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June 30, 2019 | Author: Drunegar | Category: Reconnaissance, Tournament, Battles, Goal, Sports
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ANNIHILATION 2018

EVENT GUIDE

KILL TEAM ANNIHI ANNIHILA LATION TION 2018 MISSION RULES Engagements between kill teams are a merciless affair, with no quarter given nor asked or. Te outcomes o such conflicts are ofen balanced on a knie-edge, but a tactical master stroke or bold gamble can end a deadlock in an instant. Tis pack includes rules and missions designed or this tournament, so as to provide players with an even playing field. Tese missions are designed or the gameboards and scenery pieces included in Kill eam products.

HE KILL EAMS Beore the event, each player must create a command roster consisting o between 3 and 20 models, all o which must share a Faction keyword and at least one o which must be a Leader. Players must share a copy o their command roster with their opponen opponentt beore mustering or each mission (see below). M�������� Once the mission has been determined, players will muster their kill teams and choose their secondary objectives (see page 4). Players have a maximum of five minutes to select d atacards for models from their command roster, roster, following all t he normal restrictions for Battle-forged kill teams as found on page 62 of the Kill Team Core Manual . Once a player has selected a datacard, it must be placed face down in a stack, which should be concealed from their opponent. Players may need to add or remove datacards from their stack during this mustering period in order to not exceed the 100-point limit. When a player has finished selecting datacards, they must declare to their opponent that their muster is complete. If all players declare that their muster is complete before the time limit is reached, the datacard stacks are revealed simultaneously. Each player checks their opponent’s datacards to ensure that they have a Battle-forged kill team, and then the player playerss collect the models for the datacards in their stack and proceed to t he next mission step. I the time limit is reached and not all players have declared that their muster is complete, players who have not completed their mustering can only use datacards that are already in their stack at the point the time

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expires. I the datacards in their stack break any o the Battle-orged Battle-org ed kill team restrictions, their opponen opponentt must carry out the ollowing steps: 1. I more than one Leader is in the stack, or i there are no Leaders in the stack, choose which o the player’s player’s Leaders is included in the stack, removing or adding datacards as necessary. 2. I the stack contains more than 3 specialists (excluding the Leader), remove specialists until the specialist limit is reached. 3. I the stack includes more than the maximum o any particular model, as detailed on its datasheet, remove datacards or that model until the limit is reached. 4. I, afer carrying out the necessary steps above, the Force o the datacards in the stack exceeds 100 points, remove one datacard at a time rom the stack, excluding the Leader and prioritising non-specialists, until the Force is less than or equal to 100 points. I the time limit l imit is reached beore any players have declared their muster is complete, the muster continues until one player declares their muster complete, at which point the other player can only use datacards that are already in their stack. I the datacards in a player’s stack break any o the Battle-orged kill team restrictions, their opponent must carry out the steps above.

HE BALEFIELD Each player must bring with them at least one Kill eam gameboard and an assembled and painted collection o Kill eam terrain (e.g. the terrain included in the Warhammer 40,000: Kill Team starter set, or the terrain included in a Killzone expansion).

ERRAIN FEAURES Te battlefield maps in this pack are designed to ensure that no player has an advantage based on the availability o cover, cover, the location o objectives, and so on. With the exception o the positions o objective markers and the dimensions and location o deployment zones, which are fixed, the battlefield maps should be taken as a guide, and players should work together at the start o each round to arrange the terrain they have brought in the best approximation o the battlefield map and the

most balanced playing area. Players can agree to us e one player’s terrain, or a mix o both players players’’ terrain. Players should remember that this tournament is held in the spirit o riendly competition, and players are expected to show good conduct throughout the tournament. Tey are expected to treat each other with respect and behave in a mature and considerate manner,

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SECONDARY OBJECTIVES Each kill team is assembled or a particular purpose, and each warrior is included because they make the mission’s success more likely. Tis means that even on the same battlefield, rival kill teams may have very differentt objectives, each playing to their strengths. A successul ki ll team must take these differen t hese objectives and prioritise, ocus on and achieve them while not losing sight o their ultimate goal.

