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THURSDAY – MARCH 31 ST 10:00AM - 3:00PM Do not lose this packet! It contains all necessary missions and results sheets required for you to Participate in today’s tournament. It is your responsibility to hold onto and not lose this packet during the tournament. If you lose this packet, be prepared to be docked points!

THURSDAY – MARCH 31ST 10:00AM - 3:00PM...NECROMUNDA TOURNAMENT TOURNAMENT RULES GENERAL RULES • This tournament utilizes the Necromunda: Underhive rulebook and all current gang

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Page 1: THURSDAY – MARCH 31ST 10:00AM - 3:00PM...NECROMUNDA TOURNAMENT TOURNAMENT RULES GENERAL RULES • This tournament utilizes the Necromunda: Underhive rulebook and all current gang

THURSDAY – MARCH 31ST 10:00AM - 3:00PM

Do not lose this packet! It contains all necessary missions and results sheets required for you to Participate in today’s tournament. It is your responsibility to hold onto and not lose this packet

during the tournament. If you lose this packet, be prepared to be docked points!

Page 2: THURSDAY – MARCH 31ST 10:00AM - 3:00PM...NECROMUNDA TOURNAMENT TOURNAMENT RULES GENERAL RULES • This tournament utilizes the Necromunda: Underhive rulebook and all current gang

NECROMUNDA TOURNAMENT

TOURNAMENT RULES

GENERAL RULES

• This tournament utilizes the Necromunda: Underhive rulebook and all current gang expansion articles. • All models MUST be fully painted to a 3-color minimum standard. Any model not painted to this standard will

be removed from play and any credits spent on it are permanently lost. • All models MUST REASONABLY ADHERE to WYSIWYG rules. Any model not represented properly will be

removed from play and any credits spent on it are permanently lost. • Players may use 28mm miniatures from any company, provided:

o Models are fully assembled and painted. o Models are mounted on a 28mm (or larger) round base. o Models reasonably adhere to the WYSIWYG rules.

• All players must have access to their own rule set, dice, counters, gang rosters, etc. • All normal Necromunda rules are in effect. This includes the Advanced Rules. • Each scenario has a time limit of 60 minutes. A post-game sequence of 15 minutes is provided for experience,

injury rolls, and skill selection. • Players are encouraged to ask questions and solicit the Judge’s opinion if there is a disagreement. Please be

aware that the Judge’s decisions are final. All players are expected to abide by the AdeptiCon Conduct Policy.

GANG CREATION, ITEMS & HIRED GUNS

• All official gang listings are allowed. • Gang creation occurs as per the Necromunda rulebook (or applicable article). All normal restrictions apply.

Each gang has 1200 credits to spend on gang creation. Any unspent credits are forfeited. • Gangs will have NO access to territories, income generation, and the Trading Post during the tournament. • As such, gangs may purchase weapons/items/equipment from either Trading Post, at full cost, that they

would not normally have access to upon gang creation. Weapons must be represented per WYSIWYG rules and all weapon-type limitations apply (i.e. Juves may not carry heavy weapons, etc.).

• Gangs may hire a maximum of two (2) Hired Guns. The cost for each is their applicable Hire Fee + 40 credits. Because there is no income generation, players will not have to pay maintenance fees for any Hired Gun.

EXPERIENCE, INJURIES & RECRUITMENT

• Fighters gain experience and injuries, as normal. Players roll in front of their current opponent during the post-game sequence. Re-roll any “Capture” results.

• Because there is no income generation, players may not recruit further fighters in the post-game sequence. Redemptionist players may only recruit two (2) Devotees under the “A Gathering of the Redeemed” special rule. Enforcer players never lose non-Hired Gun fighters due to the nature of the “Patrol Team” rule.

SCENARIO POINTS & AWARDS

• 60 Points Total; divided as follows: 40 Scenario Points: +10 per Win, +5 per Draw, +0 per Loss. Additionally, 5 Street Cred Secret Bonus Points are available in each scenario.

• Prizes will be awarded for 1st, 2nd, 3rd Place and Best Painted. • The Best Painted Award will be presented to the player who assembles the best gang. Points are awarded via

the judge based on painting, modeling, and creativity. Additional points are awarded via player choice.

