LBK har bestämt att samla massa folk och dricka öl vid dagarna kring trettondagsafton på en tillställning som vanligtvis kallas DefCon. För att inte få det långtråkigt medan vi gör detta och för att bryta isen lite tänkte vi spela Warhammer samtidigt.
När: 5-6 januari
Var: Nationernas Hus (Linköping)
Antal platser: 36
End Times: Ja. (50% Lords, 50% Heroes, Legion of Undead, Legions of Chaos)
Special Characters: Nej
Comp System: Highlander 1.1 - LBK Fantasy Edition
Matcher: 5 (3h per match)
10:00 Match 1
14:30 Match 2
18:00 Match 3
09:00 Match 4
13:30 Match 5
Betalning: Betalningen görs till Dragon’s Dens Plusgiro (sista datumet för detta är 27/12):
Ange namn och personnummer (ifall vi har två med samma namn) i meddelandefältet.
Notera att om ni läst på konventets hemsida så vet ni att betalning kan göras på plats. För att vara fullständigt anmälda till Fantasyturneringen behöver ni dock förbetala innan 27/12. Dvs för att få platsgaranti.
Målningskrav: Standard - light. Alla modeller ska vara målade (minst 3 färger) och basade (mer än endast målade baser).
Best Painted: Best army. Inga poäng räknas in i turneringpoängen.
Sportmanship: Varje spelare delar ut poäng åt sin motståndare. (3p - 2p - 1p - 0p - 0p) Summan av poängen läggs till turneringspoängen i slutet av turningen. (max 5)
Föranmälan: I separat tråd på forumet.
Armelista: Skickas senast 24 dec till XXX. Vi kommer köra öppna listor som publiceras samtidigt någon av mellandagarna.
Platsgaranti: Föranmälan + Inskickad lista + Registrerad förbetalning = Platsgaranti
Nationernas Hus är en krog. Det kommer finnas möjlighet att köpa alkoholhaltig dryck för de med åldern inne, och det innebär att man ej får ha med sig egen alkohol in på Nationernas Hus.
Separat anmälningstråd är uppe.
Anmälan görs med För och Efternamn, vilken klubb man representerar (om någon).
Highlander 1.1 - LBK Fantasy Edition1§ There can be only oneIf nothing else is ruled under specific army composition no entry in the army book can ever be chosen twice, regardless of equipment, upgrades and other modifications. There can never be more than one flying monster bought from either the unit category Lords or Heroes in an army.2§ Your attack was no better then that of a clumsy childA re-roll of any kind can never be better than so it works on 4+, no matter the source. C.g, if you hit on 3+ with re-roll misses and the first roll was a miss, when re-rolling you would only hit on 4+. If you wound on 2+ and re-roll failed to-wound, the re-roll only wounds on 4+. (obviously if you succeed on 5+ and allowed to re-roll, you will still only succeed on 5+)This rule only applies to dice rolls that determine success chance on individual dice, other re-rolls are not applicable. (cg if you are allowed to re-roll a casting/dispel attempt, or randomizing on a table)3§ It's a kind of magicAn army may use up to maximum 12 power dice during each magic phaseA player can never use more than 5 power dice to cast a spell, no matter the source. For the Lore of Death and the spells: Okkam's Mindrazor, Ashstorm , Arnzipal’s Black Horror and Cacophonic Choir this is lowered to 4 power dice.Apart from Winds of Magic, an army may only generate up to 2 additional Power or Dispel Dice per magic phase (including channelling). Any extra dice above this is discarded and lost.Summoned models and units from any of the End Times books: choose a point within spell range. Scatter the point using 2d6 + scatterdie minus the caster's wizard level. The new point will show the centre of the summoned model, or in case of a unit the centre model of the first rank. All summoned units must rank up according the the minimum number of models to form a full rank, then continue filling up additional ranks, ie infantry units will be maximum 5 models wide, monsterous infantry 3 models etc. There can only be one rule still applies and a summoning spell can never be cast again as long as a unit summoned by that spell (belonging to the same army) is still on the board.4§ B-A-L-A-N-C-E, balance...Fozzrik’s Folding Fortress may not be taken.Units cannot be more than 50 models nor 400 points. This does not apply to characters.5§ Whatever you say, Jack. You are the master race.Daemons of Chaos:A Herald of any kind is considered an army book entry and may not be doubled.A Greater Daemon of any kind is considered an army book entry and may not be doubled.If all models in army are of the same chaos god (also known as a mono-deity list) Heralds and core troops may be doubled once. (ie two units of Bloodletters are allowed if everything else is of Khorne)Skaven:Clan rats and Slaves may be doubled once. (ie you are allowed two units of Skaven slaves and two units of Clan Rats)Legions of Chaos:A Herald of any kind is considered an army book entry and may not be doubled.A Greater Daemon of any kind is considered an army book entry and may not be doubled.Max one flying monster/character on a flying monster in the army.Daemon Prince (WoC) Daemon Prince (DoC) and Greater Daemon (of any kind) is considered to be one entry in terms of the There can only be one rule.Chaos Ascendant special rule: disregard from this rule.Lizardmen:Units of Skinks and Skink Skirmishers may be doubled once.Bretonia:All core choices may be doubled once.Chaos Dwarf (Legion of Azgorh):All core choices may be doubled once.Beastmen:All core choices may be doubled once.High Elves:Max one flying monster/character on a flying monster in the army.
