Hello,
I am the new gaming guy at Hobby Town Plano, have been gaming in the Plano Area for 12 years now, and play every game under the sun (almost). Here is the address and location to the store
https://maps.google.com/maps?ie=UTF-8&q=Hobbytown+USA+Plano&fb=1&gl=us&hq=Hobbytown+USA&hnear=0x864c21da13c59513:0x62aa036489cd602b,Plano,+TX&cid=0,0,17182854555591690864&ei=9-AfUsLCMYmK2wXhroDAAw&ved=0CKwBEPwSMAo
On Friday, September 6th come in a build 1 of the new stern-guard and Vanguard each till around 9-10 pm, will be pizza.
Then if you come in September 7th for the kill team tournament(see attachment) you can keep one of each of the models you made and can use them in the kill-team at no point cost.
There will be prize support.
Here are the rules for the Kill team day
Over the course of the day, you will play 4 games of Warhammer 40,000, all of which
will be 30 minutes long. The first game will be against a random opponent, while
subsequent games will be against players on a similar score to yours. Games will be
played on a 4' x 4' table and use the following scenario from page 90 of the Battle
Missions book (note – we have made some very minor alterations here).
Table Set up and Deployment
Kill Team games are played on a four foot square board, and generously covered
in terrain.
Place one central Objective in the center of the board.
Split the table into four quarters and roll–off to see which player picks the quarter
they will deploy in. The opposing player deploys in the opposite quarter. The
player that won the roll–off deploys first.
HE must deploy all of his force in his deployment quarter, anywhere that is more
than 9" from the center of the table.
His opponent then does likewise. Neither player may place any units in reserve.
First Turn
The player which deployed first goes first. His opponent may choose to try and steal the
Initiative as normal.
Game Length and Victory Conditions
The battle continues until one side has been reduced to half its starting number models
or less. Once a player’s force has been reduced to half strength he must take a
Leadership test, called a Break Tests at the start of each of his turns, using the Leader’s
Ld value (or, if he is no longer alive, the next highest). If he fails, then his Kill Team flees
and the other player wins the battle. If the test is passed then the battle continues, but
the player will have to take another
Special Rules
Every Man For Himself: All models operate as individual units in this mission, even if
they were chosen as part of a squad or squadron. In
addition, when a model shoots or fights in an assault, it may split its
attacks up amongst any eligible targets if desired.
Take the Loot! The central objective represents a valuable target, be it
a weapons cache, enemy intelligence or a supply drop. To hold it, just
one non–vehicle model (of any type – not just Troops!) must be within
3” of it at the end of the game, with no enemy models also within 3"of it.Scoring
After each game, you’ll need to report the number of Recon Points you receive to the
events staff. On this slip, you’ll be asked to record how many Recon Points you have
earned. You earn Recon Points for achieving the following:
• For forcing the opposing Kill Team to take Break Tests – 5 Recon Points
• If the opposing Kill Team fails a Break Test and flees – +3 further Recon Points
• For Killing the opposing Leader – 2 Recon Points
• Holding the Objective at the end of the game– 3 Recon Points
Your Force
To play in Kill Team, you’ll need to select your Kill Team carefully, for, as any commander knows, you must send the right men for the mission if you want to guarantee success! You may spend up to 400 points using the following Force Organization Chart:
1 – 1 Named Character (special character) 0 – 1 Elite 0 – 2 Troops 0 – 1 Fast Attack
Note that you must include a special character from your codex. This character must still follow all the other rules for determining what is and is not allowed.
Your Leader Every Kill Team needs a leader, be it a hoary old veteran Sergeant, a fiery Commissar, a wiley Succubus or a brutal Nob. Part of the fun of smaller games of Warhammer 40,000 is the chance to make each model a character with a story, and the leader of your Kill Team is a great opportunity. For this event, your leader is the mandatory Named Character you pick to use.
At the end of each game, roll
2D6 and add on to the result the number of models your Leader killed in that game.
Your Leader gains the corresponding upgrade. Note it down on your Leader record sheet.
2
D6 + Leader’s Kills last game Upgrade: 2 – 4 Nothing!: Hard luck, soldier... 5 Sure–footed: Your Leader gains the Fleet Special Rule. 6 Hunt from the Shadows: Your Leader gains the Stealth Special Rule. 7– 8* Experienced Fighter: Your Leader gains either +1 Weapon Skill or +1 Ballistic Skill. 9* Souped –up Weaponry: One of your Leader’s ranged weapons (note it down) gains +1 Strength. 10* Quick Thinking: Your Leader gains +1 Initiative. 11* Heroic Reputation: Your gains +1 Leadership. 12* Resilient: Your Leader gains +1 Wound. 13* Hardened Warrior: Your Leader gains either +1 Strength, + 1 Toughness or +1 Attack (choose one). 14+ Battle Experience: Your Leader earns 1 x new Universal Special Rule of your choice.
• When you gain an upgrade, note it on your Leader Record Card and have your opponent initial it in the appropriate place.
• Upgrades marked with an * may be gained a maximum of twice. All others can only be gained once.
• If you already have one of the * upgrades twice, have rolled an upgrade that can only be taken once or a statistic has reached 10, simply re–roll your upgrade.
Kill Team Errata
FAQ:
Kill team is played using the basic rules of Warhammer 40,000 with the following modifications: Each player should build a list of no more than 400 points. Any codex may be used with the following rules: · You may use any codex. · Allies are NOT allowed. · You may not have any non-
HQ models with more than 2 wounds. · No models having an armor value (vehicles) may be included. · Fortifications are NOT allowed. · CHALLENGES are NOT allowed in Close Combat in Kill Team. · All Models move and act independently as if they were independent characters, even though they may be part of a unit · Game Mechanics proceed as normal: Move, shoot, and assault. Over watch happens as is normal. · Models may not benefit form “Look out sir!” · Whatever benefits a model provides to a unit as a whole will only benefit that particular model. · All models used must be taken from the codex as they come in a unit. For example: you cannot take a single Space Marine or just an infantry Sergeant, they come in a squad of 5 at a minimum. Likewise, it must be a legal squad in terms of minimum/maximum models, weapons, and equipment. · Infiltrators can set up per the infiltration rules, but may not be kept in reserves, unless they have “even if the mission doesn't normally allow it” or “always enter play using (deployment type)” in their specific rules. · Scouts can move after deployment per the Scouts rules, but may not be kept in reserves unless they have “even if the mission doesn't normally allow it” or “always enter play using (deployment type)” in their specific rules. · Models that state they come in reserve “even if the mission doesn't normally allow it” or “always enter play using (deployment type)” are the only models that can come in reserve. ·Other rules may be determined by myself or changed if needed.
Automatically Appended Next Post:
If you want to come by feel free to! Let me know if you want to or have any questions, thank you for your time.
Automatically Appended Next Post: If I need to move this I will.