Page 3: THURSDAY – MARCH 31ST 10:00AM - 3:00PM...NECROMUNDA TOURNAMENT TOURNAMENT RULES GENERAL RULES • This tournament utilizes the Necromunda: Underhive rulebook and all current gang

NECROMUNDA TOURNAMENT

STREET CRED TABLE

Street Cred are secret bonus objectives your gang leader seeks to achieve during each scenario. Before each scenario begins, select ONE Street Cred objective from the choices below and WRITE THIS DOWN ON THE RESULTS SHEET. Be sure that the scenario allows the selected Street Cred to be taken. Do not show your opponent your Street Cred until the scenario ends.

Title Requirements

King Of The Spire Important members of your gang seek to dominate the high ground at the center of the dome. When the scenario ends, you must have at least one Important Model (Leader, Heavy, Deacon, Scaly, ANY Spyrer, Hired Gun) at the top level of the tallest terrain feature closest to the table center to achieve this cred.

Discretion Is The Better Part Of Valor Your leader has gotten to where he is through back-stabbing, manipulation, and cowardice. If your gang Bottles Out AND the Leader is not Out of Action, you achieve this cred (and run away to fight another day!)

Guilder Bounty Your gang just noticed one of the fighters in the opposing gang is wanted by the Guilders. Write down the name & model type of a fighter in the opposing gang before play begins. If this model is taken Out of Action by scenario end, you achieve this cred.

Kill Them All! Your gang has a deservedly bloodthirsty reputation. If you take at least THREE (3) more models Out of Action in the opposing gang than you suffer in your gang by scenario end, you achieve this cred.

Bring Them And Erase The Debt Your gang is known for its protection rackets and bodyguard duties. Write down the name & model type of one friendly model (this may include Hired Guns and scenario-specific models) before play begins. If that model survives by scenario end, you achieve this cred.

Dutiful Minions Your gang leader instills near suicidal obedience from his followers. If you have at least THREE (3) non-Important Models taken Out of Action at scenario end AND the gang leader is not taken Out of Action, you achieve this cred.

The Crazies Your gang favors personal confrontation over firepower. If you take no opposing models Out of Action via Shooting attacks, you achieve this cred

Page 4: THURSDAY – MARCH 31ST 10:00AM - 3:00PM...NECROMUNDA TOURNAMENT TOURNAMENT RULES GENERAL RULES • This tournament utilizes the Necromunda: Underhive rulebook and all current gang

NECROMUNDA TOURNAMENT

SCENARIO 1: BAD POXSIE’S UNDERHIVE RIOT “You mean Mad Moxxie's Underdome Riot?” “No...Bad Poxsie's Underhive Riot. Totally different girl. Poxsie's got a moustache.”

TERRAIN As placed by event staff. Be aware of table specific special conditions.

SETUP The gang with the lowest gang rating chooses one table edge and deploys his models within 6” of that table edge. The opposing gang then deploys their models within 6” of the opposite table edge. No models may be placed within 12” of a Loot counter.

Both players roll D6. The highest scorer goes first.

SPECIAL RULE: LOOT COUNTERS Loot counters may be picked up by any model that comes in contact with them during its movement. Fighters who go Out Of Action automatically drop their Loot counters where they happen to be at that time – remove the model but leave the counter in place. If a fighter takes an enemy Out Of Action in HtH combat, he automatically captures any Loot the model is carrying. Friendly models may transfer loot between each other, so long as they are within 1”, during the Shooting phase.

Note that neither model may shoot and/or initiate an assault while exchanging Loot. Fighters may not exchange Loot if either model is currently in HtH combat or initiated an assault that turn.Fighters carrying Loot counters need to try and get within 1” of their starting table edge. Once there, they are immediately removed from play. After the scenario ends, roll on the Rare Trade Chart, once per Loot counter (Reroll any 52, 55, 61, 64 results).

SPECIAL RULE: USE IT OR LOSE IT Instead of picking up a Loot counter and attempting to carry it off the table, a fighter may instead choose to scavenge the loot and use it immediately. If the fighter chooses this, remove the loot counter and place any suitable token next to this model. The controlling player may choose one of the following abilities:

• Stims: The fighter either gains a Med Kit OR removes all flesh wounds from himself or a model within 4”.

• Grenades: The fighter gains either Krak, Frag, or Flash grenades.

• Ammo: One of the fighters ranged weapons may use a Sustained Fire dice until the end of the scenario. (This CANNOT be applied to Flamer, Plasma, Web, or Launcher weapons.).

• Minor Arcana: The fighter gains a minor Wyrd Psychic Power.

