BrianGeneral
2nd Aug 10, 12:31 PM
BG's forewords:
No puns intended towards the mini-series.
In Japanese, "Gaiden" means "side stories". For those who had participated my past 3 Shooting Challenges should know that it has a plot, which was somehow thickening throughout these periods. While it'll take some time to give a final showdown for the main story, why not have some side materials right now for fun? Thus the "Gaiden".
Many forum dwellers now shoudl be largely unaware of this kind of game, so read the instructions and rules below before joining------they certainly help. Old players of these challenges? More than welcome.
And then, get your entry and a seat here, and have some fun (from me).
Yours,
BG
==============================================
The cursed battlefield is battered, twisted and melted by enemy fire. On this wasteland you’re alone, trying to find out what’s the purpose for your superiors to send you here. And soon you know why. You discover an opened tomb, but apparently it’s not the works by Necrons, instead you hear whispers within. The only way you can find out what’s the secret within is to intrude it, though it seems that you aren’t the only one who’re interested in it……
YOU’RE ALL ALONE, FIGHTING FOR YOUR OWN LIVES AND THE POWER WITHIN, AND AS MADNESS ENDS, ONLY ONE CAN CLAIM IT.
That’s the background of the challenge. Now, I’ll begin with the system of this challenge.
NOTICE! IT IS STRONGLY ADVICED TO READ THROUGH ALL THE MATERIALS LISTED BELOW FOR YOUR OWN GOOD.
==============================================
The preparations
You’ll be told to post your own entry. Each participant will have 150pts to spend with.
Entries:
All must be Codex legal ones. Imperial Armour/Chapter Approved units can be used, but must state clearly which book/source(s) they come from.
NO vehicles/Monstrous Creatures can be used.
All participants can only take a SINGLE model they choose, that is, no Bodyguards/Retinues/Drones/attached squads, etc. This can be a customized HQ character, a Heavy Weapon trooper or just a mere Gaunt, but all rules for that particular unit (options, ability to choose Wargear, etc) still apply.
No Special Characters.
Other than those stated above, you can take anything in the Codex as long as your team’s total points do not exceed 150.
ONE ENTRY PER PLAYER, at all time. New players can hop in anytime BEFORE the last 8 is decided, and those who’ve been retired from this Challenge for any reason (see later) cannot rejoin.
Faction or unit-related amendments:
Tyranids: All units will take Morale Tests as if there’re no Synapse Creatures nearby (unless they are for themselves, obviously), and will take Instinctive Behavior test at the beginning of each round.
Necrons: WBB rules will apply as normal as if no Resurrection Orb is nearby. The roll of WBB will be made immediately after the Necron is reduced to 0 wounds.
Lord’s Warscythe now have a Gauss Blaster, to keep in line with Pariahs. However it will subject to Gets Hot! As we can treat it as a prototype.
Eldar: Only 1 Exarch Powers (if any) can be used each turn. Wraithguards will test Wraithsight as normal.
Chaos: Lash of Submission (and that for Daemons) will force the opponent to take a Pinning Test on a -2 of Leadership.
Daemons: Has a Strategy Rating of 2, as CSM are 2 back in 4th and they shared the same Codex before the current split. Daemonic Gifts are treated as normal weapons in Injury table, instead of Psychic Powers.
Imperial Guard: Orders have NO effect on the officer himself------as he’s not leading a squad.
Company Commanders, if taken, use the point costs after deducing the costs of those 4 veterans.
Tau: To give some edge to Tau units, handheld Markerlights can affect the user, providing you have Multi-tracker to fire multiple weapons at once (if you want).
Kroot units, if taken, will follow the rules in Chapter Approved for their Strategy Rating Roll (1-3=1, 4-5=2, 6=3), rolled before the game. Unless specified, Kroot Mercenaries’ stats and costs will follow that in Tau Empire Codex (Especially for Krootox), though Evolutionary Adaptations can be taken as normal.
Space Wolves: In case of Jaws of the World Wolf that strikes home, the opposing model is reduced to 0 wounds (thus defeated) but count as being defeated by something else other than weapon fire (so suffer a -1 modifier for advancement, see below).
Blood Angels: Range for Blood Lance psychic power rolls 2D6” instead of 4D6”.
Those squad leaders in their parent entry, who can pick wargear from their armoury, CANNOT take weapon upgrades of the squad. (So for example, a Chaos Aspiring Champion can’t come to the contest with a Plasma Gun) Tyranid units can have Biomorphs in their entries as normal.
Some enemies will have some spotting special rules. To simplify them, all Night Fighting checks made for targeting (eg. Tau Stealthsuits, Grey Knights, Vindicare Assassins) when they’re facing a specific unit, will be passed on a D6 roll of 4+ before they start shooting. Eldar Harlequins’ Veil of Tears will be passed on a 5+. Those wargear or skills for Night Fighting (eg. Blacksun Filters, Searchlights, Night Vision for Night Lords) can grant a re-roll upon the result, but only the ones who have that can be benefited unless specified. These rules apply for Blast weapons (so you must check for target’s presence before firing).
All psychic powers/abilities that can prevent their opponent to charge in Assault Phase can also be used in shooting phase, which will lead to their opponent counted as Pinned.
Bikes won’t get to use their Cover save for turbo-boosting. (They won’t get to shoot in that state anyway)
Dual Pistols (any type) for any units will be counted as Twin-linked if they didn’t already like Witch Hunters. That’s quite logical for hitting your foe more likely if you hold 2 pistols! You still can’t fire 2 different Pistols at the same time though.
