PRESENTS
TEMPEST IV: REDEMPTION 3RD & 4TH OF SEPTEMBER, 2011
A
WARHAMMER TOURNAMENT RULES PACK Written by Isaac Alexander and Andrew Chesney
Copyright Unseen Lerker Ltd. © All rights reserved.
Introduction
What We Will Give You
Tempest IV: Redemption is the latest in a series of tournaments run by Andrew Chesney and Isaac “Bobo” Alexander, and supported by Unseen Lerker magazine (www.unseenlerker.com). We aim to take tournaments in the UK to a new level by including a complete weekend package of gaming, solid rules packs, quality food, additional side events, accommodation offers, and a wide selection of prizes.
- First and foremost, a well-run and highly enjoyable weekend!
There will be 100 places available for the event, and with the popularity of the previous events, Tempest Rising and Tempest Resurrection, we fully expect to sell out! Tickets are £30 and are purchased simply by sending a PayPal payment to uktournaments@unseenlerker.com. If paying via PayPal please add £1 to help us counterbalance fees. If wishing to pay via any other method this can also be arranged, simply drop the organisers an email at bobo@ unseenlerker.com and we will arrange something (no more unwanted mothers-in-law as payment, please, we already have too many).
Location Tempest IV is being run in co-ordination with the Marauder Games store and will be held at their grand venue in Manchester in the United Kingdom. The venue boasts every facility you think you could need over a gaming weekend, including food stations, lavatories, enough room for over 100 wargamers, and of course the Marauder Games store itself for all your new shiny toy needs. The venue’s address is: Marauder Games Hallam Business Centre, Hallam, Heaviley, Stockport, SK2 6PT
What YOU Need To Bring - Your fully painted and based army
- At least two legible copies of your army list, written using the restrictions in this pack - Any and all rulebooks (including army books) you need - Any and all templates and dice you need - A tray to carry your models
- A pen/paper and calculator (optional) - Tape measure - Super glue
- Anything else you think you might need
- Gaming boards, terrain, and organisation - Food!
- An evening’s entertainment (board games, card games and other wacky things run at Marauder Games on Saturday night…maybe even a drink or two…) - Dice. Included in the cost of your ticket are five (5) custom 16mm Unseen Lerker dice intended as a fun piece of memorabilia from the event.
- Prizes, including awards for the overall winners, round by round giveaways and spot prizes for spectacular achievements (or epic failures!).
Food & Recommended Accommodation **This is one area in particular that we’ve had a lot of feedback on and instead of rushing it we are taking our time to ensure that we get the best deals possible for all of our entrants. A separate document will be released once these two areas have been finalised – wherever you downloaded this rules pack from, go there and await further instructions. **
It’s not required that tournament entrants dress up as penguins, but some people like to anyway.
SCHEDULE Saturday, September 3rd 8:30 - 9:00
Registration
9:15 – 11:45 Game 1 12:00 – 12:30 Lunch 12:45 – 15:15 Game 2 15:30 – 18:00 Game 3 18:00 onwards Evening shenanigans (including BBQ) (at 19:00 we will be running a big Arena of Death competition!)
Sunday, September 4th
9:00 – 9:15 Hungover arrivals 9:15 – 11:45 Game 4 12:00 – 12:30 Lunch 12:45 – 15:00 Game 5 15:15 – 17:30 Game 6 17:30 – 18:00 Pack up & Awards If you have any questions about the event or the rules pack please do not hesitate to contact the events team at bobo@unseenlerker.com.
Other Happenings
Terrain All of the terrain for the will be provided by the organisers; all you have to do is turn up and play! There will be at least 6 pieces of medium sized terrain on each table, which will be laid out beforehand and should not be moved during the tournament. If at any point you feel a table doesn’t look quite right let us know and we will reorganise it. It’s worth mentioning that all forests will be counted as mysterious terrain and should be rolled for by the players when entering them.
List Submission At Tempest IV, there is no need for you to submit a list before the tournament. However, it is imperative that you bring with you two legible copies of your army list. All army lists will be checked for legality during the first round by the tournament organisers. If your list is found to be illegal you will forfeit any and all gaming points you have scored up to that stage. And spanked – naughty monkey.
