Assault on Parabulus

When:
24th November 2019 all-day
2019-11-24T00:00:00+00:00
2019-11-25T00:00:00+00:00
Where:
Holmfirth Gaming Centre
Unit 1 Albion Mills
Cost:
Free
Contact:
steve

Assault on Parabulus

The planet of Parabulus, once a strongly contested pirate stronghold now faces a new threat. After the Black Templars and Dark Angels fought alongside each other to reduce the pirate threat, the subsequent falling out over the capture of a prisoner and the resulting Inquisitorial inquiry, the planet slipped from memory, distracted as the Imperium was with ongoing battles elsewhere.

Now the planet is once again the focus of intense scrutiny. Intercepted communications of unknown origin strongly suggest that a Warp Rift has been detected on the planet’s surface. It is currently unknown if this is simply a minor threat to be ignored or is the work of dark forces determined to use this rift for nefarious purposes.

Preliminary scans indicate the rift is increasing in strength and the effects of the warp on the planet are becoming greater. Warp storms, temporal anomalies, reality shifts and the possibility of demonic activity have forced the hands of many different factions who head with great haste towards the warp ravaged planet – ready to take control of the rift for their own ends or shut it down if possible.

Whatever the reason for the warp rift, the arriving armies will be forced to fight not only against enemies old and new but also against the environment itself – the planet’s surface continues to undergo radical changes, with former lush greenery turning desert like and vice versa. Nothing is what it seems any longer with different zones creating their own unique challenges to any army intent on fighting across its surface.

The longer the fight continues, with no hope of reinforcements, the smaller the armies become until the final desperate struggle to reach the rift will see one army become the victor and win control of the rift – for good or ill.

Any questions please contact Steve (steve@46and2.co.uk).

Tournament Rules

1. The tournament consists of three games, with diminishing points allowed in each game. Players do not have to use the same units in each game, as long as all units used in the games are from the same codex & any supplements/updates that have been produced.

  1. Scenario 1 will require a list no larger than 1750pts. This Scenario will be 2 hours long.

  1. Scenario 2 will require a list no larger than 1250pts. This Scenario will be 1.5 hours long.

  1. Scenario 3 will require a list no larger than 750pts. This scenario will be 1 hour long.

  1. Armies must be selected from a single codex only plus any supporting additional sources for that codex like white dwarf, supplements & faq’s.  Please note that assassins cannot be used in any game.

6. Counts-as proxies are acceptable within reason though they must have the correct base size and be obvious as to what they are. All models should be WYSIWYG. However, conversions and none standard models are acceptable providing it is clear what they are. The event organisers hold the right to remove none compliant models from the board and the player could face a point reduction.

7. No fortifications allowed.

8. Each Player must possess a copy of the rules and the Codex needed to use their army. All army’s must have a book or tablet digital copy. We will not allow printouts.

9. No Named characters allowed. No forge world units allowed.

  1. Players roll off with the winner picking deployment sides. Players then roll off with the winner placing their first objective, players then alternate this until all objectives are placed. (only in missions where players place objectives). The player who picked the deployment side then places his army down. Then opponent places army & the game begins.

  2. Player 2 who placed army down 2nd may try to steal the initiative when the game starts, otherwise player who placed army down 1st takes 1st turn.

12. In the event that a player is tabled the game ends at the end of the game turn. Points are tallied and given to the TO.

13. Where this pack is in conflict with the main rule-book – this pack over-rules main rule-book.

Itinerary

12:00-12:30 – Registration

12:30-14:30 – Scenario 1

14:30-15:30 – Break, read mission and set up

15:30-17:00 – Scenario 2

17:00-17:30 – Read mission and set up

17:30-18:30 – Scenario 3

18:30-19:00 – Presentation of Prizes. Prizes will be awarded to the top 3 players.

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THE SCENARIOS

Scenario 1 – Deployment into the unknown:

You army has reached Parabulus and is ready to deploy. Scans indicate the warp rift is increasing in strength and so deploying fast is key – it is unknown at this stage if anyone left in orbit waiting to deploy at a later stage will make it to the surface safely.

Deployment into the unknown:

This scenario uses special deployment and Reserves rules. Rules are modified as follows:

■ The objectives for this mission will be pre-placed.

■ Players roll off for first turn and table edge using the Dawn of War set up.

Any unit utilising Deep Strike (or similar inc reserves/warp gates etc) are affected by the warp. Announce the location for the Deep Strike and then use a D6 and scatter dice which will determine where the unit actually lands.. The scatter dice determines the direction and the D6 determines the distance in inches. This may force the unit to land further away than intended, or give the bonus of moving a unit closer to the intended target.

Any unit which is ‘warped’ off the table during deep-strike is to be removed and will take no further action in this scenario. If the unit scatters onto a different unit, roll a D6. On a 1 or 2 the unit is killed, on a 3 or 4 the unit must deep-strike again and on a 5 or 6 the unit must scatter again.

Primary Objectives:

Six objectives are pre-placed in this scenario and should not be moved. Each objective is worth 2 victory points at the end of the game.

Secondary Objectives:

Slay the Warlord, First Blood, Line Breaker, each worth 1 victory point.

Random Events:

Roll on the random events table in this rule pack at the start of the game to determine the random event affecting the battle. At the start of each player turn on the roll of a 4+ the event changes during this scenario, role on the random event table again to determine the new event.

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Scenario 2 – Inch by inch:

Whilst the bulk of your forces have been battling for dominance, a smaller army are desperately fighting their way toward the ultimate goal – to control the Warp Rift. Deploying any units is fraught with risk and environmental effects caused by the Warp Rift increase in intensity and frequency.