USING SECONDARY OBJECIVES Secondary objectives provide a variety o challenging mission parameters or you to complete. Players choose which secondary objectives they have – and thereore which eats they must accomplish – in each mission. Each secondary objective explains how it is scored, and in each mission, a player can only score a maximum o 3 victory points or each o their secondary objectives – even i a player could score more than 3 victory points by ulfilling the requirements o the secondary objective, they cannot score more than this m aximum. Each mission in this pack lists the secondary objectives that can be used in that mission. When a player musters their kill team (see page 2) they also choose three secondary objectives rom those listed in that mission. Some missions include a bespoke secondary objective – a player can always choose this as one o their three secondary objectives when playing that m ission. Once they have chosen their secondary objectives, the players record their choices on their score sheets. I the time limit or mustering is reached and not all players have chosen three secondary objectives eligible or the mission being played, each o those players must randomly determine all o their secondary objectives by numbering each o the secondary objectives available in that mission, rolling a D6 three times and taking the

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corresponding secondary secondary objectives (re-rolling ( re-rolling in the event o a duplicate result or any result that does not have a corresponding objective marker). A player’s player’s secondary objectives are kept secret  rom their opponent (unless they are randomly determined as described above). When a player first scores a secondary objective, they must reveal that they have that secondary objective.

CALLED SHOT

OBLITERATION

At the end o the Shooting phase, s core 1  victory point i one or more more Readied models rom your kill team made an attack that took an enemy model out o action in that phase.

At the end o the battle round, score 1 vic tory point i you rolled two or more dice in an Injury roll or an enemy model and that model was taken out o action by that Injury roll.

CUT APART

PREY ON THE WEAK

At the end o the Fight phase, score 1 victory point i one or more models rom your kill team made an attack that took an enemy model out o action in that phase.

At the end o the battle round, score 1 vic tory point i one or more enemy models with one or more flesh wounds were taken out o action in this battle round.

CUT OFF THE HEAD

PROXIMITY ALERT

When the enemy Leader is taken out o action, score victory points equal to 5 minus the number o the current battle round.

At the end o the battle round, score 1 vic tory point i there is any enemy model within 2" o two or more models (other than shaken models) rom your kill team.

ENGAGE ON ALL FRONTS RECON SWEEP Divide the battlefield into our equal rectangles, a corner o each o which meets the others in the centre o the battlefield. At the end o t he battle round, score 1 victory point i there is at least one model rom your kill team (other than shaken models) wholly within each o these rectangles.

At the end o the battle round, score 1 vic tory point i one or more models rom your kill team (other than shaken models) are wholly within the enemy deployment zone.

SCOUT THE FIELD HAMMERING

HEADLONG ASSAUL ASSAULT T

At the end o the battle round, score 1 vic tory point i there are models rom your kill team (other than shaken models) within 1" o at least three different battlefield edges. Models wholly within your deployment zone do not count unless they are within 1" o a battlefield edge that does not extend beyond your deployment zone, in which case they only count or one battlefield edge.

At the end o the Movement phase, score 1  victory point i three or more more models rom your your kill team charged in that phase.

UNFAZED

At the end o the Fight phase, score 1 victory point i you made three or more Injury rolls or enemy models in that phase.

At the end o the Movement phase, score 1  victory point i two or more more models rom your your kill team fired Overwatch in that phase, and no models rom your kill team Retreated in that phase.

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COMPETITIVE PLAY MISSION

VITAL SUPPLIES Valuable caches o materiel have been located in no man’s land. wo kill teams, despatched by rival actions scrabbling to secure these assets, engage each other in a vicious conflict as they move to take and hold their objectives.

THE KILL TEAMS Tis is a mission or two players. Each player chooses three secondary objectives as described on page 4 and musters a Battle-orged kill team as described on page 2.

THE BATTLEFIELD Tis mission can be played in any killzone available to the players. I the players cannot agree on which killzone to use, they roll off and the winner decides. Create the battlefield and set up terrain as shown opposite, ollowing the guidance on page 3. Ten set up five objective markers by dividing the battlefield into our quarters and placing one objective at the centre o each quarter, and one in the centre o the battlefield, as shown opposite.

SCOUTING PHASE Do not resolve the Scouting phase in this mission.

DEPLOYMENT Te players roll off, and the loser o the roll-off chooses which deployment zone will be their own. Te other deployment zone wi ll be their opponent’s. s. Te players then take it in turns to deploy one model rom their kill team, starting with the player who lost the roll-off. Models must be set up wholly within their own deployment zone. I a player r uns out o models to set up, skip them. Once the players have set up their models, deployment ends and the first battle round begins.

