Pen XI Plunder – 40K Mega Event Weekend

When:
19th October 2019 all-day
2019-10-19T00:00:00+01:00
2019-10-20T00:00:00+01:00
Where:
Holmfirth Gaming Centre
Unit one Albion Mills Thongsbridge Holmfirth
Cost:
£15 to paypal - holmfirthgamingcentre@gmail.com. Could you select the ‘gift’ or ‘paying a friend’ option so we don’t lose out on fees please?
Contact:
Jay Muffitt
01484689402

PLUNDER OF PENN IX 19th oct 2019 Warhammer 40K Tournament

 

The Imperial world of Penn IX is gone. Lost to the warp never to be seen by mortal eyes again. But the Penn system is host to more than one habitable world. In the years since the loss of the planet the new Pen IX previously Pen X, due to the change in gravitational forces has become much warmer and wetter sporting a new host of life forms and resources rich for the picking.

The new climate is racked with mighty hurricanes and rain storms which has forged mighty rivers through iron deserts and has turned wastelands into tropical oasis’s. The drastic changes in the makeup of this world have exposed previously unseen ruins, the origin of these are unknown but they appear to be ancient beyond comprehension.

The construction of these ancient ruins is a mystery but it is obvious that two very different and distinct races waged mighty wars here in times past. The ruins to the east are crude and shabby, scrawled with primitive images of gods long forgotten. Located within the great swamps, this place reeks of damp sporing fungus and a familiar stench of Xeno’s. In comparison the ruins to the west are black and angular and emit an aura of something evil ready to awaken.

Whatever these ruins are they only increase the interest of the ever watching eyes of potential raiding parties, for alien races have come to Pen IX for generations to plunder its bountiful resources and things aren’t about to change now. But they must be quick a storm is coming….

 

Payment for this event is £15 via friends & family to paypal address TheHGCEvents@gmail.com

Please indicate when paying which event & your name.

Any questions please contact Jay.

Tournament Rules

  1. Armies must not exceed 1000 points and must comprise of no more than two detachments as per 8th ED rules.
  2. Armies must be selected from one singular Faction and one singular allegiance. forge world, codex and codex supplements will be allowed, also we are allowing recent white dwarf rules releases and campaign books. IE Space marines – ultramarines.
  3. 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.
  4. No fortifications allowed you are a raiding party.
  5. Each Player must possess a copy of the rules and any Codex’s needed to use their army All army’s must have a book or tablet digital copy. We will not allow printouts.
  6. Special characters are allowed (as long as you can afford them) No Named characters as a small raiding mission like this would be beneath them.
  7. There will be an award for the best painted army. We accept that some armies are works in progress and unpainted armies will be accepted but there will be a 5-point penalty for unpainted armies (judge’s discretion) Remember this is supposed to be a themed army based on a raiding party.
  8. Games start as follows. Players roll off with the winner placing their first objective, the players then alternate this until all objectives are placed. (only in missions where players place objectives). Players then roll off again with the winner picking deployment sides and placing his army down. His opponent places his army and the game begins. Players may try to steal the initiative when the game starts.
  9. 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.
  10. Where this pack is in conflict with the main rule-book – this pack over-rules main rule-book.

Itinerary.

9:30-10:00 – Registration

10:00-11:30 – Scenario 1

11:30-12:00 – finish games, read missions and set up.

12:00-13:30 – Scenario 2

13:30-14:30 – Lunch & painting judging

14:30-16:00 – Scenario 3

16:00-16:30 – finish games, read missions and set up.

16:30-18:00 – Scenario 4

18:30 – Presentation Prizes & Certificates

Paramount Plunderer:

The player with the most Loot points at the end of the day will be declared the overall winner.

Most Pioneering Plunderer:

The Tournament Organiser will award this to the player with the army that they believe best suits the plunder theme. Best themed army with background story.

Prettiest Plunderer:

Players choice award. You will be asked to arrange your army for viewing during the lunch-break if you wish to enter. Players will then nominate their top three.

Most Pitiful Plunderer:

The person that had the least loot points at the end of the day will be declared the most Pitiful. You may also be in receipt of some new dice to see if that improves your luck

THE SCENARIOS

Scenario 1 – Planet fall:

You have established geostationary orbit and commenced your deployment. Your recon units have been ordered to secure a drop zone while the rest of your force prepares for the drop, but you are not the only one trying to get down to the surface.

