The First War for Kolozs Prime is a multiplayer game of Warhammer 40k, using the 10th Edition rules, taking place on the weekend of 2-3 August, at The Guildhall in Cluj. All players are divided in 2 teams, fighting for the Imperium or Chaos, respectively.
Game duration
The game will last for a maximum of 10 turns, or until 21h00 hours on Sunday, August 3rd, whichever comes first.
Priority
Each team nominates 1 player to be the “Warmaster” for their team (team captain). The Warmaster’s warlord model also counts as the Warmaster on the tabletop. Both Warmasters will roll off to determine priority, with the highest die-roll (rerolling ties) taking the first turn.
Deployment
Each team’s deployment zone is the area 12” from their team’s edge of the battlefield.
Troops in transport and deepstrike may be selected as per the standard rules.
No units can be put in strategic reserves by choice in the deployment phase.
The only units that may start the game in strategic reserve are the ones that can not physically start the game on the board due to the deployment area being full. Any models/units that cannot start the game on the table because of this have to come in, if physically possible, on Turn 2, on their team’s table-edge. Any units in strategic reserve that have not come in on Turn 2 count as being destroyed.
The Game
During the game, no CP can be gained by any means, nor can any stratagems be used. Note: This is mostly decided in the interest of time and balancing CP/stratagems between an odd number of players.
Teams will take their turns/phases simultaneously, ie. on Team Imperium’s turn, all Team Imperium players will have their movement phase at the same time, their shooting phase at the same time, etc.
At the start of the game, all players on the same team are considered “friendly” towards each other for rules purposes. Players may come across narrative reasons why they would no longer wish for this to be the case. In such an event, players need to clearly state if/when they will no longer consider (an)other player(s) friendly.
Players are also encouraged to interact narratively not just with the other players, but also with the board itself. (eg. there is an open gate that a player wants to close, to prevent enemy vehicles from entering a part of the table). In such cases, talk the ideas over with other players (not just the ones on your team) on how this idea would be executed and what the result (if any) would be. For the above example, on a failure, maybe the gate did not close and its controls are now stuck, leaving the gate permanently open.
Objectives
There will be no objective markers on the board. Instead, as we are fighting for a Hive city, there will be several strategic locations on the board, as well as several Critical locations, that need to be controlled to gain control of the hive at the end of the game.
Victory Points are awarded for the following:
- Warlord Kill - 2 point
- Warmaster Kill - 5 points
- Strategic location control at the beginning of your team’s command phase - 1 point
- Critical location control at the beginning of your team’s command phase - 2 points
Whichever team has the most victory points at the end of the game, wins a strategic victory and gains control of the primary Hive, Kulusuar
Critical Locations
1. Missile Silo:
The team that controls the Missile Silo at the start of their command phase can fire a free deathstrike missile from the missile silo in their shooting phase
2. The Sybaric Fane of Orgiastic Vigour (Dark Age Techno Recuperator)
In their command phase, the team that controls the location at the start of their command phase can restore D3 wounds each to a maximum of 3 units holding the location .
3. Atmospheric Ascender
The team that controls the Atmospheric Ascender in their command phase can put D3 infantry units or 1 vehicle unit (excluding Titanic units) within 3” of the Relay (excluding Titanic units) into deepstrike at the start of their shooting phase.
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