All Guess weapons with Minimum range higher than 6” can’t be used.
All Heavy Weapon crews can be operated by a single man, however additional weapons acquired (see later) will only be those heavy weapons but not the trooper’s. Hits will be distributed between guns and crew like Artillery, and all Heavy Weapons used in this way will be counted as having AV10 (even they don’t already have one initially), with a single Glancing/Penetrating hit will destroy the weapon. After the big gun is destroyed (and when there’re no more at stock), the trooper reverts back to infantry of that kind and can get additional weapon as normal.
Those who suffer from Rage (regardless of the source) must pass a D6 test on 5+ to restrain themselves from blind rage and fire their weapons. If it fails then they can’t fire for that round, and do not count as pinned.
==============================================
The Progress
For each round, there’ll be a ballot draw to determine who’re fighting with who. Note that because of the randomness of such ballots, this CAN result in a certain player keep playing with the same opponent! (Though chances are rare)
Sometimes a player may be the odd-one-out. In such cases a D6 will be rolled for him: on a 1, something has gone wrong as he wanders around the area------immediately roll a D6 to see if he’s eligible for rolling the Injury Table (without modifiers, see below). On 2+ nothing happens and so he’s safe (for now).
But no matter what, you and your opponents got to shoot the hell out of you, and they’ll stand 6” apart for shooting. All special rules will be taken into account if they’re in range.
Winners of each fight will gain 5 points, drew opponents will get 3, losers will get 0 points unless they’re also capable to wound the opponent at least once, which they can get 1 point for each wounds they caused.
All Blasts and Templates will just cause a single hit, as it’s obvious that you’re just firing at a single model.
To make things more simple (and having more fun) and keep in line with the new edition, all Blasts will just use a Scatter Dice and a D6 for scattering. If a “hit” is shown then it hits, if it deviates then it just misses. However, if the D6 is coming up with a 1, then something will go terribly wrong with the blasting zone------instead of hitting the enemy (if it hits), the firer take the hit instead!
Before each fighting rounds I’ll roll a D6. On a 5+, there’ll be cover in this whole round, for all participants. Another D3 will then be rolled, 1-2=6+ cover, 3-4=5+ cover, 5-6=4+ cover. It’s treated as obstacle terrains only (so Modifiers of Cover Saves in certain terrains won’t have effect, but universal modifiers like Rangers/Pathfinders can still be used). Note that all models will NEVER voluntarily Go To Ground.
Whenever one model is injured but not dead, a Morale Check will be taken at the end of that round. If the Morale check is ever failed once, he’ll run away, and count as defeated. A -1 modifier will be imposed if the model is injured already. This is, of course, for multi-wound characters since most infantry will die by one wound.
Pinning tests will also be taken into account if the weapons fired will cause Pinning: If a model is pinned, they won’t get to shoot in the next round, but is otherwise treated as Going To Ground (and obviously can’t shoot). However, the test will be taken after taking Morale Checks (if any) so it’s possible to pass the Morale Check but is pinned.
Fearless men who take unsaved wounds during the fight and are eligible for Morale Checks as in normal cases, and will take additional wounds upon each wounded hit suffered, with saves allowed. BUT these wounds can’t be saved by any Wargear/Special Rules (so, for example, the Narthecium won’t have any effect, nor Feel No Pain).
Each individual fights’ winners, if eligible, will still need to take Morale Checks/Pinning Tests/Fearlessness Wounds before they’re declared winner.
At the start of every round of shooting, both units will take a Strategy Rating Roll respective to their own army (refer to the table in p.80 of 4thEd Main Rulebook), with the higher one, obviously, will get to go first. If the highest rolls are the same, they’ll be resolved at the same time (pretty much like that in CC).
Defeated models will be subjected to a further Injury Table according to their conditions (see later).
Heavy Weapons can always fire no matter the situation is, so don’t worry about being disadvantaged!
NOTICE! You’ll only know who your opponent is when you read the report of that round, so there’re no preparations available. You may switch an old weapon for the new one (if any) if you want and vice versa, but one must state clearly what weapon they’ll use before the next round come (preferably immediately after the result of the latest round is released, in 24 hours) or their current weapons will be used.
A new round will not be started less than 24 hours before the former, but if I started the wheel, posts afterwards to amend your entry (or claiming advancements' rewards, in forms of items, see below) will be ignored. SO TAKE YOUR TIME!
==============================================
Advancement System
Once a player receives each 10pts (or over that), he’ll immediately make a 2D6 roll on the Advancement Table AFTER all Injuries (see below) are resolved. It’ll immediately take effect, but conflicting (or duplicating) results will be re-rolled.
Note that all stats can’t exceed that listed below (unless wargear/unit’s rules make it higher than that), and if the advancement conflicts with the limits the roll is wasted:
BS: 10
T: 6 (Nominal, so the basic Toughness still count for IK issues. Models with natural 6 cannot gain further increases.)
W: 5
Ld: 10
Sv: 2+/3++
The following modifiers about the last match before the model gains each 10pts apply and they stack:
+ a number of modifiers in case the cost of the winning model (the player) is a fraction of the losing model’s cost, for example +1 if it’s 1/2 or more the cost of the loser, +2 for 1/3 or more, and so on (rounding up).
+1 if the defeated model’s last Armour/Invulnerable saves are failed on a 1. In case of multiple failures, just check if there’re any 1s inside.
+1 if the winning model retains all his/her wounds. (That is, unwounded)
+1 for Orks. (Yes, no joke. It’s gonna to be a skilled Ork to kill someone with his gun!)