BATTLE LENGTH Te battle automatically ends at the end o battle round 4.

VICTORY CONDITIONS Victory Victo ry points are scored or the ollowing: ake and Hold: At the end o the b attle round, a player scores 1 victory point or each o the ollowing conditions that they satisy (or a maximum o 3  victory points):

• Tey control one or more objective markers. • Tey control two or more objective markers. • Tey control more objective markers than their opponen opponent. t.

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A player cannot score more than 9 victory points or this victory condition in this mission.

S�������� O��������� Te secondary objectives available in this mission are: Called Shot, Cut Apart, Engage On All Fronts, Recon Sweep, Unazed Mission Critical Supplies: At the end o the b attle round, score 1 victory point i you control the objective marker at the centre o the battlefield.

At the end o the battle, the player with the most victory points is the winner. I there is a tie, whichever player controls the most objective markers at the end o the battle is the winner. I there is still a tie, the game is a draw.

6"

6"

Player’s Deployment Zone

Player’s Deployment Zone

 

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COMPETITIVE PLAY MISSION

PIVOTAL POINT Special operatives have been tasked with eliminating a group o hostiles located in a pivotal point o the contested area. Should they emerge victorious, their orces will be able to use the site as a orward base rom which they can drive a wedge into the oe’s lines.

THE KILL TEAMS Tis is a mission or two players. Each player chooses three secondary objectives as described on page 4 and musters a Battle-orged kill team as described on page 2.

THE BATTLEFIELD

Cut Off the Head, Hammering, Headlong Headlong Assault, Prey on the Weak, Scout the Field

Tis mission can be played in any killzone available to the players. I the players cannot agree on which killzone to use, they roll off and the winner decides. Create the battlefield and set up terrain as shown opposite, ollowing the guidance on page 3. Ten set up six objective markers as shown opposite.

Sector Cleared: At the end o the battle round, score 1  victory point i one or more more models rom your kill team are wholly within each o two adjacent quarters o the battlefield (i.e. not two quarters that only touch at the centre o the battlefield) and there are no enemy models wholly within those table quarters.

SCOUTING PHASE

At the end o the battle, the player with the most victory points is the winner. I there is a tie, whichever player controls the most objective markers at the end o the battle is the winner. I there is still a tie, the game is a draw.

Do not resolve the Scouting phase in this mission.

DEPLOYMENT Te players roll off, and the loser o the roll-off chooses which deployment zone will be their own. Te other deployment zone wi ll be their opponent’s. s. Te players then take it in turns to deploy one model rom their kill team, starting with the player who lost the roll-off. Models must be set up wholly within their own deployment zone. I a player r uns out o models to set up, skip them. Once the players have set up their models, deployment ends and the first battle round begins.

BATTLE LENGTH Te battle automatically ends at the end o battle round 4.

VICTORY CONDITIONS Victory Victo ry points are scored or the ollowing: ake and Hold: At the end o the b attle round, a player scores 1 victory point or each o the ollowing conditions that they satisy (or a maximum o 3  victory points):

• Tey control one or more objective markers. • Tey control two or more objective markers. • Tey control more objective markers than their opponen opponent. t. A player cannot score more than 9 victory points or this victory condition in this mission.

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S�������� O��������� Te secondary objectives available in this mission are:

6" 

6" 

6" 

6" 

Player’ss Deployment Zone Player’

6" 

3" 

6" 

3" 

Player’ss Deployment Player’ De ployment Zone

6"

6"

6"

6"

 

 

9

COMPETITIVE PLAY MISSION

YARD BY YARD With the main body o the army ar rom this ront, it alls to small teams o fighters to sweep and clear the sector, yard by yard i necessary. In doing so they must be swif and subtle, eliminating any enemy orces in such a way as to avoid drawing attention – and more adversaries – down on themselves.

THE KILL TEAMS Tis is a mission or two players. Each player chooses three secondary objectives as described on page 4 and musters a Battle-orged kill team as described on page 2.

THE BATTLEFIELD Tis mission can be played in any killzone available to the players. I the players cannot agree on which killzone to use, they roll off and the winner decides. Create the battlefield and set up terrain as shown opposite, ollowing the guidance on page 3. Ten mark the five pieces o terrain to be contested (see below) with an objective marker in the centre o each o those pieces o terrain, on – or as close as possible to – the surace o the gameboard.