SCENARIO OBJECTIVES The specific objective is for one gang to eliminate the other from the competition. If either gang fails a Bottle Roll, the game ends immediately. Bad Poxsie has locked you all in – neither player may voluntarily Bottle Out. If both gangs are still playing when the Judge calls time, the scenario is a Draw.

STREET CRED BONUS RESTRICTIONS Discretion Is The Better Part Of Valor and Guilder Bounty may not be used.

SCENARIO EXPERIENCE +5 Survives: If the fighter survives the battle, it earns 5 Experience, even if they are wounded or taken Out Of Action.

+5/Wounding Hit: A fighter earns 5 Experience per wounding hit he inflicts. Although it is possible to inflict several wounds from one weapon with each shot, only 5 Exp. are earned per Hit, not per wound.

+5 Important Kill: A fighter that takes any opposing Leader, Heavy (Deacons/Scalies/any Spyrer), or Hired Gun Out of Action earns 5 Experience. A fighter may earn this only once per scenario.

+10 Loot Counter: Any model which moves off the table with a Loot Counter, earns 10 Experience.

+10 Winning Leader: The gang leader on the winning side receives 10 Experience.

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NECROMUNDA TOURNAMENT

SCENARIO 2: AUDIENCE ANARCHY “YOU RIGGED THE FIGHT!!?? I don’t think the crowd will take kindly to that!” “At least we’ll have a chance to finish off some more gangs!”

TERRAIN As placed by event staff.

SETUP Starting with the player with the highest gang rating, both players alternate placing their models on the table. No model may be placed within 12” of any table center and/or within 12” of an enemy model. Both players roll a D6. The high scorer goes first.

Special Rule: Angry Mob Each player may roll a D6 at the start of the opposing player’s turn. On a roll of 2-5, nothing happens. On a roll of 1 or 6, some upset audience members have attacked a member of the rival gang. The fighter who is attacked is the one furthest from any other models, friend or foe. If there are models equally isolated, the one closest to a table edge is attacked. Roll a D6 to see what happens to the unlucky fighter and consult the chart below:

ANGRY MOB ATTACK CHART 1-2 The fighter manages to beat off the mob, but

just barely. The model may not make any voluntary actions this turn and must take an ammo roll.

3-5 The fighter is successful in defending itself but may make no voluntary actions this turn.

6 There is a gunshot, a shriek, and the mob cheers. The fighter is taken Out Of Action. If this fighter must roll on the Injury chart after the battle, the controlling player may re-roll the first result.

SCENARIO OBJECTIVES The specific objective is for one gang to eliminate the other from the competition. If either gang fails a Bottle Roll, the game ends immediately. If both gangs are still playing when the Judge calls time, the scenario is a Draw.

STREET CRED BONUS RESTRICTIONS Bring Them And Erase The Debt may not be used.

SCENARIO EXPERIENCE +5 Survives: If the fighter survives the battle, it earns 5 Experience, even if they are wounded or taken Out Of Action.

+5/Wounding Hit: A fighter earns 5 Experience per wounding hit he inflicts. Although it is possible to inflict several wounds from one weapon with each shot, only 5 Exp. are earned per Hit, not per wound.

+5 Important Kill: A fighter that takes any opposing Leader, Heavy (Deacons/Scalies/any Spyrer), or Hired Gun Out of Action earns 5 Experience. A fighter may earn this only once per scenario.

+10 Winning Leader: The gang leader on the winning side receives 10 Experience.

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NECROMUNDA TOURNAMENT

SCENARIO 3: 15:10 TO DUMA “We need to catch a maglev train out of this dome before Poxsie’s Goons find us!”

TERRAIN As placed by event staff. Be aware of table specific special conditions.

SETUP The gang with the lowest gang rating chooses one table edge and deploys his models within 6” of that table edge. This gang is employed by the Guilders to protect the railyard behind them and is considered the defender (Enforcers are ALWAYS defenders, Spyrers are ALWAYS attackers).

The opposing gang then deploys their models within 4” of the opposite table edge.

Both players roll D6. The highest scorer goes first.

SPECIAL RULE: POXSIE’S THUGS The defending gang receives two Thugs as backup. These models are considered a friendly model and may benefit from the Gang Leader’s special rule. They have the following profile:

M WS BS S T W I A Ld 4 3 3 3 3 1 4 1 7

Weapons: Thugs carry an Autogun, Knife, and Frag Grenades. They are so well-equipped that they do not have to take Ammo Rolls. They may be given no other weapons or equipment.