-1 if the opponent is defeated due to something else other than your weapons’ fire (Like Perils of the Warp, Overheat, 10 on the Injury Table, etc), or the opponent is defeated without wounds made (such as JotWW, Gift of Chaos, etc).
-1 if the winning model itself is reduced to under half wounds (rounding down), -2 if the model is out of action (these can mean you are able to get one roll on Advancement Table once after rolling for Injuries, if applicable).
2: Well……something has gone wrong with the character because of his streaks, no matter the reason (maybe it’s Chaos, or somehow his trusty weapon hit him). Roll on Injury Table instead.
3: Nothing. Maybe you need to improve your skills by a larger degree.
4: +1 BS
5: Roll a D6 again, 1-3: +1 T, 4-6: +1 W
6: Enemy in cover receive -1 Cover save (if any), in addition to other modifiers. This can stack up to -3.
7: Roll a D6 for this list. 1-2: Roll again, Grant a single……1-3 re-roll to-hit, 4-6 re-roll to-wound when using a single weapon on the character. Determine which weapon if 1 or more weapons are carried. (Neither can stack so only 1 re-rolls will be available for each round of fire, and no re-reroll still stand) 3: Your current weapon's AP value lowers by 1 (up to AP1), 4: Your current weapon fires one more shot than normal (in case of Dual Pistols, the second shot doesn't grant re-rolls) 5: +1S for the current weapon. 6: Grant a single weapon of your choice from your race, providing the unit entry allows that and your character can carry it (Such as hands’ limitations, hardpoints, weapon choices, etc. Unused weapons can be saved for further use). Notice you can only have ONE weapon of each type (except Pistols, up to one pair per type), so don’t think about stacking multiple Plasma Guns! Alternatively you can get one piece of Wargear that isn’t initially on your character, normal rules apply. Same for Psychic Powers.
8: Another D6 will be rolled. 1-3: +1 Leadership. 4-6: +1 Strategy Rating (up to 5).
9: Next round you'll receive D3 basic fire support from their own race, which will help your character by firing from the background, ie, they can't be harmed. (Basic Marines/Sisters/GKs for SM and CSM/SoB/GKs, FWs for Tau, Guardians for Eldar, Warriors for Crons) Orks (Shoota Boyz), Dark Eldar (Warriors), IG/Inquisition (Guardsmen/ISTs), Gaunts (Tyranids) will be D3+2 instead. Not Cult Troops/Aspect Warriors/etc though. Daemons DO NOT receive any, since they have no generic units that can shoot without dedicated to their gods.
10: +1 Armour Save.
11: +1 Invulnerable save, 6+ if haven’t got any yet.
12: Iron (insert it for yourself) of the Gods: +1 W and ignore “Dead!” results if any comes up in a particular round of rolling injuries (be it due to stat reduction or a 2 on the table), but cannot stack.
==============================================
Character Injuries
To add more fun to this challenge and taking reference from Warhammer’s Path to Glory, I’ll create a Character injury table. This table will be rolled BEFORE rolling for Advancements. Whenever the character……
-is taken out of action (reduced to 0 wounds)
-is wounded before he runs away from battle (so assumes he was hit critically and lost his nerve)
-as the victor of the round but is reduced to under half wounds (rounding down, so 3-wound models will take a test if he only has 1 wound left)
Any model which fits the above conditions will roll a D6. On a:
-4+ if it subjects to either 2 or 3 above;
-5+ if he’s taken to 0 wounds;
-6+ if reduced to 0 wounds by Instant Death;
The character somehow manages to shrug off the wounds (or barely knocked unconscious) and is alright for now. If not, a roll will then be made on the following table for him. The following modifiers about the last/fatal wound(s) apply to the rolls on the table and they stack:
+1 if the shot can’t negate his armour initially (that is, the AP is higher than the Armour Save). This includes AP- weapons.
-1 if the last Armour/Invulnerable Save is failed on a 1. In case of multiple failures, just check if there’re any 1s inside.
-1 if being wounded by AP1/AP2 wepaons.
-2 if being wounded by a weapon that can inflict Instant Death (even those with EW rule still count).
The results also stack with each other AND that of Advancement Table.
2: Dead, dead, dead! This player is now removed from the game. (Yes, not joking)
3: Roll another D6. 1-2: Your current weapon malfunctions and must be abandoned, forcing him to use a stock weapon. Those got all their weapons lost he must retire from the game. 3-4: Roll another D6 again------1-3 -D3 Weapon Strength for the current weapon (if it’s being reduced to Strength 0 it must be abandoned), 4-6 –D3 AP of the weapon (AP- weapons treat it as 1-3). 5-6: Your current weapon can only ever fire 1 shot. If it’s a one-shot weapon already, successful to-hit must be re-rolled.
(For those who use Psychic Powers, use this amended 3------ 1-2: One of your Psychic Power is lost. Those who have no ranged weapon AND Psychic power must retire. 3-4: Roll another D6 again------1-3 -D3 Strength for the current dominant psychic power (if it’s being reduced to Strength 0 it must be abandoned), 4-6 –D3 AP of that psychic power (AP- weapons treat it as 1-3). 5: Your current power can only ever fire 1 shot. If it’s a one-shot weapon already, successful to-hit must be re-rolled. 6: Add 1 dice to your Psychic Test onwards and take the highest 2. Multiple rolls of this can lead to further increase.
In case of powers which don’t have a particular strength or number of shots, treat it as a 6.)