SCOUTING PHASE Do not resolve the Scouting phase in this mission.

DEPLOYMENT Te players roll off, and the loser o the roll-off chooses which deployment zone will be their own. Te other deployment zone wi ll be their opponent’s. s. Te players then take it in turns to deploy one model rom their kill team, starting with the player who lost the roll-off. Models must be set up wholly within their own deployment zone. I a player r uns out o models to set up, skip them. Once the players have set up their models, deployment ends and the first battle round begins.

BATTLE LENGTH Te battle automatically ends at the end o battle round 4.

VICTORY CONDITIONS Victory Victo ry points are scored or the ollowing: Clear Tem Out: At the end o the b attle round, a player scores 1 victory point i they control any contested terrain, or 3 victory points i they control more contested terrain than their opponent opponent.. A player controls a piece o contested terrain i the total Wounds characteristic o models rom their kil l team that are wholly within 3" o the centre o the objective marker at the centre o that terrain is higher than the total Wounds characteristic o enemy models wholly within 3" o the centre o the objective marker at the centre o

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that terrain. A player cannot score more than 9 victory points or this victory condition in this mission.

S�������� O��������� Te secondary objectives available in this mission are: Called Shot, Headlong Assault, Prey on the Weak, Proximity Alert, Scout the Field Swif and Subtle: At the end o the b attle round, score 1 victory point i no models rom your kill team made a shooting attack o any kind in this b attle round.

At the end o the battle, the player with the most victory points is the winner. I there is a tie, whichever player controls the most ruins at the end o the battle is the winner. I there is still a tie, the game is a draw draw..

3" 

3" 

3"  3"  Contested Terrain Contested Terrain

D  e    p   l    o P    y  l    m a  e   y  n  e   t   r  ’    Z  s   o  n  e 

D  e    p   l    o P    y  l    m a  e   y  n  e   t   r  ’    Z  s   o  n  e 

3"  Contested Terrain

3"  3"  Contested Terrain Contested Terrain

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COMPETITIVE PLAY MISSION

RAZED ARCHIVE A great repository o intelligence has allen, its deenders scattered scattered and its walls brought down. However, the destruction may not have been complete, so special operatives are despatched to find anything o worth to be recovered and to destroy everything else.

THE KILL TEAMS Tis is a mission or two players. Each player chooses three secondary objectives as described on page 4 and musters a Battle-orged kill team as described on page 2.

THE BATTLEFIELD Tis mission can be played in any killzone available to the players. I the players cannot agree on which killzone to use, they roll off and the winner decides. Create the battlefield and set up terrain as shown opposite, ollowing the guidance on page 3. Ten set up our objective markers as shown opposite.

SCOUTING PHASE Do not resolve the Scouting phase in this mission.

DEPLOYMENT Te players roll off, and the loser o the roll-off chooses which deployment zone will be their own. Te other deployment zone wi ll be their opponent’s. s. Te players then take it in turns to deploy one model rom their kill team, starting with the player who lost the roll-off. Models must be set up wholly within their own deployment zone. I a player r uns out o models to set up, skip them. Once the players have set up their models, deployment ends and the first battle round begins.

BATTLE LENGTH Te battle automatically ends at the end o battle round 4.

VICTORY CONDITIONS Victory Victo ry points are scored or the ollowing: ake and Hold: At the end o the b attle round, a player scores 1 victory point or each o the ollowing conditions that they satisy (or a maximum o 3  victory points):

• Tey control one or more objective markers. • Tey control two or more objective markers. • Tey control more objective markers than their opponen opponent. t. A player cannot score more than 9 victory points or this victory condition in this mission.

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S�������� O��������� Te secondary objectives available in this mission are: Cut Apart, Engage On All Fronts, Obliteration, Proximity Alert, Recon Sweep Evaluate Find: At the start o the Movement phase, i you control one or more objective markers, you can choose a model rom your kill team (other than a shaken model) that is within 1" o an objective marker you control and not within 1" o an enemy model. I you do so, you score 1 victory point. Tis model cannot be chosen to move, React, maniest psychic powers or shoot in this battle round, and can only be chosen to fight in the Fight phase i it is charged in this battle round.

At the end o the battle, the player with the most victory points is the winner. I there is a tie, whichever player controls the most objective markers at the end o the battle is the winner. I there is still a tie, the game is a draw.