Armor: Thugs have a 6+ armor save.

Special: Thugs are notoriously unreliable and will only shoot at targets within 12”, defend itself in HtH combat, and may only charge an enemy if there is a friendly model within 6”.

SCENARIO OBJECTIVES If the Attacker succeeds in getting at least half (50%) of his friendly models off the opposing board edge, he has won. If the Judge calls time or the Defender bottles out and the attacker has less than half (50%) of his models off the opposing board edge, the game is a Draw. If the attacker bottles out or is eliminated, the Defender wins.

If the Judge calls time and the attacking player has no models off the opposite board edge, the Attacker loses.

STREET CRED BONUS RESTRICTIONS None

SCENARIO EXPERIENCE

+5 Survives: If the fighter survives the battle, it earns 5 Experience, even if they are wounded or taken Out Of Action.

+5/Wounding Hit: A fighter earns 5 Experience per wounding hit he inflicts. Although it is possible to inflict several wounds from one weapon with each shot, only 5 Exp. are earned per Hit, not per wound.

+5 Important Kill: A fighter that takes any opposing Leader, Heavy (Deacons/Scalies/any Spyrer), or Hired Gun Out of Action earns 5 Experience. A fighter may earn this only once per scenario.

+10 Winning Leader: The gang leader on the winning side receives 10 Experience.

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NECROMUNDA TOURNAMENT

SCENARIO 4: LAST STAND ON LIQUID COURAGE “Train’s stopped. Blockade. I don’t know how we’ll get out of this now that the boys’ got into some moonshine in one of the freight cars……”

TERRAIN As placed by event staff.

SETUP Each player rolls a D6 to see how many fighters he has in the shootout: 1-2 = 2 fighters, 3-4 = 3 fighters, 5-6 = 4 fighters. These fighters are randomly selected. The two gangs are set up 16” apart at ground level and in positions where they are all in full view of each other. Each friendly model may not be placed more than 2” away from another friendly model.

SPECIAL RULE: SHOOT-OUT Before regular play begins, a shootout must occur. First each player moves all their fighters 2” until at least 2 opposing fighters are within 6” of one another. When this happens, each player rolls a D6 in turn and adds that value to their Nerve Score (rolls of 6 are considered to be 0 value). When one player's Nerve Score reaches 15, their fighters have lost their nerve and pulled their weapons. After the Nerve is broken, each fighter's order of shooting is determined separately by rolling a D6 and adding that fighter's Initiative. Also, add +1 if equipped with a pistol or subtract -1 if equipped with a heavy weapon. The result is the Draw score. Once all Draw scores are worked out, each player shoots from highest to lowest. After this shooting is worked out, regular play begins – roll a D6, the highest scoring player goes first. All other models not involved in the shootout enter play on Turn 1 from their board edge.

SPECIAL RULE: INHEBRIATED Those fighters involved in the shootout were partaking heavily. Once normal play resumes, they suffer the effects of their intoxication, subtracting -1 from both BS & WS. However, they are not affected by Fear. They may attempt to clear their head by making a successful Initiative test. This DOES NOT effect fighters entering the table on Turn 1.

SCENARIO OBJECTIVES The specific objective is for either gang to force the other to Bottle Out.

If either gang fails a Bottle test (or voluntarily Bottles Out), the game ends immediately. The gang which bottled out loses and the opposing gang wins.

If (during regular play) both gangs only have Inebriated fighters (not counting those Down or Out of Action) or if both gangs are still playing when the Judge calls time, the scenario is a Draw and neither player may win. STREET CRED BONUS RESTRICTIONS

Kill Them All! and The Crazies may not be used.

SCENARIO EXPERIENCE +? Held Nerve: Each surviving fighter of the side which held its nerve the longest scores a number of Experience equal to the difference between the two scores.

+5 Survives: If the fighter survives the battle, it earns 5 Experience, even if they are wounded or taken Out Of Action.

+5/Wounding Hit: A fighter earns 5 Experience per wounding hit he inflicts. Although it is possible to inflict several wounds from one weapon with each shot, only 5 Exp. are earned per Hit, not per wound.

+5 Winning Side: Each surviving fighter on the winning side earns 5 Experience.