4: Roll another D6. 1-2: Lose ALL character/race special rules they enjoy, such as Increase Cover saves, FNP, WBB, Fearless, issuing Orders, etc. 3-4: Lose one your additional, NON-DEFAULT Wargear (upgrades, Marks of Chaos, etc all count), regardless of when they are granted (excluding weapons). 5-6: Lose the current weapon’s advantageous special rule/ammo/attached part, etc. If none, colsolt the result of 3. (Feel free to ask which are included, as there’re just too many)
5: Roll a D6 again, 1-3: -1 T, 4-6: -1 W (from profile). If either is reduced to 0 he’s treated as dead. For one-wound models, treat it as -1 T.
6: -1 BS. If reduced to 0 he must retire. (He can’t fight on anyway)
7: Roll another D6. 1-3: -1 Ld (to minimum of 2), 4-6: -1 Strategy Rating (to minimum of 1)
8: Roll another D6. 1-3: -1 Armour Save (up to none), 4-6: -1 Invulnerable Save (up to none).
9: One arm is smashed. He can only use one-handed weapon ever since (Tau battlesuits treat it as a 3). Those without both arms must retire.
10: Before each game the player must pass a Toughness test (using the base Toughness). If failed, he must rest for this single game (opponent auto-wins) but don’t roll on this table afterwards. Multiple 10s means he needs to pass EVERY Toughness test for each 10s he acquired.
11: Grant Preferred Enemy rule (as Main Rulebook, but as shooting version). Another D6 will be rolled. 1-3: Prefer that particular enemy. 4-6: Prefer that enemy’s race.
12: Luckily survived. Roll immediately on Advancement Table.
Rolls on this table will start from those with LEAST points earned from the competition, after putting the latest round’s results into motion.
If a Twin-Linked weapon (or Dual Pistols) got its statistics reduced, treat the two as two separate weapons afterwards (one with normal stats and one with reduced stats).
Note that if your Injuries come to work, it'll work from your non-natural stats first (such as 5(6) will become 5) and so on, while Advancements will recover to your natural stats first (like a T2 Guardsman will return to T3 before going T3(4)).
==============================================
The Championship
This game will immediately enter its final stage when only 8 players are left. As such, there’re no round limits for achieving such goal! But as mentioned at Injury Tables, the table will be rolled from those with least points earned, so if only 8 characters left (who’re supposed on the top of the list), even they’re eligible to roll on Injury Table on that round, the game will immediately enter this round.
The 8 players will be drawn into four 1 on 1 battles through a draw. These will be an attrition knockout match that losers will be immediately dispatched------though any Injury Tables can still be made on the victors if applicable. (Of course I’ll announce the results of the draw beforehand) With 4 players left, they’ll be redrawn into 2 one-on-one fights, and so on, until a single playe left standing.
The one who come out as the top will be eligible to fight my entry, as the Last Boss of the game.
Being the Last Boss I’ll have 170pts to spend with. My entries will be disclosed once the finalist teams are seen, but actually I’ve already decided beforehand. Also, being the Last Boss of the Game, my entry will be Fearless and can re-roll the Strategy Rating Roll. (Odds are, however, my guys may get unlucky in the rolls, and I’m famed for displeased by the Dice God in the store)
If you’re able to defeat my entry, he will be crowned as the winner of this Challenge!
==============================================
IMPORTANT NOTES
1.
i. Entries shall be made clearly and coherently.
When entering the game, please state your intention to enter and the entry you wish to submit clearly. This may change a bit over time with changes of mood/idea theft from others/others nicking your idea before you get time to enter it. It’s also advised to post a short message if you have edited your entry before all editing are disallowed.
If your entry is not clear then I holds final say-so on whether it is entered (see rule 2).
ii. “Down here, I’m God”
I have the last say. If anything is uncertain, then my decision is final. This is a dictatorship and not a democracy. “All hail BG!!” Yeah. That covers it. Of course, if you find out any unfairness to my judgments upon you/others, feel free to discuss with me but I have the right to make the final decision.
iii. The Dice Gods are fickle
In any challenge, taking a super tooled up entry does not guarantee victory. The Dice Gods have a habit of messing with peoples’ minds by granting quadruple 6s or double snake eyes (to count, like Moo's Legendary Plasma Rolling Strikes, or my Royal Armour Save Suckage, etc). So if your entry dies on it, um, well let’s say "glutious maximus", “those stupid dice are produced by (fill in desired names)”, etc, and then don't waste time complaining me. Instead, accept that the Dice Gods are displeased with you for now and go out to sacrifice a D6 to them. This should solve the problems in future.
2. Listen to the Mods. They can be participants like all of you but their rules regarding posting styles, behaviors, etc. still apply to everyone (They’re Mods of the forum afterall). If you offend any rules set by them and got kick out of this thread, then I can’t help with it (The kicked player’s entry is then lost with no refunds as it’s assumed that he can’t take part in the competition anymore). So BEHAVE YOURSELF!
3. Since my PM box is full, if you have any enquiries/complaints/etc please do via E-Mail or MSN (it’s the same one of my E-mail) I’ll answer them ASAP. (I check my mailbox everyday)
4. The rounds will be completed at no fixed time. Man, just look at MooFreaky and Dooks Dizzo’s works. Great works needs time, so be patient.;)
5. IMPORTANT NOTE! All announcements’ time limits will be referred to GMT+8 (unless stated), which is my current time zone.
==============================================
Other than these, have fun. Now submit your name and wait for the draw!
Maximum number of participants for this time is 64, and the official cut-off line will be on 12AM, 10/8/2010 at GMT+8. Afterwards one can still join, but it's recommended to join earlier since latecomers may be disadvantaged------though it could be on the other way round......
