Oldhammer 40000 2Nd Edition Tournament What

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Oldhammer 40000 2Nd Edition Tournament What v1.0 01.26.2019 OLDHAMMER 40,000 2ND EDITION TOURNAMENT AdeptiCon reserves the right to modify, update, clarify, or change event rules in the interest of making AdeptiCon the best event possible. No fundamental rules changes will be made to the event after 02.01.2019. WHAT IS THIS TOURNAMENT? This is a Warhammer 40,000 (“40K”) tournament, using the Warhammer 40,000 Second Edition rules (“2E”). This tournament uses the rules from the 1996 Gen Con 40K Tournament, modified to make this tournament more “Oldhammer”. 1996 was the first year of official 40K tournaments in America, so this is as far back as 40K tournament rules go. Why a 2E tournament? We want to offer people an opportunity to experience our hobby’s past and its characterful games of 40K. 2E is the most characterful edition of 40K for which GW established tournament rules. One could argue that 40K’s original rules (“Rogue Trader”) are more characterful than 2E, but Rogue Trader never had official tournament rules. GW held the first official 40K tournament ever in 1995 in England, the Grand Tournament using 2E rules. In 1998, GW abandoned characterful 40K for the profit-driven mass armies of 40K 3rd and subsequent editions. How is 2E different from later editions of 40K? Like Rogue Trader, 2E is more characterful. This means that individual models matter more than in later editions. For example, units can go into overwatch. Models can throw individual grenades, each with their own blast markers. Character models’ statistics and gear raise them higher above rank-and-file models. Special weapons, other wargear and psychic powers have more characterful and extensive rules modeling their effects. Detailed faction-specific rules like Tyranid total warfare and Sisters of Battle prayers also give each faction greater individuality and character. 2E accordingly has a lower model count and is more complex. For most factions a 1,500-point tournament army (the standard then) is less than 50 models and can be less than 40. Even model-heavy factions like Imperial Guard and Tyranids top out below 75 models. Why might I enjoy playing 2E? First, it’s our hobby’s history. Playing 2E takes you back in time to earlier 40K canon and its rich fluff. It’s a time when Orks weren’t fungi and dwarves (squats) had a playable army list. Second, the focus on individual models gives a different emphasis to games. 2E games focus on maneuvering individual models like later editions focus on maneuvering entire units. It’s not Combat Patrol or skirmish level, but something in between that and giant armies that was fun. It’s a different tactical challenge. So, what makes this tournament “Oldhammer”? Isn’t “Oldhammer tournament” an oxymoron? From an “orthodox” Oldhammer perspective, an Oldhammer tournament is an oxymoron. Oldhammer games are supposed to be story-driven, not competitive. But we feel that a mini-tournament with the proper structure and emphasis can also be a great way to meet fellow 2E enthusiasts. Also, the simple fact is that 2E uses point-based lists and structured play. If you want to experience 2E, then you must engage with that play structure. And without boring you with specifics, we have changed the tournament rules to give this tournament an Oldhammer spirit. TOURNAMENT RULES Army Composition Rules • Build your army up to a maximum 750 points, using the point values in the relevant codex or other army list • No special (named) characters. But, you may use a special character model to represent a “regular” army commander or other non-special character • You may ignore your codex’s or other army list’s requirement for an army commander, e.g. an Eldar army doesn’t have to be led by an Avatar or Farseer, a Chaos army doesn’t have to be led by a Chaos Lord, an Imperial Guard army doesn’t have to be led by an HQ command, etc. v1.0 01.26.2019 OLDHAMMER 40,000 2ND EDITION TOURNAMENT • Wargear cards are limited per White Dwarf #195, pp. 46-47. The ruling in White Dwarf #195 resolved the issue of multiple printings of some wargear cards (e.g. Dark Millennium duplicating codexes) that arguably increased the number of a given wargear card available to an army. To summarize: o You may not use a wargear card normally carried by a special character, e.g. no Rune Staff Stormcaller (carried by Njal Stormcaller), Maugatar (carried by Maugan Ra), etc. o If a wargear card is not normally carried by a special character and does not appear on the list below, then you may have one of that card in your army. o If the wargear card appears on the list below, then you may take as many of it as you like within the other restrictions