Beruflich Dokumente
Kultur Dokumente
Scorched Earth
Quick Info:
Venue: Firestorm Games, Cardiff, Postcode CF10 5DT
Ticket Cost: 35
Food: Lunch will be provided both days as part of the ticket cost
Dates:
Scorched Earth will take place on Saturday 8th and Sunday 9th
August 2015. The venue is open on the Friday but there will be no
event activity taking place. The venue has a large amount of gaming
space available for those who wish to journey down early.
Venue:
Firestorm Games, Trade Street, Penarth Road, Cardiff, CF10 5DT,
02920 227117
The venue has a bar so please do not bring any alcohol. There is
plenty of parking at the venue if you wish to drive it is also a short
walk from Cardiff Train Station and indeed the centre of Cardiff. All
the terrain is provided by Firestorm Games.
Purchasing Tickets:
Tickets can be purchased via paypal by sending 35 as a gift to Mrs_
widgerys_lodger@hotmail.com this will go up to 36.50 if its not a
gift. They cost 35 each and are refundable up until 3 weeks before
the event. Please put the names of the players that are having tickets
bought in the payment notes.
If you have any specific dietary requirements then you must make
it known before the event otherwise we will not be able to handle
them. You can put these on the payment notes or send an email to
Events@TheImperialTruth.com
Timetable:
Saturday
Sunday
Registration 08:30 09:15
Venue Open 09:30 10:00
Game One 09:30 12:00
Game Four
10:00 - 12:30
Lunch
12:00 13:00
Lunch
12:30 13:30
Game Two 13:00 15:30
Game Five
13:30 16:00
Game Three 15:45 18:15
Results
16:30 17:00
Awards:
The Following awards will be available at Scorched Earth
The Emperors Champion The highest placing Loyalist player
on TPs
The Despoiler The highest placing Traitor player on TPs.
The Warmaster The highest placed player on Gaming TPs alone.
He who walks the Eight Fold Path The player that kills the
most points of their enemies
The Artificer The army receiving the most votes from players.
This will be judged on Sunday at lunch. Anyone hoping to win
should display their army suitably after the 4th game.
The Artisan The army deemed by the painting judge to be
the best at the event. This will judged throughout the weekend
by a specified judge who will not be allowed to have their army
considered for this award.
The Maestro The individual unit or model decided by the
painting judge to be the best entered into the competition. To enter
your model you have to place your entry in the indicated place at
lunch on day 1.
The Originator This award can be given for any reason the TOs
decide to reward an army. Everything from the army list through
the paint scheme to the way the army is played on the table could
be considered.
The Paragon Given to the player receiving the highest score in
the Sports voting section.
The Fabricator An award given to the objective markers the TOs
feel to be the best at the event again this can be judged on almost
anything.
The Historiographer Great things happen in games, tales of
underdogs getting the better of great warriors, tanks blowing up
and taking half a force with it or simple bolters taking down DemiGods. Tell the TOs your greatest stories and one will win a prize.
We will also be giving a prize out to one lucky attendee that will be
drawn completely at random from in the form of raffle tickets. These
tickets will be earned by performances on the table, in sports and
from painting as well. Players will receive one ticket for each game
they play in and an extra ticket if they win. Each most sporting vote
will also generate a ticket as will a nomination for the Artisan award.
Finally each player will receive a ticket for handing in their list on
time and one for submitting it in the correct format.
Army Selection:
Armies may be chosen from any official Horus Heresy publication
up to a value of 2250 points, this will include army lists from
Tempest. All the official FAQs and Errata are to be used (though not
experimental rules) they are available here: http://www.forgeworld.
co.uk/fwDownloads
All armies will use the Battles in the Age of Darkness Force
Organisation Chart. Note this means that the Combined Arms
detachments and Unbound army from the Warhammer 40,000
rulebook will not be used. Allies detachments may only be taken
if they are chosen from a different army list than the primary
detachment.
This document will be reviewed as new rules are released but will be
locked in a month from the event date
Army List Submission
Army lists need to be submitted by no later than :24th July 23:59.
Lists need to be submitted in the correct format to Events@
TheImperialTruth.com
Lists must be sent in the body of an email in the format shown
below, this means that attached files or army builder/quartermaster
etc templates do not qualify as the correct format.
Lists submitted by 23:59 on the 24th July will receive 5 TPs.
Lists submitted in the correct format will receive 5 TPs.
Note: Power Weapons must be listed by type, eg: Power Axe
Your models!
All the rules you need to play your army and the relevant FAQs.
3 Objective markers
Dice, Tape Measure and Templates
Copies of your army list one to hand in to the TOs and others to
show your opponents.
Money to spend on all the lovely toys Firestorm Games has to offer.
Game 1
Set Up
Game Length
Deployment
This scenario uses the Dawn of War
Deployment
Roll off: The winner may choose to
deploy first or second.
The player who deploys first selects their
deployment zone and then deploys their
entire force, including any fortifications
they possess, except for any units held in
Reserve, into their deployment zone.
The player who is deploying second then
deploys their entire force, including any
fortifications they possess, except for
any units placed in Reserve, into their
deployment zone.
Rules for deploying into fortifications, infiltrators,
scouts and transport vehicles, etc, are as found in
the Warhammer 40,000 rulebook.
Victory Conditions:
Primary Objective:
Players will score 3 Victory Points for each
Treacherous Ruin they control positioned
closest to the center of the board.
They will score 1 Victory point for each
other Treacherous Ruin they control.
(Each Treacherous Ruin will be marked clearly on
the table as to whether it is worth 3 or 1 Victory
Point) To control or contest a terrain piece a
unit must be wholly within the perimeter of the
terrain.