Player’s Deployment Zone

6" 

3" 

3" 

6" 

Player’s Deployment Zone

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COMPETITIVE PLAY MISSION

CAPTURE THE STRONGPOINT Scouts have identified the most deensible position in this sector, describing it as a prime location rom which to strike out into the wasteland that surrounds it. Te chances o one action taking c ontrol o it without a fight are non-existent, however – they must take this prize by strength o arms.

THE KILL TEAMS Tis is a mission or two players. Each player chooses three secondary objectives as described on page 4 and musters a Battle-orged kill team as described on page 2.

THE BATTLEFIELD Tis mission can be played in any killzone available to the players. I the players cannot agree on which Killzone to use, they roll off and the winner decides. Create the battlefield and set up terrain as shown opposite, ollowing the guidance on page 3. Ten set up five objective markers as shown opposite.

SCOUTING PHASE Do not resolve the Scouting phase in this mission.

DEPLOYMENT Te players roll off, and the loser o the roll-off chooses which deployment zone will be their own. Te other deployment zone wi ll be their opponent’s. s. Te players then take it in turns to deploy one model rom their kill team, starting with the player who lost the roll-off. Models must be set up wholly within their own deployment zone. I a player r uns out o models to set up, skip them. Once the players have set up their models, deployment ends and the first battle round begins.

BATTLE LENGTH Te battle automatically ends at the end o battle round 4.

VICTORY CONDITIONS Victory Victo ry points are scored or the ollowing: ake and Hold: At the end o the b attle round, a player scores 1 victory point or each o the ollowing conditions that they satisy (or a maximum o 3  victory points):

• Tey control one or more objective markers. • Tey control two or more objective markers. • Tey control more objective markers than their opponen opponent. t. A player cannot score more than 9 victory points or this victory condition in this mission.

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S�������� O��������� Te secondary objectives available in this mission are: Engage On All Fronts, Headlong Assault, Recon Sweep, Scout the Field, Unazed Location Secure: At the end o the b attle round, score 3  victory points i you control control all five objective markers.

At the end o the battle, the player with the most victory points is the winner. I there is a tie, whichever player controls the most objective markers at the end o the battle is the winner. I there is still a tie, the game is a draw.

Player’s Deployment Zone

6" 

7" 

2" 

3" 

5" 

6" 

5" 

3" 

2" 

6" 

7"  Player’s Deployment Zone

15

COMPETITIVE PLAY MISSION

RUNNING BATTLE wo teams o special operatives encounter each other while conducting reconnaissance. reconnaissance. Tey cannot afford to linger lest their enemies’ reinorcements reinorcements arrive first, so the result is a running battle as both teams attempt attempt to conduct their mission, eliminate their hated rivals and escape in time.

THE KILL TEAMS Tis is a mission or two players. Each player chooses three secondary objectives as described on page 4 and musters a Battle-orged kill team as described on page 2.

THE BATTLEFIELD Tis mission can be played in any killzone available to the players. I the players cannot agree on which killzone to use, they roll off and the winner decides. Create the battlefield and set up terrain as shown opposite, ollowing the guidance on page 3. Ten set up our objective markers as shown opposite.

SCOUTING PHASE Do not resolve the Scouting phase in this mission.

DEPLOYMENT Te players roll off, and the loser o the roll-off chooses which deployment zone will be their own. Te other deployment zone wi ll be their opponent’s. s. Te players then take it in turns to deploy one model rom their kill team, starting with the player who lost the roll-off. Models must be set up wholly within their own deployment zone and more than 3" rom the other player’s deployment zone. I a player runs out o models to set up, skip them. Once the players have set up their models, deployment ends and the first battle round begins.

BATTLE LENGTH Te battle automatically ends at the end o battle round 4.

VICTORY CONDITIONS Victory Victo ry points are scored or the ollowing: Complete Reconnaissanc Reconnaissance: e: At the end o the b attle round, a player scores 1 victory point i they control any objective markers, or 2 victory points i they control more objective markers than their opponen opponent, t, or 3 victory points i they control the objective marker urthest rom their deployment zone (whichever is greatest). A player cannot score more than 9 victory points or this victory condition in this mission.