Planet fall:

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 or all scoring troop units (units that have a rule allowing them to score objective over other units) may deploy as normal in which case each unit is issued with a special free Teleport Homer. They may also opt to Outflank, (coming on from the opponents left hand edge on a 1-3 and right 4-6) but they will need to roll as if coming on from reserve.
  • Vehicles, bikers and cavalry, flyers and flying monsters move on from the player’s own table edge instead, along with any embarked units.
  • All other units must be placed in reserve and all units with the keywords infantry, jump pack, jet Biker, Dreadnaught, Monster etc are forced to deploy via Deep Strike when they arrive. immobile units are dropped from low orbit and enter via deep strike. Wheeled or tracked Reserved units come in on turn 2 on a 4+, turn 3 on a 3+ and turn 4 automatically.

The free Teleport Homers issued as part of the scenario allow any unit that Deep Strikes within 6” of them and over 6” from the enemy. Armies/units that have alternative deployment follow codex rules wherever possible.

Teleport Homers and other special abilities bought from your own codex function as per their own rules.

Primary Objectives:

Six objectives are pre-placed in this scenario and should not be moved. Each objective is worth between 2 and 5 Loot Points. The value of each objective is revealed when it is first captured. There should be one 5-point objective, Two 3 point objectives and three objectives worth 2 points.

Secondary Objectives:

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

Random Events:

Role on the random events table in this rule pack at the start of the game to determine the random event effecting the battle. At the start of each player turn on the roll of a 6+ the event changes during this scenario, role on the random event table again to determine the new event.

Scenario 2 – Smash and Grab:

You have established a dirt-side base of operations and sent out raiding parties to locate and secure valuable caches of loot. You are spread thin however and coordination is made increasingly difficult Due to unusual weather conditions.

Smash and Grab:

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.
  • Declare reserves and embark units on transports, then roll a dice for each unit you wish to deploy on the board.

On a 1 the unit has been delayed and must be placed in reserve and follow the normal rules for reserves. When rolling a 2-3 the unit may enter play on turn 1 but must move on from anywhere along the player’s own board edge (even into the quarter not chosen as their deployment zone) and on a 4-6 the unit may be deployed as usual.

  1. Armies/units that have alternative deployment rules follow codex rules wherever there is a contradiction.
Primary Objectives:

All objectives are worth 4 loot points each.

Secondary Objectives:

Slay the Warlord, First Blood, and Line Breaker, each worth 1 Loot Point. Additionally, the player who loses the least units in the game gains an extra Loot point.

Random Events:

Role on the random events table in this rule pack at the start of the game to determine the random event effecting the battle. At the start of each player turn on the roll of a 6+ the event changes during this scenario, role on the random event table again to determine the new event.

Scenario 3 – Legacy of the Ancients:

You have located an ancient settlement and sent out your force to locate and secure valuable technology. Electrical storms rage disrupting your communications and preventing any form of flight. The forecasted storms predicted are much worse then expected but how much worse can it get?

Legacy of the Ancients:

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

  • One Relic is placed in the exact centre of the table; each player then places a Relic in their opponent’s deployment Zone. Declare reserves and embark units on transports.
Limited Control:
  • The Electrical storm is making communications difficult, whilst the extreme weather conditions are sapping the will to fight from your troops. At the start of each of your turns role a D6 and add 1 for each HQ unit in your force. This is the number of units that you can use this turn. Un-used units may not move, shoot or take any other action.
  • Should you wish too you can attempt to use more units than the above restriction would normally allow. Roll 2 D6 for any non-vehicle unit you wish to activate in this way. If the unit rolls under their Leadership then they may be used, if they fail they automatically take 6 Mortal wounds.
  • The Electrical storm prevents any unit from flying. Flyers loose the Airborne special rule or any other rule that prevents them from being assaulted by ground units. They also loose the hard to hit special rule or any other rule that causes shooting units to subtract one from there “to hit” rolls.
  • The storm makes the use of Jump and Jet packs hazardous, each time a unit uses the fly special rules (IE fall back and still shoot of move over enemy units ETC) the unit suffers one mortal wound.
Primary Objectives:

The central Relic is worth 8 Loot Points, the other two Relics are worth 4 Loot Points each. Each objective can be captured by moving a model in to base contact with it in the movement phase – the model automatically picks up the relic at the end of the movement phase. From that point the Relic remains with the model until it is dropped.