A Note On Painting At Tempest IV, we expect every participant’s army to be painted to at least a tabletop standard (think of an army you might see in a GW store – if still unsure please ask). This means every model is painted, every base is based, every movement tray is present. Upon presentation of their fully painted army, each player will be awarded one MILLION tournament points. If your army is not painted and you do not qualify for these points you will be covertly drugged and set up as ‘the donkey’ in a game of ‘pin the tail on the donkey’. This is to say that we expect every player in attendance to adhere to this request and bring a fully painted army to the event.
In addition to the Warhammer tournament itself, the venue will be open on the Friday and Saturday nights for people to play pick-up games. On Saturday night there will also be a goodly number of amiable folk hanging aboot and playing board and card games, so please feel free to stick around and join in! Pasha Korniyenko and his ‘posse’ from the Edinborough League of Gamers take it upon themselves to man the Saturday evening BBQ. That’s some tasty meat – and the food looks good too!
During the event your hydration needs will be catered to by our, uh, attractive young barmaids. Be gentle with them.
Winning Your Games
- Overall Champion (“Best In Show”)*
After each game add up victory points with your opponent as normal, remembering to add any bonuses for generals, captured standards, scenario objectives etc. You need at least 300VPs more than your opponent to score a Win. If the difference is 299VPs or less you have scored a Draw.
* You may note that unlike a normal tournament the ‘official’ winner of the event will be the player who has performed the best compared to the rest of his own race. For each race to be considered for the Best In Show award there must have been at least 3 players using that race at the event.
Tournament points are awarded as follows:
Win – 30pts
Draw – 10pts Loss – 1pt The idea behind this 30/10/1 system is to encourage people to constantly ‘play for the win’. Essentially, it is more beneficial to risk it and win one game and lose two (32pts total) than it is to simply draw three (30pts total).
The Draw All the rounds after the first will be seeded using the “Swiss Chess” system. The first round itself will be drawn completely at random and posted online (at www. warhammer.org.uk) 7 days before the event to ensure maximum amounts of smack talk. During the tournament, if you find yourself playing against someone you have already played that weekend then we will swap you with another table close to you in the draw. Team mates will be allowed to swap as above, unless it is the final round and they are on one of the top 5 tables. At the beginning of each round, please take 5 minutes to introduce yourself to your new opponent and discuss your army and its properties. There is no need to divulge magic items or any hidden information, but do ensure your opponent knows about any special rules. Don’t forget to roll for your spells (and FECKING WARPSTONE TOKENS!!) before deployment.
Awards
At Tempest IV we will be handing out the following awards: - 1st, 2nd and 3rd Best Generals: the players who performed the best overall in terms of gaming
- Best Sportsman: the player who receives the most ‘Best Sports’ votes - Players’ Choice Army: the player who receives the most player votes for their army
- Judges’ Choice Army: the player who receives the most judges votes for their army - Liste Artiste: the player (or players) judged to have the most unusual, outgoing, themed or experimental army list. We reward creativity!
- Master Tactician: the player (or players) who completes the highest number of Secret Missions - Best Army Generals: highest ranked player from each race
Points values & selection guidelines • All armies will be 2600 points. Ignore the percentage guidelines in the Warhammer rulebook, and instead use the following points distribution table when writing your army list:
Lords & Heroes (combined total): 750pts maximum
Special: 1000pts maximum
Core: 750pts minimum Rare: 500pts maximum
• Special/named characters or named unit champion upgrades such as the Changeling may not be taken
• All current army books are allowed, to qualify they must have been released at least 4 weeks before the tournament date. Ravening Hordes, Annuals, articles from White Dwarf and fan works may not be used
• The following common magic items may not be taken: Power Scroll, Fozzrik’s Folding Fortress, Crown of Command • Battle Standard Bearers from all armies may take mundane equipment as if they were a normal hero of their type • No unit in any army may cost more than a total of 400pts (characters are not included in this total)
• No unit in any army may contain more than 40 models (characters are not included in this total) • When both casting and dispelling spells, wizards do not add their magic levels to the dice score rolled*
* This is a rules change that worked an absolute treat at our last event, and one which we hope people will enjoy. The idea being that without the magic levels being added on players are not forced into taking a high level wizard - they can even take no wizards at all and not lose any dispelling potential! It’s been scientifically proven that gamers are attracted to shiny things. Well, our trophies are the shiniest of all! Also, Lergy the Lerker keeps an eye out to make sure no one goes bonkers with the sword-trophy.