No puns intended towards the mini-series.
In Japanese, "Gaiden" means "side stories". For those who had participated my past 3 Shooting Challenges should know that it has a plot, which was somehow thickening throughout these periods. While it'll take some time to give a final showdown for the main story, why not have some side materials right now for fun? Thus the "Gaiden".
Many forum dwellers now shoudl be largely unaware of this kind of game, so read the instructions and rules below before joining------they certainly help. Old players of these challenges? More than welcome.
And then, get your entry and a seat here, and have some fun (from me).
Yours,
BG
==============================================
The cursed battlefield is battered, twisted and melted by enemy fire. On this wasteland you’re alone, trying to find out what’s the purpose for your superiors to send you here. And soon you know why. You discover an opened tomb, but apparently it’s not the works by Necrons, instead you hear whispers within. The only way you can find out what’s the secret within is to intrude it, though it seems that you aren’t the only one who’re interested in it……
YOU’RE ALL ALONE, FIGHTING FOR YOUR OWN LIVES AND THE POWER WITHIN, AND AS MADNESS ENDS, ONLY ONE CAN CLAIM IT.
That’s the background of the challenge. Now, I’ll begin with the system of this challenge.
NOTICE! IT IS STRONGLY ADVICED TO READ THROUGH ALL THE MATERIALS LISTED BELOW FOR YOUR OWN GOOD.
==============================================
The preparations
You’ll be told to post your own entry. Each participant will have 150pts to spend with.
Entries:
All must be Codex legal ones. Imperial Armour/Chapter Approved units can be used, but must state clearly which book/source(s) they come from.
NO vehicles/Monstrous Creatures can be used.
All participants can only take a SINGLE model they choose, that is, no Bodyguards/Retinues/Drones/attached squads, etc. This can be a customized HQ character, a Heavy Weapon trooper or just a mere Gaunt, but all rules for that particular unit (options, ability to choose Wargear, etc) still apply.
No Special Characters.
Other than those stated above, you can take anything in the Codex as long as your team’s total points do not exceed 150.
ONE ENTRY PER PLAYER, at all time. New players can hop in anytime BEFORE the last 8 is decided, and those who’ve been retired from this Challenge for any reason (see later) cannot rejoin.
Faction or unit-related amendments:
Tyranids: All units will take Morale Tests as if there’re no Synapse Creatures nearby (unless they are for themselves, obviously), and will take Instinctive Behavior test at the beginning of each round.
Necrons: WBB rules will apply as normal as if no Resurrection Orb is nearby. The roll of WBB will be made immediately after the Necron is reduced to 0 wounds.
Lord’s Warscythe now have a Gauss Blaster, to keep in line with Pariahs. However it will subject to Gets Hot! As we can treat it as a prototype.
Eldar: Only 1 Exarch Powers (if any) can be used each turn. Wraithguards will test Wraithsight as normal.
Chaos: Lash of Submission (and that for Daemons) will force the opponent to take a Pinning Test on a -2 of Leadership.
Daemons: Has a Strategy Rating of 2, as CSM are 2 back in 4th and they shared the same Codex before the current split. Daemonic Gifts are treated as normal weapons in Injury table, instead of Psychic Powers.
Imperial Guard: Orders have NO effect on the officer himself------as he’s not leading a squad.
Company Commanders, if taken, use the point costs after deducing the costs of those 4 veterans.
Tau: To give some edge to Tau units, handheld Markerlights can affect the user, providing you have Multi-tracker to fire multiple weapons at once (if you want).
Kroot units, if taken, will follow the rules in Chapter Approved for their Strategy Rating Roll (1-3=1, 4-5=2, 6=3), rolled before the game. Unless specified, Kroot Mercenaries’ stats and costs will follow that in Tau Empire Codex (Especially for Krootox), though Evolutionary Adaptations can be taken as normal.
Space Wolves: In case of Jaws of the World Wolf that strikes home, the opposing model is reduced to 0 wounds (thus defeated) but count as being defeated by something else other than weapon fire (so suffer a -1 modifier for advancement, see below).
Blood Angels: Range for Blood Lance psychic power rolls 2D6” instead of 4D6”.
Those squad leaders in their parent entry, who can pick wargear from their armoury, CANNOT take weapon upgrades of the squad. (So for example, a Chaos Aspiring Champion can’t come to the contest with a Plasma Gun) Tyranid units can have Biomorphs in their entries as normal.
Some enemies will have some spotting special rules. To simplify them, all Night Fighting checks made for targeting (eg. Tau Stealthsuits, Grey Knights, Vindicare Assassins) when they’re facing a specific unit, will be passed on a D6 roll of 4+ before they start shooting. Eldar Harlequins’ Veil of Tears will be passed on a 5+. Those wargear or skills for Night Fighting (eg. Blacksun Filters, Searchlights, Night Vision for Night Lords) can grant a re-roll upon the result, but only the ones who have that can be benefited unless specified. These rules apply for Blast weapons (so you must check for target’s presence before firing).
All psychic powers/abilities that can prevent their opponent to charge in Assault Phase can also be used in shooting phase, which will lead to their opponent counted as Pinned.
Bikes won’t get to use their Cover save for turbo-boosting. (They won’t get to shoot in that state anyway)
Dual Pistols (any type) for any units will be counted as Twin-linked if they didn’t already like Witch Hunters. That’s quite logical for hitting your foe more likely if you hold 2 pistols! You still can’t fire 2 different Pistols at the same time though.
All Guess weapons with Minimum range higher than 6” can’t be used.