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NECROMUNDA TOURNAMENT

RESULTS FOR SCENARIO 4: LAST STAND ON LIQUID COURAGE

PLAYER NAME SCENARIO (CIRCLE ONE)

ATTACKER DEFENDER

SCENARIO OBJECTIVE (CIRCLE ONE)

Win +10

Draw +5

Lose +0 STREET CRED BONUS OBJECTIVE

Street Cred are secret bonus objectives your gang leader seeks to achieve during each scenario. Before each scenario begins, select ONE Street Cred objective from the choices below and CIRCLE IT. Do not show your opponent your Street Cred until the scenario ends.

King Of The Spire Discretion Is The Better Part Of Valor Guilder Bounty Bring Them And Erase

The Debt

Dutiful Minions

Complete Street Cred Bonus +5

TOTAL POINTS:

Opponent’s Signature: ___________________________________________

Please hand to the Judge at the same time as your opponent.

THANKS FOR PLAYING!

Page 9: THURSDAY – MARCH 31ST 10:00AM - 3:00PM...NECROMUNDA TOURNAMENT TOURNAMENT RULES GENERAL RULES • This tournament utilizes the Necromunda: Underhive rulebook and all current gang

NECROMUNDA TOURNAMENT

RESULTS FOR SCENARIO 3: 15:10 TO DUMA

PLAYER NAME SCENARIO (CIRCLE ONE)

ATTACKER DEFENDER

SCENARIO OBJECTIVE (CIRCLE ONE)

Win +10

Draw +5

Lose +0 STREET CRED BONUS OBJECTIVE

Street Cred are secret bonus objectives your gang leader seeks to achieve during each scenario. Before each scenario begins, select ONE Street Cred objective from the choices below and CIRCLE IT. Do not show your opponent your Street Cred until the scenario ends.

King Of The Spire Discretion Is The Better Part Of Valor Guilder Bounty Kill Them All!

Bring Them And Erase The Debt Dutiful Minions The Crazies

Complete Street Cred Bonus +5

TOTAL POINTS:

Opponent’s Signature: ___________________________________________

Please hand to the Judge at the same time as your opponent.

----------------------------------------------------- TEAR HERE -----------------------------------------------------

BEST PAINTED VOTE

Please provide your vote for the Best Painted Award.

Player Name: ______________________________________________________

Gang: _____________________________________________________________

Page 10: THURSDAY – MARCH 31ST 10:00AM - 3:00PM...NECROMUNDA TOURNAMENT TOURNAMENT RULES GENERAL RULES • This tournament utilizes the Necromunda: Underhive rulebook and all current gang

NECROMUNDA TOURNAMENT

RESULTS FOR SCENARIO 2: AUDIENCE ANARCHY

PLAYER NAME SCENARIO (CIRCLE ONE)

ATTACKER DEFENDER

SCENARIO OBJECTIVE (CIRCLE ONE)

Win +10

Draw +5

Lose +0 STREET CRED BONUS OBJECTIVE

Street Cred are secret bonus objectives your gang leader seeks to achieve during each scenario. Before each scenario begins, select ONE Street Cred objective from the choices below and CIRCLE IT. Do not show your opponent your Street Cred until the scenario ends.

King Of The Spire Discretion Is The Better Part Of Valor Guilder Bounty Kill Them All!

Dutiful Minions The Crazies

Complete Street Cred Bonus +5

TOTAL POINTS:

Opponent’s Signature: ___________________________________________

Please hand to the Judge at the same time as your opponent.

THANKS FOR PLAYING!

Page 11: THURSDAY – MARCH 31ST 10:00AM - 3:00PM...NECROMUNDA TOURNAMENT TOURNAMENT RULES GENERAL RULES • This tournament utilizes the Necromunda: Underhive rulebook and all current gang

NECROMUNDA TOURNAMENT

RESULTS FOR SCENARIO 1: BAD POXSIE’S UNDERHIVE RIOT

PLAYER NAME SCENARIO (CIRCLE ONE)

ATTACKER DEFENDER

SCENARIO OBJECTIVE (CIRCLE ONE)

Win +10

Draw +5

Lose +0 STREET CRED BONUS OBJECTIVE

Street Cred are secret bonus objectives your gang leader seeks to achieve during each scenario. Before each scenario begins, select ONE Street Cred objective from the choices below and CIRCLE IT. Do not show your opponent your Street Cred until the scenario ends.

King Of The Spire Kill Them All! Bring Them And Erase The Debt Dutiful Minions

The Crazies

Complete Street Cred Bonus +5

TOTAL POINTS:

Opponent’s Signature: ___________________________________________

Please hand to the Judge at the same time as your opponent.

THANKS FOR PLAYING!