The Relics are fragile and heavy, a model with a Relic cannot run and cannot move more than 6” per player turn. If embarked on a transport the transport may not move further than 6” per turn. A relic may be passed to a friendly scoring unit if the two models end their movement phase in base contact. A relic may be voluntarily dropped at any time, just place it 1” away from the model. If the model falls back or is removed as a casualty the relic is dropped automatically.

Secondary Objectives:

Slay the Warlord, First Blood, and Line Breaker, each worth 1 Loot Point. Additionally the player who loses the least units in the game gains an extra Loot point.

Random Events:

Role on the random events table in this rule pack at the start of the game to determine the random event effecting the battle. At the start of each player turn on the roll of a 6+ the event changes during this scenario, role on the random event table again to determine the new event.

Scenario 4 – A Perfect storm:

A storm of biblical proportions descends upon you Hail the size of a Hive Tyrant falls from the sky. Rivers of mud wash away the ground from under your feet. The earth cracks and falls into bottomless caverns. The only place you can retreat to is under the shields of the original drop site, but other raiders have the same idea and they want to claim your loot along the way. Time to show them who the rightful owners of this bountiful new world are, and all the treasures it holds.

A Perfect storm:

This scenario uses the Hammer and anvil deployment type. The mission is as follows:

  • There will be a single central objective placed before deployment by the organisers. This will represent the Shield generator. Within 6” of this objective models are immune to the effects of the storm and the random events table.
  • Players roll off for first deployment and first turn.
  • From the beginning of game turn 2 the warp will begin to encroach. Roll two D6, this is the distance in inches from all table edges that has become Dangerous Terrain. Each model in the affected area must roll a D6 each turn, if they are outside of the shield area. If a 1 is rolled the affected unit suffers D6 Mortal wounds. This includes all vehicles and flyers. This represents the storm ripping the surface of the drop site apart. The distance increases by one D6 for every turn thereafter, e.g. game turn 3 is three D6, etc.
  • At the end of the movement phase any immobile unit within the Dangerous Terrain area is destroyed.
Primary Objectives:

Each player has 10 loot tokens to distribute among each unit as they see fit. Each loot token held by a scoring troop unit (As described in mission one) within 6” of the shield Generator at the end of the game scores 1 Loot Point. Loot tokens are dropped by units that are removed as casualties. You may pick up dropped loot tokens by moving a unit into contact with them. You can steal any loot tokens your opponent drops. No unit may carry more than 5 tokens. If the opponent is wiped out before the game ends the winning player receives 5 loot pts for each troop unit on the table up to a maximum of 20 loot pts. Loot tokens can be passed between units in base to base contact.

Random Events:

Role on the random events table in this rule pack at the start of the game to determine the random event effecting 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.

Random Events

The Plunder of Penn IX takes place in a planet wracked by violent storms. The random events below are designed to add an element of the insane to your games. Each player rolls for a Random Event at the beginning of their own turn. Random events may have an immediate and one off effect or they may remain in play. Some events may even stack up over the course of the game to make things even more hazardous for you! The scenario rules determine the probability of an event occurring. Whenever a successful roll is made, roll a D66 on the following table.

11-13 – spore winds; (Remain in Play)

All non-vehicle units on the board must roll 2 D6 and roll higher than their toughness (use unit majority). If failed the unit may not move, shoot or fight in close combat. At the start of their next movement phase they must test again. Any unit that comes into base contact with an affected unit for any reason must immediately test to see if they are also affected.

14-16 – Electrical Storm; (Immediate, one off)

Any unit that is partly or wholly within any terrain feature is struck by lightning. Allocate one hit at strength 6, AP-2 D1.

21-23 – Hidden Geyser; (Immediate, one off)

Players dice off, the winner may place a 25mm token anywhere they choose, it then scatters 2D6 in a direction of your opponent’s choice, this cannot make it leave the table, then D6 in a direction of yours. Any model under the token takes a Strength 10 hit at AP-4 D3. All other units within 3” are hit by strength 5, AP-1 D1.

24-26 – Blood Fever; (Immediate, one off)

During this player-turn all non-vehicle units must roll 2 D6 -3, if the roll is less than their leadership they must move towards the nearest enemy unit and attempt to charge it.

31-33 – Dense clouds; (Remain in Play)

All shooting ranges are reduced by 6” to a minimum of 12”. A further Dense Clouds result indicates that the skies have cleared and ranges return to normal.