SCENARIOS The tournament will consist of 6 rounds. Each game will be a standard Battleline scenario from the Warhammer rulebook. But wait, there’s more! In addition to the standard 30/10/1 game result, there are an additional 10 bonus points available to each player depending on whether or not they complete their Secret Mission (regardless of whether or not their opponent completes theirs). This is the part where you go “ooooooh!”. At the start of the tournament you will be given six Secret Mission cards. It’s compulsory for you to use one in each game – select one before deployment and lay it facedown on the table, then bring it up with your results sheet at the end of the round. See the mission details below:
Got Wood? +10 TPs To achieve this mission, you must ‘control’ more forests at the end of the game than your opponent. To control a forest you must simply have more units in the forest than your opponent. Characters and single models never count towards controlling or contesting this objective. If there are no forests on the table, we’d kindly suggest that you have played the incorrect mission card!
The Hills Have...Pies +10 TPs To achieve this mission, you must ‘control’ more hills at the end of the game than your opponent. To control a hill you must simply have more units on the hill than your opponent. Characters and single models never count towards controlling or contesting this objective. If there are no hills on the table, we’d kindly suggest that you have played the incorrect mission card!
Cut Off The Head! +10 TPs To achieve this mission, you must kill your opponent’s general. That is all! Go get ‘em, tiger!
Concentrate All Firepower On The Super Star Destroyer +10 TPs To achieve this mission, you must destroy your opponent’s most expensive unit. If it’s not obvious which unit this is you may ask, and they must tell you, though they are not obliged to reveal any magic items the unit contains. The location of characters has no effect on which is the most expensive unit.
Up The Jaxxie +10 TPs To achieve this mission, you must finish the game with 2 units at least partially in your opponent’s deployment zone. Characters, fast cavalry, scouts and flyers never count towards achieving this objective.
Kill The Shiny Ones +10 TPs To achieve this mission, you must destroy at least 50% of your opponents combined Special and Rare units (rounding up in the case of an odd number). Eg, if your opponent has 5 Special units and 2 Rare units (7 total) you must destroy any 4 of them to achieve your objective. The means and method of their demise are entirely up to you!
“Restrictions” (If a contradictory rule to those below is found in the Warhammer rulebook, this rules pack takes precedence.)
• A maximum of 12 Power or Dispel dice may be used in any single phase • No wizard may ever attempt to cast a spell using more than 6 dice • No more than 3 war machines may be taken • Lord choices may not be duplicated
• No more than 2 of each Hero type may be taken
• No more than 2 of the same Special choice may be taken
• Rare choices may not be duplicated, with the exception of High Elves who may duplicate once • No more than 3 units of flyers, including any flying characters, may be taken.
• For every model in your army with a missile weapon (range 12” and above) you must also include 1 model without a missile weapon (or with range of less than 12”) • The following units do not count towards your maximum number of Terror causers, your maximum number of flyers, and are each reduced in points cost by 100pts: Giants (all kinds), Griffons, Hippogriffs, Manticores, Cygors, Ghorgons, Jabberslythes, Carnosaurs, Sun Dragons/Dragonmages, Zombie Dragons, Abysmal Terrors • Any and all units that would have to pay points for spears and as a result lose their 6+ parry save, may choose to take spears for free
Chosen Men Within each army-specific section below is a short list of units referred to as ‘Chosen Men’. When taken in sizes of 10 or more models these ‘Chosen Men’ units receive a complimentary free command group (standard bearer, musician and champion equivalent) where available. This upgrade is not compulsory and not all elements of the command must be taken to qualify – individual upgrades are also free. *If a different number (eg, 5+) is shown in brackets beside the unit that is the minimum size needed for free command options – this overrides the usual minimum of 10 models given above.
House Rulings We know you must be tired by now, after having read all that. So we’ll keep it short and sweet. Below are a couple of teensy weensy rules changes that will be in effect at Tempest IV, implemented with the intention of making the games flow smoother, more logically and more enjoyably for everyone involved. When characters in units are affected by the following spells they simply take a single wound instead of dying: Dwellers Below, Final Transmutation, Dreaded Thirteenth Spell.