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S�������� O��������� Te secondary objectives available in this mission are: Cut Off the Head, Engage On All Fronts, Hammering, Obliteration, Proximity Alert Keep Moving: At the end o the b attle round, score 1  victory point i no models rom your kill team are are even partially within the battlefield quarter that includes your deployment zone.

At the end o the battle, the player with the most victory points is the winner. I there is a tie, whichever player controls the most objective markers at the end o the battle is the winner. I there is still a tie, the game is a draw.

6" 

Player’s Deployment Zone

5" 

3" 

3" 

3" 

5" 

Player’s Deployment Zone 6" 

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TOURNAMENT RULES In this section you will w ill find the rules governing the tournament. Players may may find it useul to amiliarise themselves with the behaviours and practices expected o them when they participate in this competition.

OURNAMEN SRUCURE R����������� ��� C������ R����� C���� Upon arrival at the event, all players must register with an official appointed by the tournament organiser. When they do so they give their name, the Faction keyword shared by all models on their command roster and a copy o their roster, which must be clearly legible. Te roster will be checked by the tournament officials, but that doesn’t remove the responsibility o players to ensure that it ollows all the rules on page 62 o the Kill Team Core  Manual   Ma nual . Once a command roster has been submitted, it may not be altered in any way, except to correct any errors. Te organiser may penalise players who submit invalid command rosters.

players, the lowest-ranked player overall will play the spare player or receive a bye, as described previously. No player can play against the spare player more than once in a tournament, and i they would, the next lowestranked player will play against the spare player instead. Players will also not be paired with an opponent they have already aced; i necessary, a player will be paired with a randomly determined player rom the bracket below to avoid this.

Missions Which o the missions ound in this pack is played in each round is decided by the tournament organiser, and will be announced beore the beginning o each round.

Note that the Resources column o the command roster is not used or tournament play, and should be ignored. Players can fill out the Mission, Background and Squad Quirk sections i they wish, but they will not have any effect in the games that ollow. Once all players are registered, players will be paired randomly or the first round. R����� ��� P������ Te tournament is played over five rounds, with 75 minutes afforded or each (this includes the fiveminute kill team mustering period beore the start o each mission). For round 1, pairings are randomly generated. I there are an odd number o players, one player (determined randomly) will play against a spare player. A spare player is one o the tournament officials or a spectator who is available to play a game should there be an odd number o players. I there is no spare player available, the randomly determined player will receive a bye. Tey are treated as winning the game and as having scored 13  victory points points in that that game. For subsequent rounds, pairings are allocated randomly within brackets o players with the same tournament score (so afer the first match, all players with 3 points will be paired randomly with each other). I there are an odd number o players in a bracket, one player randomly selected rom the bracket below will be included in the higher bracket’s pairings. I there are an odd number o

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Scoring  When a game ends, the players record the result – including i a game ends in a draw – on their results sheets. I time runs out beore the game ends, players should finish that battle round and then record the result as it stands at that point, using the same victory conditions stated in the mission and their secondary objectives. Both players must also record their victory points scored afer each game, as well as the number o secondary objectives or which they scored the ull 3 victory points and the number o enemy specialists (including Leaders) taken out o action – these are used as tiebreakers afer each round when determining which player plays the spare player or receives a bye (i necessary), and (i necessary) or determining the final results (see opposite). Afer filling in their results sheets together, players should hand them in to an appointed official, who will record the results.

Ranking 

D��������

Tree points are scored or a match win, 1 or a match draw and 0 or a match loss. Te higher a player’s score, the higher they are in the rankings. I there is a tie, highest total victory points is used as a tiebreaker; i there is still a tie, the number o secondary objectives or which a player scored the ull 3 victory points should be used, and i there is still tie, the number o enemy specialists taken out o action should be used. For the purposes o final rankings, in the unlikely event that there is still a tie, a final tiebreaker, described by the tournament organiser, will be used.

Players should have a completed datacard or each model on their command roster that clearly shows equipment, abilities and any specialism that model has. Players are permitted to write only the name o an ability on the datacard, rather than the ull text, but must ensure they are amiliar with the ability and how it works, as well as having a copy o the Kill eam product containing that ability to hand should an opponent ask to read the ability.

B����� ��� R������ Players will have a short break between rounds while scores and the next round o matches are calculated. Te pairings or the next round are then announced, and another round begins. Afer the final round o the tournament has been played, the final scores will be calculated and the results announced.