of your codex or other army list and the wargear card itself. For example, some wargear cards are restricted to certain factions, e.g. only Eldar can take the firepike. ammo feed scanner spirit stone armour piercing seeking ammo firepike ammo targeter lasblaster aux. grenade haywire grenade web of skulls launcher refractor field doc’s tools bionic arm auto launchers kustom blasta bionic eye combi-weapon kustom shoota bionic leg photon beam mekboy’s tools cameleoline searchlight steel skull frenzon servo arm weirdboy staff jump pack bright lance medi-pack seer runes o Tyranid biomorphs are not wargear and are restricted only as set forth in Codex Tyranids, p. 66. • A model can only have one fixed saving throw (comes from White Dwarf #196) • No allies, except that Space Marine and Imperial Guard armies may have Imperial agents • You may not purchase bunkers or fortifications Psykers • There is no limit on taking psykers, but you cannot take a psychic power that requires three force cards to cast. Remove all such cards from force decks before the game. Pychic powers that have variable strength up to three force cards are fine, but no variable psychic power may be cast with three force cards. • To prevent one side from obtaining all of the cards from a particular power deck, each player will draw powers from a separate deck. WYSIWYG • Each model must be of the troop type that it represents. You should be able to see on the model the weapons, wargear and other equipment that it is carrying, except knives and grenades. Acceptable Models • Any manufacturer’s models are acceptable, this is Oldhammer. Unpainted models are acceptable, this is Oldhammer. Convert and paint your models however you like, they are your models and it is your army. Just come and have fun. Acceptable Rules and Army Lists • This tournament will use the following sources of 2E rules, wargear cards and army lists: o 2E Rulebook o Dark Millennium o The Wargear book o 2E codexes v1.0 01.26.2019 OLDHAMMER 40,000 2ND EDITION TOURNAMENT • Vehicle datafaxes (vehicle cards), including third party datafaxes for third party licensee models, e.g. models by Armorcast, Forge World, etc. • White Dwarf issues, for army lists or units not appearing in a 2E codex, e.g., Necrons, Adeptus Arbites, Legion of the Damned, Eldar Falcon gravtanks, etc.; note that the Warhammer 40,000 Battles book is simply a compilation of White Dwarf articles • The Codex Army Lists book (black and white precodex), for army lists or units not appearing in a 2E codex or White Dwarf, e.g. Squats, Imperial Guard assault squads and penal legion squads, etc. Missions • Each team will be assigned a random mission as normal, to succeed or fail at as a team. Due to time limits and the lack of bunkers and fortifications, teams will receive a mission from the following selections: o Your team includes at least one Tyranid army: engage & destroy; dawn raid; terrorize; trap o The opposing team includes at least one Tyranid army and your team does not: engage & destroy; the assassins; witch hunt; take & hold o No Tyranid army on either team: engage & destroy; dawn raid; take & hold; the assassins; witch hunt; guerilla war Strategy Cards and Strategy Ratings • This game uses strategy cards, as well as the Tyranid event tables from Codex Tyranids, pp. 63-64. Remove the virus outbreak strategy card from the deck. When playing against Tyranids, also remove the malfunction and traitor strategy cards from the deck. • The two armies comprising a team deploy together and take a joint turn together. The strategy rating of a team is the average of the two armies’ respective strategy ratings, rounded up. For example, a team consisting of a Space Marine army (strategy rating 5) and an Imperial Guard army (strategy rating 2) has a strategy rating of 4: (5+2)/2 = 3.5, rounded up to 4. Time Limit • Due to limited playing time, each game has a limit of four turns or two hours and 15 minutes, whichever comes first. Target Selection • This game uses the “choosing a target” clarifications from Codex Tyranids, pp. 59-60, which 1) classify models into “vehicle”, “monstrous-sized”, “man-sized” and “smaller”; and 2) clarify rules for sustained fire, blast marker and template weapons. GAMEPLAY What Must I Bring to the Tournament? • Your models; a pile of D6; measuring sticks or tape measure; the usual • Scatter, artillery and sustained fire dice, if your army includes weapons that use them; 2E templates, if your army includes weapons that use them • Two copies of your army list • 2E Rulebook for your own reference, also Dark Millennium for your own reference if applicable to your army • A hard copy of the rules materials governing your army.
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