The Strength 11-12 result of Infernal Gateway is changed to the following: the number of hits is generated as normal instead of instantly destroying the enemy unit. These hits wound automatically and ignore all armour and ward saves. Whenever a unit reforms it must endeavour to bring all characters to its front rank. Characters may never join units which are in combat, fleeing or subject to compulsory movement, including those that have just rallied. A unit may not enter a building in any turn which it marches or reforms. Units and characters that are fleeing at the end of the game, or have been reduced to equal or below 25% of their starting wounds (Lord level characters need only be reduced to 1 wound remaining) give away half of their total victory points, not including bonuses Victory points are awarded separately for characters and their mounts Any and all buildings have a maximum capacity of 20 models, regardless of the size or number of floors. Units larger than this may not enter them, though they may assault them as normal. All area terrain (including forests, water features, fields, and rocky areas, but NOT hills or open ground) should be treated as Dangerous Terrain and require tests for all units when entered. The only times units do not take tests are if they are Ethereal, making a normal ‘move’ (ie, not marching, fleeing, etc.), reforming, or have the appropriate Strider special rule. Hills are “taller” than all units except large targets and cannot be seen over, except by: large targets, units on other hills, and from the second floors of buildings. Before the game, Wood Elf players are allowed to decide which kind of mysterious wood each forest on their table is (each forest may be a different type). It may be worth writing down next to each piece to avoid forgetting. In the case of Wood Elves vs Wood Elves each player may choose what kind their free wood is, and the rest remains mysterious as normal. Finally, a fun one. Units with the Thunderstomp special rule are allowed to perform a single Stomp against anything larger than infantry but smaller than themselves. Kick em in the face!
Beastmen • • • •
Ignore all “restrictions” May take up to 1000pts total for characters The Herdstone Shard may not be taken Chaos Hounds do count towards the total Core points • Chosen Men: Ungor Herd, Centigor (5+), Minotaurs (3+)
Bretonnia • Banner of the Lady does not negate a unit’s Steadfast-ness • Chosen Men: Men at Arms, Peasant Archers, Questing Knights (5+)
Dark Elves • Pendant of Khaeleth and the Sacrificial Dagger may not be taken • May take a maximum of 1 terror causer (Manticores excepted) • Assassins do not count towards any category’s points total • Shades are a 0-1 choice, with a maximum unit size of 6 • Wizards only know the Power of Darkness spell if they select Dark Magic • May not include more than 40 Repeater Crossbows in the army • Chosen Men: Executioners
Daemons of Chaos • Standard of Chaos Glory, Icon of Despair, Siren Song, Icon of Endless War may not be taken • Master of Sorcery allows access to rulebook lores, but the wizard only has 2 spells and must roll for them as normal • Flamers have a maximum unit size of 4 • Chosen Men: Bloodcrushers (3+)
Dwarves • Gyrocopters do not count towards your total number of war machines; the Anvil of Doom counts as 1 • Gyrocopters may march and fire their weapons • Chosen Men: Dwarf Warriors (not Longbeards), Troll Slayers (receive 25% of their models as free Giant Slayers!)
Dwarf of Chaos A note to all players! For this event we are trialling the allowance of the fantastic independent publication, Dwarfs of Chaos, written by a dedicated team of hobbyists in the US. You can read their entire excellent book online for free, here: http://issuu.com/mattbird/docs/f_dwarfs_ of_chaos As there is a chance you may play against the army during the event we do recommend you have a quick read through. *If you specifically do not wish to play against this army during the tournament, please send an email to bobo@unseenlerker.com and let him know. No questions will be asked, anonymity is guaranteed and we will make sure you don’t have to face the army during the event. **To all Dwarfs of Chaos players: – We expect you to do your opponents the courtesy of explaining how your army works. This includes revealing any and ALL magic items and their properties before the game. – We also expect the above process to not waylay the game to the point of not being able to finish it. If you wish to play this army, it is your responsibility to ensure it doesn’t take any longer than it would to play any other army.
– Finally, the Banner of Daemonic Tides may not be taken (and no, the irony of banning the Unseen Lurker spell is...not lost on us!)