Secondary Objectives
Attrition
First Blood
Slay the Warlord
The Price of Failure
First Turn
The player who deployed first also has the
first turn, unless their opponent can Seize
the Initiative (see the Warhammer 40,000
rulebook).
Double 5 or 6:
Munitions Cache: All friendly models in
this Treacherous Ruin gain the Twin-Linked
special rule for this game turn. Note this
means some models may have this rule
while others in the unit do not.
Dawn of War
72"
Side A
Deployment Zone
12"
24"
Side B
Deployment Zone
12"
48"
Game 2
Set Up
Game Length
Deployment
This scenario uses the Hammer and Anvil
Deployment
Roll off. The winner may choose to deploy
first of second.
The player who deploys first selects their
deployment zone and then deploys their
entire force, including any fortifications
they possess, except for any units held in
Reserve, into their deployment zone.
The player who is deploying second then
deploys their entire force, including any
fortifications they possess, except for
any units placed in Reserve, into their
deployment zone.
Victory Conditions:
Primary Objective:
At the end of the game the player holding
the Relic objective receives 5 Victory
Points
At the end of the game each other
objective is worth 3 Victory Points to the
controlling player
Secondary Objectives
First Blood
Last Man Standing
Slay the Warlord
The Price of Failure
Mission Special Rules
Night Fighting
Reserves
The Relic:
When an objective is initially claimed roll
a dice for the first objective a roll of 5 or
6 this is The Relic. If the relic hasnt been
revealed when the second objective is
claimed then on a roll of 4,5 or 6 this one
is a relic, on a 1,2 or 3 then it is the final un
claimed objective.
The Relic objective will follow all the rules
on seizing, moving and dropping that
are found in the 40K rulebook with the
following exceptions:
The model may not embark a vehicle,
The relic cannot be carried by an
Independent Character
The unit containing the Relic will take D6
Str 4 AP Rending hits at the end of each
shooting phase, relic hits ignore cover.
In addition roll a D6 when the relic is
revealed roll a dice:
D6 Effect
1 The unit controlling the relic gains
Move Through Cover special rule.
2 The unit gains +1 to its cover saves
3 The unit gains the Preferred Enemy
(Everything) special rule.
4 The units Close Combat attacks gain
the Fleshbane special rule.
5 The unit gains Feel no pain (5+) or
receives a +1 bonus to their Feel no
Pain rolls
6 The unit gains the Fear and
Adamantine Will special rules.
First Turn
The player who deployed first also has the
first turn, unless their opponent can Seize
the Initiative (see the Warhammer 40,000
rulebook).
Side B
Deployment Zone
Side A
Deployment Zone
24"
24"
24"
48"
Game 3
Deployment
Victory Conditions:
Primary Objective:
Each table quarter will give an amount of
Victory Points to the controlling player
depending on which one it is. Your own
deployment quarter is worth 1 Victory Point,
your opponents quarter is worth 5 Victory
Points with the other two worth 3 Victory
Points each.
Secondary Objectives
First Blood
Last man standing
Slay the Warlord
The Price of Failure
Raging Inferno:
At the start of every shooting phase the
player whose turn it is places an Inferno
marker on the table, which then scatters 3D6
(unless a hit is rolled). All models within 6
of the centre of the marker suffer a single Str
5 AP- hit (vehicles are struck on their rear
armour). Inferno markers remain in play and
will continue to cause hits at the start of each
shooting phase.
Additionally any marker that ends up in or
on a piece of terrain will ignite that terrain
piece. This will make the terrain Dangerous
Terrain and will block line of sight entirely
for models wishing to shot through it.
Models within the terrain will gain the
Stealth special rule if they do not already
have it.
First Turn
The player who deployed first also has the
first turn, unless their opponent can Seize
the Initiative (see the Warhammer 40,000
rulebook).
Game Length
After turn 5 ends roll a dice, on a 4+ a 6th
and final turn will be played.
Side A
Deployment Zone
18"
48"
Side B
Deployment Zone
36"
Game 4
Deployment
Victory Conditions:
Primary Objective:
At the end of the game each player will
score 1 Victory Point for each enemy unit
destroyed or that is falling back at the end of
the game
First Turn
The player who deployed first also has the
first turn, unless their opponent can Seize
the Initiative (see the Warhammer 40,000
rulebook).
Game Length
The Game uses Variable Game Length
Secondary Objectives
First Blood
Line Breaker
Slay the Warlord
The Price of Failure
Mission Special Rules
Night Fighting
Reserves
Vanguard Strike
72"
12"
12"
Side A
Deployment Zone
48"
Side B
Deployment Zone
Game 5
Set Up
First Turn
Victory Conditions:
Primary Objective:
Each objective is worth an amount of points
equal to the turn number. These points are
scored at the end of each full turn and so a
running score must be kept.
Game Length
Secondary Objectives
Attrition
First Blood
Line Breaker
Slay the Warlord
The Price of Failure
Deployment
This scenario uses the Dawn of War
Deployment
Roll off. The winner may choose to deploy
first of second.
Units may be set up in reserve as normal.
The player who deploys first selects their
deployment zone and then deploys the
first unit. Each player then takes it in turn
to place units until they have none left.
The order of units deployed must follow
the Staged Deployment Order:
1st
2nd
3rd
4th
5th
6th
7th
Fortifications
Lords of War units
Heavy Support units
Troops units
Elite units
Headquarters units
Fast Attack units
Dawn of War
72"
Side A
Deployment Zone
12"
24"
Side B
Deployment Zone
12"
48"