All Heavy Weapon crews can be operated by a single man, however additional weapons acquired (see later) will only be those heavy weapons but not the trooper’s. Hits will be distributed between guns and crew like Artillery, and all Heavy Weapons used in this way will be counted as having AV10 (even they don’t already have one initially), with a single Glancing/Penetrating hit will destroy the weapon. After the big gun is destroyed (and when there’re no more at stock), the trooper reverts back to infantry of that kind and can get additional weapon as normal.
Those who suffer from Rage (regardless of the source) must pass a D6 test on 5+ to restrain themselves from blind rage and fire their weapons. If it fails then they can’t fire for that round, and do not count as pinned.
==============================================
The Progress
For each round, there’ll be a ballot draw to determine who’re fighting with who. Note that because of the randomness of such ballots, this CAN result in a certain player keep playing with the same opponent! (Though chances are rare)
Sometimes a player may be the odd-one-out. In such cases a D6 will be rolled for him: on a 1, something has gone wrong as he wanders around the area------immediately roll a D6 to see if he’s eligible for rolling the Injury Table (without modifiers, see below). On 2+ nothing happens and so he’s safe (for now).
But no matter what, you and your opponents got to shoot the hell out of you, and they’ll stand 6” apart for shooting. All special rules will be taken into account if they’re in range.
Winners of each fight will gain 5 points, drew opponents will get 3, losers will get 0 points unless they’re also capable to wound the opponent at least once, which they can get 1 point for each wounds they caused.
All Blasts and Templates will just cause a single hit, as it’s obvious that you’re just firing at a single model.
To make things more simple (and having more fun) and keep in line with the new edition, all Blasts will just use a Scatter Dice and a D6 for scattering. If a “hit” is shown then it hits, if it deviates then it just misses. However, if the D6 is coming up with a 1, then something will go terribly wrong with the blasting zone------instead of hitting the enemy (if it hits), the firer take the hit instead!
Before each fighting rounds I’ll roll a D6. On a 5+, there’ll be cover in this whole round, for all participants. Another D3 will then be rolled, 1-2=6+ cover, 3-4=5+ cover, 5-6=4+ cover. It’s treated as obstacle terrains only (so Modifiers of Cover Saves in certain terrains won’t have effect, but universal modifiers like Rangers/Pathfinders can still be used). Note that all models will NEVER voluntarily Go To Ground.
Whenever one model is injured but not dead, a Morale Check will be taken at the end of that round. If the Morale check is ever failed once, he’ll run away, and count as defeated. A -1 modifier will be imposed if the model is injured already. This is, of course, for multi-wound characters since most infantry will die by one wound.
Pinning tests will also be taken into account if the weapons fired will cause Pinning: If a model is pinned, they won’t get to shoot in the next round, but is otherwise treated as Going To Ground (and obviously can’t shoot). However, the test will be taken after taking Morale Checks (if any) so it’s possible to pass the Morale Check but is pinned.
Fearless men who take unsaved wounds during the fight and are eligible for Morale Checks as in normal cases, and will take additional wounds upon each wounded hit suffered, with saves allowed. BUT these wounds can’t be saved by any Wargear/Special Rules (so, for example, the Narthecium won’t have any effect, nor Feel No Pain).
Each individual fights’ winners, if eligible, will still need to take Morale Checks/Pinning Tests/Fearlessness Wounds before they’re declared winner.
At the start of every round of shooting, both units will take a Strategy Rating Roll respective to their own army (refer to the table in p.80 of 4thEd Main Rulebook), with the higher one, obviously, will get to go first. If the highest rolls are the same, they’ll be resolved at the same time (pretty much like that in CC).
Defeated models will be subjected to a further Injury Table according to their conditions (see later).
Heavy Weapons can always fire no matter the situation is, so don’t worry about being disadvantaged!
NOTICE! You’ll only know who your opponent is when you read the report of that round, so there’re no preparations available. You may switch an old weapon for the new one (if any) if you want and vice versa, but one must state clearly what weapon they’ll use before the next round come (preferably immediately after the result of the latest round is released, in 24 hours) or their current weapons will be used.
A new round will not be started less than 24 hours before the former, but if I started the wheel, posts afterwards to amend your entry (or claiming advancements' rewards, in forms of items, see below) will be ignored. SO TAKE YOUR TIME!
==============================================
Advancement System
Once a player receives each 10pts (or over that), he’ll immediately make a 2D6 roll on the Advancement Table AFTER all Injuries (see below) are resolved. It’ll immediately take effect, but conflicting (or duplicating) results will be re-rolled.
Note that all stats can’t exceed that listed below (unless wargear/unit’s rules make it higher than that), and if the advancement conflicts with the limits the roll is wasted:
BS: 10
T: 6 (Nominal, so the basic Toughness still count for IK issues. Models with natural 6 cannot gain further increases.)
W: 5
Ld: 10
Sv: 2+/3++
The following modifiers about the last match before the model gains each 10pts apply and they stack:
+ a number of modifiers in case the cost of the winning model (the player) is a fraction of the losing model’s cost, for example +1 if it’s 1/2 or more the cost of the loser, +2 for 1/3 or more, and so on (rounding up).
+1 if the defeated model’s last Armour/Invulnerable saves are failed on a 1. In case of multiple failures, just check if there’re any 1s inside.
+1 if the winning model retains all his/her wounds. (That is, unwounded)
+1 for Orks. (Yes, no joke. It’s gonna to be a skilled Ork to kill someone with his gun!)