Inch by inch:

This scenario uses the Vanguard Strike deployment type. Deployment is modified as follows:

■ Players have two objectives each to place. Place an objective in your opponent’s deployment Zone and one outside either player’s deployment Zone. All must be at least 8” apart and 6” from a table edge.

Any unit utilising Deep Strike (or similar inc reserves/warp gate etc) are still affected by the warp. Announce the location for the Deep Strike and then use a D6 and scatter dice which will determine where the unit actually lands.. The scatter dice determines the direction and the D6 determines the distance in inches. This may force the unit to land further away than intended, or give the bonus of moving a unit closer to the intended target.

Any unit which is ‘warped’ off the table during deep-strike is to be removed and will take no further action in this scenario. If the unit scatters onto a different unit, roll a D6. On a 1 or 2 the unit is killed, on a 3 or 4 the unit must deep-strike again and on a 5 or 6 the unit must scatter again.

Primary Objectives:

All objectives are worth 4 victory points each at end of the game.

Secondary Objectives:

Slay the Warlord, First Blood, and Line Breaker, each worth 1 Victory Point.

Random Events:

Roll on the random events table in this rule pack at the start of the game to determine the random event affecting the Battle. At the start of each player turn on the roll of a 4+ the event changes during this scenario, role on the random event table again to determine the new event.

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Scenario 3 – One last push:

You have located the Warp Rift and the final push for control begins. Your forces, exhausted by the long and bitter journey to this point, have been vastly reduced. Proximity to the Warp Rift causes even more disruption and chaos :-

All vehicles suffer mechanical problems – meaning that this final battle will be a foot slog to the final and only objective. Securing and defending the Warp Rift is the only goal – victory will be hard won after a brutal campaign for dominance.

One last push:

This scenario uses the Dawn of War deployment type. Deployment is modified as follows:

In this final scenario, anything with the vehicle or monstrous creature keyword is not allowed. Units with Fly keyword are allowed.

■ One objective is placed in the exact centre of the table to represent the Warp Rift.

■ The scenario takes place on a 4 x 4 table.

Effects of the warp:

■ The effects of being so close to the rift have consequences. There is a 6” bubble surrounding the Warp Rift. This bubble increase with each turn.

■ In turn 1, the effect of the bubble is 6”. Each turn sees the effects of the Rift increase by 3”.

■ Whilst in this bubble invulnerable saves are not allowed.

■ Any psychic powers used in this bubble are affected by the warp. When taking a psychic test, any doubles causes perils of the warp. Any psychic powers which require a single D6 are also affected – a roll of 1 or 6 causes the unit D3 mortal wounds.

■ In turn 1 the objective can be held if a player has the most models within 12” of the objective, decreasing by 2” each battle round.

Primary Objectives:

The central objective is worth 2 victory pints in turn 1. In turn 2, it is worth 3 points and increases in value by 1 point per turn. Taking and defending the objective is essential to victory.

Deep-strike or similar movement of any kind inc Necron relic options etc. is not allowed.

Secondary Objectives:

Slay the Warlord, First Blood, and Line Breaker, each worth 1 victory Point.

Random Events:

Roll on the random events table in this rule pack at the start of the game to determine the random event affecting the battle. At the start of each player turn on the roll of a 4+ the event changes during this scenario, role on the random event table again to determine the new event.

In this final scenario, anything with the vehicle or monstrous creature keyword is not allowed. Units with Fly keyword are allowed.

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Random Events

The Assault on Parabulus takes place on a planet wracked by violent warp effects. The random events below are designed to add an element of the uncontrollable to the game.. The player who has 1st turn rolls a D6, which determines the random event (from the table below) which affects game turn 1 & subsequent turns, this can then change each player turn if a 4+ is rolled by each player before starting their turn.

1. Battle Frenzy

Whether through the release of some airborne stimm-agent, the powers of an ancient artefact or a terrible empiric curse, the warriors fighting upon this battlefield have been driven wild with battle lust.

Add 1 to the Attacks characteristic of all models in this battle.

2. Grudge Match

Few forces in the galaxy are as powerful as hate, and that emotion permeates this battlefield from end to end. Neither side will back down, for the final reckoning is nigh!

Units do not have to take Morale tests in this battle.

3. Restoratives

Whether due to distributed medicare supplies, regenerative energies or some other strange property of the battlefield, warriors find their wounds closing and fresh vigour filling their limbs.

Each player may pick a friendly unit at the start of their turn. That unit regains D3 lost wounds.

4. Eager for the fight

Driven by rage and hatred, the opposing armies hurtle across the battlefield, desperate to get to grips with their foe.

Add 2” to the Move characteristics of all models, and add 1 to all Advance and charge rolls.

5. Acid Rain

Curtains of corrosive rainfall sweep the battlefield, turning firm ground to sucking quagmires and hindering even the finest marksman’s aim.

Subtract 1 from all hit rolls made from shooting attacks and subtract 1 from all Advance and charge rolls.

Roll a dice at the start of each battle round after the first. On a roll of 4+ the rain stops (if it was raining in the last battle round), or starts again (if it was not raining in the last battle round). This takes place only if the event isn’t changed – roll to check this 1st before rolling for rain effects.

6. Orbital Debris

Spawned by the death of some void-borne warship or station, blazing wreckage streaks down from on high to detonate indiscriminately across the battlefield.

Each player rolls 3 dice at the start of their turn. For each roll of 6, they may pick a separate enemy unit and inflict D3 mortal wounds upon it.