34-36 – Rivers of Mud; (Remain in Play)

All Open ground is -2 to charges, Terrain becomes Dangerous and as well as -2 to charges all movement through terrain causes 1 Mortal wound , all water terrain becomes Impassable. A further Rivers of Mud result indicates that the waters have drained away and the above ceases to apply.

41-43 – Monstrous Hailstorm; (Immediate, one off)

any unit that is not in shelter suffers 2D6 hits at strength 1 AP-0 D1. A unit that takes any casualties has -1 to all to hit rolls for this game turn. Shelter can be gained from being in a wood, building, ruin or transport.

44-46 – Howling Gales; (Immediate, one off)

during the following shooting phase all successful rolls to hit must be rerolled.

51-53 – Changing of the Ways; (Remain in Play)

from this point on the roll to see if a Random Events occurs is modified by +1. Further Changing of the Ways results stack until it becomes 1+ (i.e. automatic) at which point further 51-53 results must be re-rolled.

54-56 – Tropical fever; (Immediate, one off)

both players may move one non-vehicle unit belonging to their opponent 2D6” in any direction they choose (unit coherency must be maintained). They cannot be moved to any position that would cause them to be destroyed or move off the board.

61-63 – Warp Storm; (Immediate, one off)

All psykers must roll 2D6 on any double they immediately suffer Perils of the Warp, applying the effects as normal. Any unit arriving via deep strike this turn are put back into reserve. This does not affect any psykers embarked on transports.

64-66 – Earthquake; (Remain in Play)

All ruins become Dangerous Terrain and as well as -2 to charges all movement through terrain causes 1 Mortal wound. A second Earthquake makes them Impassable. Models caught in an Impassable Ruin must roll under their movement on 2D6 if this test is failed the unit suffers 1D6 mortal wounds, a roll of 12 always fails. Vehicles that fail take 1D6 mortal wound and are classed as immobile for the rest of the game,

D66 – Use two different coloured D6. One is to represent 10’s (i.e. 1=10, 2=20 etc.) while the other represent single figures. E.g. Red (=10’s) rolls a 6, White (=1’s) rolls a 2, the result on the chart above would be 62 – Warp Storm!

A Quick Guide to Scoring at the Plunder:

Loot points: You can score a Maximum of 100 Loot Points. 80 points are available from the mission objectives. 20 points are available for painting and composition. Loot points– each scenario has different scoring conditions, here is the simplified version. Loot points are used to determine the tournament winner.

Scenario 1 (max score 20) 1 objective = 5 loot point 2 objectives = 3 loot point each 3 objectives = 2 loot points each 3 secondary objectives worth 1 Loot point each

Scenario 2 (max score 20) All objectives = 4 loot point each 4 secondary objectives worth 1 Loot point each

Scenario 3 (max score 20) 1 Relic = 8 loot points 2 Relics = 4 loot points each 4 secondary objectives worth 1 Loot point each

Scenario 4 (max score 20) A total of 20 loot tokens (10 per player) to extract. Each extracted token = 1 Loot Point each

Composition – the Judges Choice:

Most pioneering plunderer:

The award will take the following points into account and score your list accordingly:

5 pts if all units are either transported, jump units, jet pack units, bikers, cavalry, beasts, Vehicles, flyers or have access fly special rule OR if you field an alternative list that is well suited to the theme (for example a fluffy Tallarn Desert Raiders or Catachan Jungle Fighters, perhaps an Eldar pathfinder list). This will be a judgement call so please consult the judges if you think it applies to you.

2 pts if at least half the army is either transported, jump units, jet pack units, bikers, cavalry, Beasts, flyers, have the fly special rule or are vehicles

2 pts if more than half your units are from a Outrider Detachment, Are Flyers or Deepstrike.

2 pts if you field at least 4 units with the Objective Secured rule (or whatever name it is given in your army to give scoring)

2 pts if you field 3 Fast Attack choices

-2 pts if you field three Heavy Support choices (if they have the fly special rule this is reduced to a -1 penalty rather than -2, but still… shame on you!)

-2 for each lord of war in your list.

+2 pts for a good background story with a 1 pt bonus for having the best story (please note we want short stories, not novels, one A4 sheet will do but keep it interesting).

Painting has a part in this so.
  • Unpainted army -2pts
  • Base coated army 0 pts
  • 3 colour army 2 pts
  • Well painted army 3pts
  • Outstanding army 4pts

Tickets cost £15 and entitle you to tournament entry and a hot lunch.

Guests and non-tournament entrants can have lunch for £5