Match 1, 5 Battle Line
Portal to the Abyss
Place the two markers that are 24” apart, 23.5” from the short sides of the table. If one or more of the marker ends up in impassable terrain or buildings, move them the closest distance until 1” away.
This is the location of two gateway portals.
At the beginning of each of the players rounds, roll a d6 and consult the table below:
1: Both portals closes.
2-3: A portal opens at location 1.
4-5: A portal opens at location 2.
6: Portals opens at both locations.
When a portal is open, you can choose to attack it using the normal rules for shooting, combat or magic in the respective phases.
To attack the portal in close combat use the rules for attacking a war machine.
For the purpose of line of sight, consider the portals to be visible as long as they remain in the units forward arc, assuming there is no obvious line of sight blocker, (ie a unit standing behind a massive wall and similar).
The portals have the following statline:
war machine, ws3, t4, 6w, unbreakable.
For each portal destroyed, the player inflicting the final wound gets 100vp, to maximum of 400vp.
Place the Pillar of the Aftertime in the centre of the table, removing any terrain which is fully within 12" in any direction, and pushing any terrain that is partly within 12" so that it is completely out of 12" inch of any part of the pillar.
For this scenario all spell casting attempts can be performed using one more die from the pool than is normally allowed for the attempt, but if a miscast occurs the opponent player can force the controlling player to re-roll the result on the miscast table.
The pillar is considered impassible terrain, completely blocks line of sight, considered indefinitely high for all purposes including flyer moving over it.
1. Any model or unit that are able to channel dice or cast spells in the magic phase has the rule Stupidity, are unable to channel dice and have their WS and BS halved as long as they are within 12" of the pillar.
2. Any spell casting attempt performed by a model or unit that is even partly within 12" of the pillar is only successful if the casting value on the natural dice used from the pool is 6 or higher. (Consider the rule Not enough power to say 1-5 instead of 1-2)
3. Any model or unit fully within 12" of the pillar receives 4+ ward save against magical attacks. This effects always work, regardless if a spell or item says that ward saves cannot be taken.
4. Magical vortices refuses to go within 12" of the pillar, cannot be cast within the bubble and if a vortex travels in a direction that will take it within 12" of the pillar immediately stops 12" from the pillar and completely changes direction before it travels the remainder of its move in the exact direction from whence it came.
At the end of game turn 6 whichever player controls the pillar, by having the unit with the most complete ranks fully within 12" of the pillar receives 400 VP.
In this scenario the battlefield shrinks as the very land itself is thorn asunder.
At the beginning of the game, place a marker at the center of the table, this represent the “Beacon of Hope”.
To determine how many inches the battlefield shrinks with roll a d3 at the start of each game turn, then measure the distance from each of the table borders and draw a line to represent the “new battlefield edge”.
If a unit is at least partially outside of the border for any reason during the game, they count as immediatly destroyed.
At the end ot turn 4, each scoring unit that is outside of 10” from the Beacon of Hope gives the controlling player 50vp.
At the end of the game, each scoring unit that a player has within 10” of the Beacon of Hope generates 50VP.
A player can never gain more than 400vp in this scenario.
To count as a scoring unit, the unit need to fulfil the requirement below at the start of the game:
Monstrous inf/cav/beast: 4+
Monsters and characters never counts as scoring units.