-1 if the opponent is defeated due to something else other than your weapons’ fire (Like Perils of the Warp, Overheat, 10 on the Injury Table, etc), or the opponent is defeated without wounds made (such as JotWW, Gift of Chaos, etc).
-1 if the winning model itself is reduced to under half wounds (rounding down), -2 if the model is out of action (these can mean you are able to get one roll on Advancement Table once after rolling for Injuries, if applicable).
2: Well……something has gone wrong with the character because of his streaks, no matter the reason (maybe it’s Chaos, or somehow his trusty weapon hit him). Roll on Injury Table instead.
3: Nothing. Maybe you need to improve your skills by a larger degree.
4: +1 BS
5: Roll a D6 again, 1-3: +1 T, 4-6: +1 W
6: Enemy in cover receive -1 Cover save (if any), in addition to other modifiers. This can stack up to -3.
7: Roll a D6 for this list. 1-2: Roll again, Grant a single……1-3 re-roll to-hit, 4-6 re-roll to-wound when using a single weapon on the character. Determine which weapon if 1 or more weapons are carried. (Neither can stack so only 1 re-rolls will be available for each round of fire, and no re-reroll still stand) 3: Your current weapon's AP value lowers by 1 (up to AP1), 4: Your current weapon fires one more shot than normal (in case of Dual Pistols, the second shot doesn't grant re-rolls) 5: +1S for the current weapon. 6: Grant a single weapon of your choice from your race, providing the unit entry allows that and your character can carry it (Such as hands’ limitations, hardpoints, weapon choices, etc. Unused weapons can be saved for further use). Notice you can only have ONE weapon of each type (except Pistols, up to one pair per type), so don’t think about stacking multiple Plasma Guns! Alternatively you can get one piece of Wargear that isn’t initially on your character, normal rules apply. Same for Psychic Powers.
8: Another D6 will be rolled. 1-3: +1 Leadership. 4-6: +1 Strategy Rating (up to 5).
9: Next round you'll receive D3 basic fire support from their own race, which will help your character by firing from the background, ie, they can't be harmed. (Basic Marines/Sisters/GKs for SM and CSM/SoB/GKs, FWs for Tau, Guardians for Eldar, Warriors for Crons) Orks (Shoota Boyz), Dark Eldar (Warriors), IG/Inquisition (Guardsmen/ISTs), Gaunts (Tyranids) will be D3+2 instead. Not Cult Troops/Aspect Warriors/etc though. Daemons DO NOT receive any, since they have no generic units that can shoot without dedicated to their gods.
10: +1 Armour Save.
11: +1 Invulnerable save, 6+ if haven’t got any yet.
12: Iron (insert it for yourself) of the Gods: +1 W and ignore “Dead!” results if any comes up in a particular round of rolling injuries (be it due to stat reduction or a 2 on the table), but cannot stack.
==============================================
Character Injuries
To add more fun to this challenge and taking reference from Warhammer’s Path to Glory, I’ll create a Character injury table. This table will be rolled BEFORE rolling for Advancements. Whenever the character……
-is taken out of action (reduced to 0 wounds)
-is wounded before he runs away from battle (so assumes he was hit critically and lost his nerve)
-as the victor of the round but is reduced to under half wounds (rounding down, so 3-wound models will take a test if he only has 1 wound left)
Any model which fits the above conditions will roll a D6. On a:
-4+ if it subjects to either 2 or 3 above;
-5+ if he’s taken to 0 wounds;
-6+ if reduced to 0 wounds by Instant Death;
The character somehow manages to shrug off the wounds (or barely knocked unconscious) and is alright for now. If not, a roll will then be made on the following table for him. The following modifiers about the last/fatal wound(s) apply to the rolls on the table and they stack:
+1 if the shot can’t negate his armour initially (that is, the AP is higher than the Armour Save). This includes AP- weapons.
-1 if the last Armour/Invulnerable Save is failed on a 1. In case of multiple failures, just check if there’re any 1s inside.
-1 if being wounded by AP1/AP2 wepaons.
-2 if being wounded by a weapon that can inflict Instant Death (even those with EW rule still count).
The results also stack with each other AND that of Advancement Table.
2: Dead, dead, dead! This player is now removed from the game. (Yes, not joking)
3: Roll another D6. 1-2: Your current weapon malfunctions and must be abandoned, forcing him to use a stock weapon. Those got all their weapons lost he must retire from the game. 3-4: Roll another D6 again------1-3 -D3 Weapon Strength for the current weapon (if it’s being reduced to Strength 0 it must be abandoned), 4-6 –D3 AP of the weapon (AP- weapons treat it as 1-3). 5-6: Your current weapon can only ever fire 1 shot. If it’s a one-shot weapon already, successful to-hit must be re-rolled.
(For those who use Psychic Powers, use this amended 3------ 1-2: One of your Psychic Power is lost. Those who have no ranged weapon AND Psychic power must retire. 3-4: Roll another D6 again------1-3 -D3 Strength for the current dominant psychic power (if it’s being reduced to Strength 0 it must be abandoned), 4-6 –D3 AP of that psychic power (AP- weapons treat it as 1-3). 5: Your current power can only ever fire 1 shot. If it’s a one-shot weapon already, successful to-hit must be re-rolled. 6: Add 1 dice to your Psychic Test onwards and take the highest 2. Multiple rolls of this can lead to further increase.
In case of powers which don’t have a particular strength or number of shots, treat it as a 6.)
