (1x9) 1 Missile Launcher (1x25) = 164pts

Dedicated Transport: Rhino (70) Stormbolter (2) = 72pts


Dedicated Transport: Razorback (65) Twin Assault cannon (35) = 100pts

Elite: Dreadnaught (70) assault cannon (21) storm bolter (2) dreadnaught close combat weapon (40) = 133pts

Heavy Support: Whirlwind (90) Whirlwind Vengeance Launcher (34) = 124pts


Heavy Support: Predator (102) Twin Lascannon (50) Two Lascannons (2x25) = 202pts

Flyer: Stormhawk Interceptor (85) two assault cannons (2x21) two heavy bolters (2x10) Icarus Stormcannon
(17) = 164pts

Detachment total = 1526


Pts

Super-Heavy Auxillary Detachment – Keyword:Questor Imperialis

Lord of War: Knight Warden (320) Reaper Chainsword (30) Avenger Gatling Cannon (95) Heavy Stubber (4)
Heavy Flamer (17) = 466pts

Detachment total = 466pts

Army total = 1992/2000pts

Players will be penalized 20 Tournament Points if they do not follow these guidelines, so it’s in your
interest to use this template! If we determine a mistake in your list that’s absolutely fine, it will be sent
back to you for correction at no penalty.

Once the list submission deadline has passed, rules material is "frozen", and we will not consider
anything released between that point and the tournament, so if a release comes out after you have
submitted, you will not need to amend your list.

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Additional Rules
Stratagems
During the tournament, the following Stratagems will be available to all players, using the usual
matched play restrictions. Copies of these will be provided in your rules pack at registration.

1) Experimental Stimulants – 1CP – Use on a CHARACTER who has 6 or less starting wounds who
suffers at least one mortal wound in a single attack. The mortal wounds inflicted for this attack
are ignored, however the character will then suffer 1 mortal wound at the end of every battle
round for the remainder of the game.

2) Psychic Conduit – 1CP – Use before a Deny the Witch test – you may add D3 to your deny score
for this test.

3) Blinding Advance – 2CP – Use on a unit which is about to advance. This unit rolls 3D6 for its
advance move, and selects the highest dice to use. If it has a set advance move, it adds 2” to its
advance movement instead.

4) Deadly Accuracy – 3CP – Use on any non VEHICLE unit which is about to make a shooting attack.
For this phase, this unit’s shooting attacks have -1AP in addition to any other bonuses they
already have

5) Supreme Tactics –4CP- Use when deploying a unit in reserve at the start of the game. This unit
may be held in reserve beyond battle round 3. Note, this cannot be used on a unit which has the
TRANSPORT keyword, or any other rule which allows it to assist other units in deploying in
reserve style fashion.

6) Insatiable Bloodlust –5CP- Use on any unit other than a CHARACTER that is about to declare a
charge. That unit may re-roll its charge distance, reroll failed hits, and re-roll failed wounds
during the entire fight phase.

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Warlord Traits
The following warlord traits may be used during the tournament. You may select freely from this list, but
the trait must be listed on your army list when it is submitted. These do NOT replace the traits in the
Warhammer 40,000 rulebook, they are provided as an optional extra.

1) Imposing Force

Enemy units within 12” of your warlord suffer -1 to their leadership

2) Battle-Hardened Veteran

Your warlord’s starting wounds are increased by 1. Lords of War may not select this warlord trait.

3) Quick Witted

Your warlord always fights first in the fight phase. Usual restrictions regarding charging etc still apply

4) Commanding Presence

While your warlord is alive and on the table, every time you spend command points (whether 1 or
many), on a 6+ you gain 1 CP

5) Personal Cadre

Choose any INFANTRY unit. As long as your warlord is within 3” of this unit, that unit is immune to
Morale tests.

6) Master of Distraction

Once per battle only. Choose a friendly unit within 3” of your warlord that has been charged
successfully. The charging unit must re-roll that charge (both dice). If that unit has a re-roll, both of
these re-rolls cancel each other out.

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What do I need to organise?