OURNAMEN RULES M��������� Each model must be painted, and must completely and accurately represent its entry on your army roster (including all wargear). In cases where it is disupted, a tournament official will judge whether or not a model can be considered painted. Conversions are acceptable, but must still represent what the model is armed with. I a conversion is deemed to be misleading by the organiser, or i a miniature is damaged or assembled in such a way that it cannot easily be identified, the player will not be allowed to use that miniature. I the player is unable to field a legal Battle-orged kill team as a result (e.g. the damaged model is that player’s only Leader), then that player must oreit any games until they can provide a suitable alternative. Players cannot handle their opponent’s miniatures. A player can waive this rule or their own miniatures i they wish, and should indicate to their opponent where this is the case.

T������ Players can use any o the actics available to their kill team. o do so they must bring the relevant actic card or Kill eam publication to the tournament, and must allow their opponent to read the actic i they ask to. A player cannot use a actic that they have not brought or cannot show to an opponent. T����� Players should strive to bring sufficient Kill eam tokens, including objective markers, to their games. I a player does not have sufficient tokens to clearly display effects (Readying a model, Advancing etc.), that player should make it clear to their opponent what effect is in place. In such an event, their opponent is permitted to place a token o their own next to the player’s model. D��� When a player makes a dice roll, they must roll the dice in such a manner as to generate a completely random result. Tey may use a dice tower to do so i they wish. Dice that are rolled off the table, out o sight o the player’s opponent or that do not land flat (‘cocked’ dice) must be re-rolled.

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C������

Playing Area

Tis tournament should be held in the spirit o riendly competition. All participants, whatever their role, are expected to show good conduct throughout the tournament. Tey are expected to treat each other with respect and behave in a mature and considerate manner, including during disputes, and should behave in accordance with the ollowing guidelines:

Each player is responsible or ensuring that the playing area is clear o any clutter, and that the state o the game is clear to their opponent and to a judge. Players suspected o deliberately obscuring datacards, actics cards or tokens that should be visible to both players, or otherwise obuscating the state o the game, may be penalised.

Advice

Spectating

Players are not permitted to seek advice rom any other person during a round. Tey can, however, seek rules clarifications rom an official.

Players can be spectators when they are not playing a match. Spectators are not permitted to interere in any match that is being played, including by giving any inormation to either o the players. Tey may, however, inorm a judge i they suspect a player o cheating.

imeliness Players are expected to register promptly, and to find their opponent in a timely ashion when each pairing is announced. Players who ail to do so may have to oreit the game in question at the discretion o a judge, or be expelled rom the tournament at the discretion o the organiser. Players must not stall or deliberately play slowly so as to lengthen a game. I a player suspects that their opponent is deliberately slowing the game down, they can ask an available judge to observe their game.

Cheating Players are expected to know the rules o the game, and cannot, through either action or inaction, create a situation that is against the rules. I a player suspects that their opponent is cheating, they must inorm a judge. A player ound to be cheating may have to oreit the game at the discretion o the judge, or be expelled rom the tournament at the discretion o the organiser.

PRODUCED BY GAMES WORKSH WORKSHOP OP IN NOINGHAM NOI NGHAM Kill eam: Annihilation 2018 © Copyright Games Workshop Limited 2018. Kill eam: Annihilation 2018, Warhammer 40,000: Kill eam, GW, Games Workshop, Space Marine, 40K, Warhammer, Warhammer 40,000, the ‘Aquila’ Double-headed Eagle logo, and all associated logos, illustrations, images, names, creatures, races,  vehicles, locations, locations, weapons, characters, characters, and the distinctive distinctive likenesses thereo, are are either ® or M, and/or © Games Workshop Limited, variably registered around the world. All Rights Reserved. No part o this publication may be reproduced, stored in a retrieval system, or transmitted in any orm or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission o the publishers. Tis is a work o fiction. All the characters and events portrayed in this book are fictional, and any resemblance to real people or incidents is purely coincidental. British Cataloguing-in-Publication Cataloguing-in-Publication Data. A catalogue record or this book is available rom the British Library. Pictures used or illustrative purposes only. Certain Citadel products may be d angerou angerouss i used incorrectly and Games Workshop Workshop does not recommend them or use by children under the age o 16 without adult supervision. Whatever your age, be careul when using glues, bladed equipment and sprays and make sure that you read and ollow the instructions on the packaging.

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