4: Roll another D6. 1-2: Lose ALL character/race special rules they enjoy, such as Increase Cover saves, FNP, WBB, Fearless, issuing Orders, etc. 3-4: Lose one your additional, NON-DEFAULT Wargear (upgrades, Marks of Chaos, etc all count), regardless of when they are granted (excluding weapons). 5-6: Lose the current weapon’s advantageous special rule/ammo/attached part, etc. If none, colsolt the result of 3. (Feel free to ask which are included, as there’re just too many)
5: Roll a D6 again, 1-3: -1 T, 4-6: -1 W (from profile). If either is reduced to 0 he’s treated as dead. For one-wound models, treat it as -1 T.
6: -1 BS. If reduced to 0 he must retire. (He can’t fight on anyway)
7: Roll another D6. 1-3: -1 Ld (to minimum of 2), 4-6: -1 Strategy Rating (to minimum of 1)
8: Roll another D6. 1-3: -1 Armour Save (up to none), 4-6: -1 Invulnerable Save (up to none).
9: One arm is smashed. He can only use one-handed weapon ever since (Tau battlesuits treat it as a 3). Those without both arms must retire.
10: Before each game the player must pass a Toughness test (using the base Toughness). If failed, he must rest for this single game (opponent auto-wins) but don’t roll on this table afterwards. Multiple 10s means he needs to pass EVERY Toughness test for each 10s he acquired.
11: Grant Preferred Enemy rule (as Main Rulebook, but as shooting version). Another D6 will be rolled. 1-3: Prefer that particular enemy. 4-6: Prefer that enemy’s race.
12: Luckily survived. Roll immediately on Advancement Table.
Rolls on this table will start from those with LEAST points earned from the competition, after putting the latest round’s results into motion.
If a Twin-Linked weapon (or Dual Pistols) got its statistics reduced, treat the two as two separate weapons afterwards (one with normal stats and one with reduced stats).
Note that if your Injuries come to work, it'll work from your non-natural stats first (such as 5(6) will become 5) and so on, while Advancements will recover to your natural stats first (like a T2 Guardsman will return to T3 before going T3(4)).
==============================================
The Championship
This game will immediately enter its final stage when only 8 players are left. As such, there’re no round limits for achieving such goal! But as mentioned at Injury Tables, the table will be rolled from those with least points earned, so if only 8 characters left (who’re supposed on the top of the list), even they’re eligible to roll on Injury Table on that round, the game will immediately enter this round.
The 8 players will be drawn into four 1 on 1 battles through a draw. These will be an attrition knockout match that losers will be immediately dispatched------though any Injury Tables can still be made on the victors if applicable. (Of course I’ll announce the results of the draw beforehand) With 4 players left, they’ll be redrawn into 2 one-on-one fights, and so on, until a single playe left standing.
The one who come out as the top will be eligible to fight my entry, as the Last Boss of the game.
Being the Last Boss I’ll have 170pts to spend with. My entries will be disclosed once the finalist teams are seen, but actually I’ve already decided beforehand. Also, being the Last Boss of the Game, my entry will be Fearless and can re-roll the Strategy Rating Roll. (Odds are, however, my guys may get unlucky in the rolls, and I’m famed for displeased by the Dice God in the store)
If you’re able to defeat my entry, he will be crowned as the winner of this Challenge!
==============================================
IMPORTANT NOTES
1.
i. Entries shall be made clearly and coherently.
When entering the game, please state your intention to enter and the entry you wish to submit clearly. This may change a bit over time with changes of mood/idea theft from others/others nicking your idea before you get time to enter it. It’s also advised to post a short message if you have edited your entry before all editing are disallowed.
If your entry is not clear then I holds final say-so on whether it is entered (see rule 2).
ii. “Down here, I’m God”
I have the last say. If anything is uncertain, then my decision is final. This is a dictatorship and not a democracy. “All hail BG!!” Yeah. That covers it. Of course, if you find out any unfairness to my judgments upon you/others, feel free to discuss with me but I have the right to make the final decision.
iii. The Dice Gods are fickle
In any challenge, taking a super tooled up entry does not guarantee victory. The Dice Gods have a habit of messing with peoples’ minds by granting quadruple 6s or double snake eyes (to count, like Moo's Legendary Plasma Rolling Strikes, or my Royal Armour Save Suckage, etc). So if your entry dies on it, um, well let’s say "glutious maximus", “those stupid dice are produced by (fill in desired names)”, etc, and then don't waste time complaining me. Instead, accept that the Dice Gods are displeased with you for now and go out to sacrifice a D6 to them. This should solve the problems in future.
2. Listen to the Mods. They can be participants like all of you but their rules regarding posting styles, behaviors, etc. still apply to everyone (They’re Mods of the forum afterall). If you offend any rules set by them and got kick out of this thread, then I can’t help with it (The kicked player’s entry is then lost with no refunds as it’s assumed that he can’t take part in the competition anymore). So BEHAVE YOURSELF!
3. Since my PM box is full, if you have any enquiries/complaints/etc please do via E-Mail or MSN (it’s the same one of my E-mail) I’ll answer them ASAP. (I check my mailbox everyday)
4. The rounds will be completed at no fixed time. Man, just look at MooFreaky and Dooks Dizzo’s works. Great works needs time, so be patient.;)
5. IMPORTANT NOTE! All announcements’ time limits will be referred to GMT+8 (unless stated), which is my current time zone.
==============================================
Other than these, have fun. Now submit your name and wait for the draw!
Maximum number of participants for this time is 64, and the official cut-off line will be on 12AM, 10/8/2010 at GMT+8. Afterwards one can still join, but it's recommended to join earlier since latecomers may be disadvantaged------though it could be on the other way round......