By midnight on the 17th of February, you need to buy your ticket via PayPal and submit your army list via
e-mail to (same address for both):

caledoniandeathwatchevents@gmail.com

If you don’t submit your list before this time, you be penalized 20 tournament points, so it’s in your
interest to get your lists in on time! If we identify any issues with army lists after submission, we will
notify you to get changes in – you will not be penalized for this. Remember to use the template
provided above for submitting your list, or you will incur a 20 tournament point penalty!

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On the day, you also need to bring all of the following:

• Yourself
• Your 2000 point army
• Rules for your army – this can be digital or on paper, but you must have a copy of all rules which
your army uses.
• Dice, Tape Measure and objective markers.
• One printed copy of your army list (to be shown to your opponents at the start of a round)
• Any FAQs pertaining to any part of your army list
• A copy of the Warhammer 40,000 rulebook (there will be additional copies for reference on the
day)
• Copies of Chapter Approved will be useful, but there will be a copy available for reference on
the day

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What format is the Tournament?
Each game is divided into a Primary and a Secondary mission. In both the Primary and secondary
missions, players will attempt to accumulate Victory Points. However, points that you score from the
primary mission, do not count for the secondary, and vice-versa.

The primary Mission is (usually) an Eternal War style objective based mission. Objectives are scored at
the end of the game depending on the scenario. The winner of the Primary Objective Scores 4
Tournament Points, with the loser receiving 0. If the primary mission is drawn, both players receive 2
Tournament Points.

The secondary mission is the same in every game, and is a modified maelstrom of war mission. Each
Player will have the same 20 Tactical Objectives available to them from the start of the game. These are
treated as if they were Tactical Objectives in your hand as per a standard Maelstrom of War game.
Tactical objectives can be scored in either player’s turn, but you can only score a maximum of 2 Tactical
Objectives per battle round.

Once per game, you may spend 2CP at the start of the battle round to score an additional tactical
objective from the pool – If you fail to score the 3rd objective, your command points are wasted (this
counts as using a stratagem for rules which are triggered by stratagem usage).

You do not need to stipulate which tactical objectives you are attempting - if you satisfy the conditions
of an objective at the end of the battle round, you can score it (up to the limit of 2). That objective(s) is
then removed from your “hand”. The player who accumulates the most Maelstrom points per game
wins the secondary mission, and scores 4 Tournament Points, with the loser scoring 0. Again in the case
of a tie, both players score 2 Tournament Points.

Lastly, you can score 1 bonus Tournament point for meeting each of the below bonus objectives:

• First Blood - First player to destroy a Unit


• Last Laugh - Last Player to destroy a Unit
• Linebreaker - Have a scoring unit in your opponent’s deployment zone when the game ends
• Slay the Warlord - Destroy your Opponents Warlord

This will give you a bonus score of 0-4, which you should add to your Tournament Point total, even if
you are tabled or concede. If you are tabled or concede, you score 0 Tournament points for both the
primary and secondary mission, while your opponent scores 4 points for each (plus any bonus objectives
they have achieved).

You should now have Tournament Point and Victory Point totals, for the Primary/Secondary/Bonus
objectives. Your total Tournament score for the round, will be between 0-12.

If you have scored more Tournament Points than your opponent, you have won the game. When
submitting your results, make a note of total Tournament points, and total victory points (the losing

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player may in some cases earn more victory points!). Tournament points are used for your tournament
standing, Victory Points are used for tie breakers.

The tactical objectives for the secondary missions are given below, and are the same for every game.
Remember, you can score these in either player’s turn, but there is a limit of 2 per battle round:

Objective Aim Points


Number
1) Control Objective 1 at the end of the turn 1
2) Control Objective 2 at the end of the turn 1
3) Control Objective 3 at the end of the turn 1
4) Control Objective 4 at the end of the turn 1
5) Control Objective 5 at the end of the turn 1
6) Control Objective 6 at the end of the turn 1
7) Control 2 odd objectives at the end of the turn 3
8) Control 2 even objectives at the end of the turn 3
9) Control any 3 objectives at the end of the turn 4
10) Control at least 2, but double the number of 4
objectives your opponent controls at the end of the
turn
11) Control the 2 Objectives nearest your opponents’ 3
table edge at the end of the turn. You decide which
objectives to score if the distance is equal
12) Have no friendly units inside your own deployment 2
zone at the end of the turn
13) Control any objective that was controlled by your 3
opponent at the start of this turn
14) Have a unit in the enemy deployment zone at the 1/3
end of the turn. Score 3 if you have 3 such units.
15) Destroy any unit with the VEHICLE or MONSTER 2/4
keyword by the end of the turn. Score 4 points if
you destroy 3 or more.
16) Destroy any unit with the CHARACTER keyword by 2/4
the end of the turn. Score 4 points if you destroy 3
or more.
17) Destroy any unit with the FLY keyword by the end 2/4
of the turn. Score 4 points if you destroy 3 or more.
18) Destroy a unit in the shooting phase. Score 3 points 1/3
if you destroy 3 or more in the same phase
19) Destroy a unit in the assault phase. Score 3 points if 1/3
you destroy 3 or more in the same phase
20) EITHER – Destroy a unit with the PSYKER keyword, 2
OR, manifest 3 psychic powers successfully (after
Denys are resolved) in the same phase

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Mission 1 – Relics of the Emperor

Deployment: Vanguard Strike


Objectives: 6 Objectives, plus a 7th Non-Maelstrom Objective which is placed in the centre of the table

1) Roll off to place objectives 1-4 – these are Maelstrom only Objectives
2) Roll off for deployment. The player who wins decides which deployment zone to take – this is player A
3) Place a non-numbered objective in the center of the table
4) The player who won the objective roll off, places objective 5 (this is a primary objective) in his opponents
deployment zone (this also counts for maelstrom), followed by his opponent placing objective 6 in the
same fashion (this is also a primary objective). Objectives must still be 12” or further apart
5) These 2 objectives are treated as "The Relic" (check the eternal war scenario in the Rulebook for further
details) for all game purposes at this stage. They can be moved, dropped and restrict movement as
normal. These objectives are worth 3 victory points each for the Primary Mission
6) The 7th objective in the center is ignored for maelstrom purposes, but is worth 5 victory points for the
primary mission. This objective cannot be moved
7) Player B deploys their first unit in their deployment zone, and then alternates units with Player A
8) Once both armies are deployed, players roll off for first turn. The player who finished deploying first gains
+1 to this roll. If the winning player decides to go first, the losing player can try to seize the Initiative.

7th Objective

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Mission 2 – Kill them All

Deployment: Spearhead Assault


Objectives: 6 Objectives (Maelstrom Only)

1) Roll off to place objectives 1-6 – these are Maelstrom only Objectives
2) Roll off to determine deployment. The player who wins decides which deployment zone to take – this is
player A
3) Player B deploys their first unit in their deployment zone, and then alternates units with Player A
4) Once both armies are deployed, players roll off for first turn. The player who finished deploying first gains
+1 to this roll. If the winning player decides to go first, the losing player can try to seize the Initiative.
5) Each unit destroyed is worth 1 victory point towards the primary mission, plus 1 additional victory point
for each 100 points that unit costs. For example, a unit worth 99 points concedes 1 victory point, a unit
worth 100 concedes 2 Victory points, a unit worth 199 concedes 2 Victory Points, and a unit worth 200
points concedes 3 Victory Points.

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Mission 3 – Take and Hold

Deployment: Dawn of War


Objectives: 6 Objectives - Objectives 1-4 are for the primary Mission, 5-6 are Maelstrom Only

1) Roll off to determine deployment zones. The player who wins decides which deployment zone to take –
this is player A
2) Divide the table into quarters. Place objectives 1-2 at the center of each table quarter in Player A’s
deployment zone, and 3-4 at the center of each table quarter in Player Bs deployment zone. Roll off to
place Objectives 5 + 6 anywhere else except within 12" of another objective.
3) Player B deploys their first unit in their deployment zone, and then alternates units with Player A
4) Once both armies are deployed, players roll off for first turn. The player who finished deploying first gains
+1 to this roll. If the winning player decides to go first, the losing player can try to seize the Initiative.
5) Each Primary Mission Objective is worth 4 Victory Points