Empire • Rod of Power may not be taken • Van Horstman’s Speculum may not be taken on an Arch Lector • A maximum of 2 Unbreakable units may be taken • The Steam Tank counts as 2 war machines towards your army’s total • Greatswords may take a magic banner worth up to 50pts • Chosen Men: Swordsmen, Spearmen, Free Company
High Elves • Banner of Sorcery, Book of Hoeth and the Banner of the World Dragon may not be taken • The minimum core requirement is 500pts, not 750 • Allowed one duplicated rare choice • The following units count as Core choices: Silver Helms, Ellyrian Reavers, Shadow Warriors, Tiranoc Chariots • Silver Helm units may take a magic banner worth up to 25pts • Chosen Men: Lothern Seaguard, Silver Helms (5+), Ellyrian Reavers (5+), Shadow Warriors (5+)
Lizardmen • A Slann may only take one Discipline of the Old Ones. Also the following items may not be taken on a Slann: Cupped Hands of the Old Ones, Bane Head, Focused Rumination • If a Slann takes the Battle Standard upgrade, he may not be the army general • Chameleon Skinks are a 0-1 choice, with a maximum unit size of 6 • Skinks units including Kroxigor count as non-shooting models for the purposes of “restrictions” • Chosen Men: Temple Guard when not including a Slann, Saurus Cavalry (5+), Kroxigor (3+)
Skaven • Warp Tokens, Storm Banner and the Doom Rocket may not be taken • Slave units are 0-1 per Clanrat, Stormvermin or Giant Rat unit, provided the aforementioned unit contains at least 20 models • Slave units do not count towards the minimum number of points required for Core • Giants Rats with 20 or more models do count towards the minimum number of points required for Core • Night Runner units may take a free Warp Grinder upgrade • Units pushing a Screaming Bell or Plague Furnace are limited to 30 models in size • Gutter Runners are a 0-1 choice and limited to 6 models in size • Chosen Men: Stormvermin, Night Runners, Rat Ogres (3+, receive a free Masterbred)
Tomb Kings • The Mighty Scrolls of Incantation may not be taken • A Casket of Souls and Hierotitan may not be included in the same army • A maximum of 2 Sphinxes (any kind) may be included • Chosen Men: Skeleton Heavy Cavalry (5+), Skeleton Light Cavalry (5+), Ushabti (3+)
Warriors of Chaos • Infernal Puppet, Doom Totem and Favour of the Gods may not be taken • Chaos Hounds do count towards the total Core points • Chosen Men: Marauder Horsemen (5+), Chaos Warriors, Marauders without flails or great weapons
Wood Elves
• Ignore all “restrictions” • May take up to 1000pts total in characters • Big Names do not count towards a character’s magic item allowance • Hunters are not subject to the ‘Loner’ rule • A Hunter’s harpoon crossbow may march and fire • You may take a Slaughtermaster without needing a Tyrant in the army • Chosen Men: Bulls (3+), Ironguts (5+), Gnoblar Fighters, Gnoblar Trappers
• Glamourweave characters are not forced to buy a mount and may remain on foot instead. They may still only join Forest Spirit units • Kindred characters may still bear the Battle Standard • Eternal Guard are always considered a Core choice • Warhawk Riders are considered a Core choice, and are BS5 • Great Eagles are considered a Special choice • Wardancers count as using ALL of their dances in every close combat phase. The effects are cumulative • Waywatchers may Scout up to 6” from the enemy instead of 12”. They’re extra sneaky! They may never declare a charge on the first turn. • Chosen Men: Eternal Guard, Dryads, Glade Riders (5+), Treekin (3+), Warhawk Riders (3+)
Orcs and Goblins
Vampire Counts
Ogre Kingdoms
• The Shrunken Head may not be taken • A maximum of 6 Fanatics may be included in your army • Goblins and Night Goblins do not have a maximum unit size (400pt limit still applies) • Chosen Men: Common Goblins, Orc Boar Boyz (5+), Savage Orc Boar Boyz (5+)
• Master of the Black Arts and Drakenhoff Banner may not be taken • Helm of Commandment is ‘Wight King or Necromancer Only’ • Skeletons may use a character’s unmodified Weapon Skill provided he is in the unit. • Corpse Carts and Dire Wolves do count towards your Core points • Characters may join units of Zombies • For every casualty inflicted by a Zombie, add a Zombie to that unit as if Invocation had been cast on them. The wounds caused still count towards combat resolution. • Cairn Wraiths have a maximum unit size of 5 • Chosen Men: Skeletons, Dire Wolves (5+)