Primary Objectives

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Mission 4 – Outmaneuvered

Deployment: Search and Destroy


Objectives: 6 Objectives - Objectives 1-2 are for the primary Mission, 3-6 are Maelstrom Only

1) Roll off to select deployment zones. The winning player is Player A


2) Player B places their home objective in the center of any of the 2 unoccupied table quarters, with Player A
placing their objective in the remaining corner
3) Alternate placement of remaining objectives starting with Player B - place Objectives 3-6 anywhere else
except within 12" of another objective– these are Maelstrom only
4) Player B deploys their first unit in their deployment zone, and then alternates units with Player A
5) Once both armies are deployed, players roll off for first turn. The player who finished deploying first gains
+1 to this roll. If the winning player decides to go first, the losing player can try to seize the Initiative.
6) Each Primary Mission Objective is worth 4 Victory Points

Primary Objectives

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Mission 5 – Chaos and Confusion

Deployment: Hammer and Anvil


Objectives: 6 Objectives – All Objectives count for both Primary and Secondary missions

1) Roll off to place Objectives 1-6 anywhere else except within 12" of another objective.
2) Roll off to determine deployment zones. The player who wins decides which deployment zone to take –
this is player A
3) Player B deploys their first unit in their deployment zone, and then alternates units with Player A
4) Once both armies are deployed, players roll off for first turn. The player who finished deploying first gains
+1 to this roll. If the winning player decides to go first, the losing player can try to seize the Initiative.
5) Each Primary Mission Objective is worth 2 Victory Points
6) Once during the battle at the start of their turn, the player can spend 3 CPs to “nullify” one of their
opponent's tactical maelstrom objectives. This objective can no longer be scored in this mission. The
exception to this is the on the very first player turn of the game, where this cannot be used. The player
going second in battle round 1 CAN use this stratagem right away.

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Mission 6 – Final Push

Deployment: Front-Line Assault


Objectives: 6 Objectives - All Objectives count for both Primary and Secondary missions

1) Roll off to determine deployment zones. The player who wins decides which deployment zone to take –
this is player A
2) Player B places their 3 objectives first (1, 3, 5), followed by player A (2, 4, 6). You must place your lowest
numbered objective in your deployment zone, the second lowest objective in neutral territory, and 1the
highest objective in your opponent's deployment zone, and be at least 12” away from any other objective
3) Player B deploys their first unit in their deployment zone, and then alternates units with Player A
4) Once both armies are deployed, players roll off for first turn. The player who finished deploying first gains
+1 to this roll. If the winning player decides to go first, the losing player can try to seize the Initiative.
5) Primary Objectives are scored at the end of the game as follows: 1 Point for an objective in your
deployment zone, 2 points for an objective in neutral territory, 4 points for an objective in your
opponents deployment zone

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How is the tournament winner decided?
The tournament will have prizes as mentioned below:

• Best General /2nd Place /3rd Place


• Best Painted Army
• Most Sporting Opponent

Best General
The winner of this award is based purely on Tournament Points scored during games (awarded for
missions as discussed above).

Best Army
Armies will be judged to see which the top 5 are by the Tournament Organizers. On Day 2, if you wish to
win, you will be asked to set up your army for voting.

Most Sporting
In the final round’s score sheet, you should mark the name of your most sporting (or favorite) opponent.
This must be a player who you have played during the tournament

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Weekend Schedule
We will be looking to follow the below schedule as closely as possible. If there are overruns in rounds,
then there will be limited flexibility, and a referee will assess your game to bring it to a conclusion.
Likewise, if rounds finish early, we will advance the timetable accordingly.

Saturday
Registration + Setup: 08:30 – 09:00

Game 1: 09:00 -11:45

Lunch + Army Voting: 11:45 – 12:45

Game 2: 12:45 – 15:30

Game 3: 15:45 – 18:30

Sunday
Game 4: 09:00 -11:45

Lunch: 11:45 – 12:45

Game 5: 12:45 – 15:30

Game 6: 15:30 – 18:00 (some flexibility)

Prize Giving: 18:15

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