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Narrative Mission Packet - NOVA Open

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August 30 - September 2,2012<br />

Arlington, Virginia<br />

Capitol First Contact<br />

<strong>Mission</strong> <strong>Packet</strong> - Warhammer 40k <strong>Narrative</strong> Event<br />

Contained within this packet are the rules and score sheets for the 2012 <strong>NOVA</strong> <strong>Open</strong><br />

Warhammer 40k <strong>Narrative</strong>: Capitol First Contact. Games are played at 2000 points.<br />

Sportsmanship & Conduct<br />

Speaking on Sportsmanship and what constitutes a true winner, Jesse Owens once said,<br />

"[Winning] starts with complete command of the fundamentals. Then it takes desire, determination,<br />

discipline, and self-sacrifice. And finally, it takes a great deal of love, fairness and<br />

respect for your fellow man. Put all these together, and even if you don't win, how can you<br />

lose?"<br />

At the <strong>Open</strong>, we understand that not every player will become best friends. However, we<br />

do ask that you treat your fellow competitors with the respect you would accord a peer<br />

while you are here. <strong>NOVA</strong> event organizers would prefer that you restrict your battles to<br />

the tabletop and that every game end with a hearty handshake!<br />

Please let us know immediately if a major personal issue arises and you need to leave the<br />

event early. Otherwise, we ask that you play to the end of the tournament. Quitting is not<br />

only unsportsmanlike, it creates problems for event organizers in terms of managing brackets,<br />

match-ups and other things.<br />

And don’t forget that staying in the tournament means that you are eligible for prize drawings<br />

and other random goodies that will be given out all weekend long at the <strong>NOVA</strong> <strong>Open</strong>,<br />

so you wouldn’t want to miss your shot at free stuff!<br />

Quit Policy and FAQ<br />

Please be aware that quitting during a <strong>NOVA</strong> <strong>Open</strong><br />

event without properly notifying the event organizers<br />

will put you at risk of being barred from attending any<br />

future <strong>NOVA</strong> <strong>Open</strong> events.<br />

You are responsible for knowing the Games Workshop<br />

released FAQs as well as the <strong>NOVA</strong> FAQ.<br />

Golden Rules<br />

Please remember to<br />

have fun.<br />

Respect your peers,<br />

the tournament organizers,<br />

and the game.


August 30 - September 2,2012<br />

Arlington, Virginia<br />

Capitol First Contact<br />

Capitol First Contact—The <strong>Narrative</strong><br />

The <strong>Narrative</strong> is a 4-Round Event with both <strong>Narrative</strong> and Casual Tournament qualities. You will be<br />

using the game of Warhammer 40,000 and your selected army to determine the outcome of a story<br />

set in a future Earth, one where the world is under invasion from extra-terrestrial sources.<br />

You will be taking on one of two roles: a ground commander for Earth’s defense forces, or a strike<br />

commander in charge of a combat element belong to Earth’s invaders. Within this packet, the two<br />

factions are referenced simply as Defenders or Invaders.<br />

In every Round, you collect points based on completion of <strong>Mission</strong> objectives, and destruction of<br />

your opponent’s forces. These points contribute to personal scores and accolades. These points<br />

also contribute to your Faction’s score.<br />

The net score for each Faction at the end of each night of the <strong>Narrative</strong> will directly influence the<br />

missions for the following day, the direction of the <strong>Narrative</strong> story itself, and the future of the <strong>NOVA</strong><br />

<strong>Open</strong>’s <strong>Narrative</strong> events for years to come.<br />

FAQ<br />

The <strong>NOVA</strong> FAQ for 6th Edition is attached to this document. Any GW FAQ released after the final<br />

printing of this document will always supersede rulings within the <strong>NOVA</strong> FAQ.<br />

<strong>Narrative</strong> Scoring<br />

Players and Factions earn points for each <strong>Mission</strong> or Covert <strong>Mission</strong> accomplished each round. For<br />

Factions, any <strong>Mission</strong> is always worth 1 point if completed.<br />

Individual Scoring: Maximum of 100 Points<br />

Combat Points (Maximum of 48):<br />

Players earn up to 8 Combat Points / Round for scoring Kill Points; each Kill Point scored is<br />

worth 1 Combat Point, to a maximum of 8 in any given game.<br />

Players earn up to 8 Combat Points / Round for winning <strong>Mission</strong>s (4 points each), or drawing<br />

<strong>Mission</strong>s (2 points each)<br />

Appearance (Maximum of 30)<br />

Theme (Maximum of 10) - Players earn up to 5 points for creating any manner of written, painted,<br />

worn or otherwise creative/artistic material interlacing their force or characters with the <strong>Narrative</strong> as<br />

a whole. They earn an additional 5 points for modeling at least one FOC selection to mesh with or<br />

match the <strong>Narrative</strong> (either via the <strong>NOVA</strong>’s scenic bases, or independent conversion/painting).<br />

Fame and Infamy (Maximum of 12) - See following pages<br />

Rounds Off or Taking the Highest<br />

You may request a Round Off in advance of the event, by e-mailing novaopen@gmail.com<br />

If you play in 4 Rounds, your low score is dropped. If you play in 3 Rounds, all scores are counted .


August 30 - September 2,2012<br />

Arlington, Virginia<br />

Capitol First Contact<br />

Fame and Infamy—Protagonists and Antagonists<br />

Some commanders focus on the task at hand, and brilliant or not, accomplish their objectives with a<br />

minimum of fanfare or drama. In the <strong>Narrative</strong>, six players will be able to earn the distinction of our<br />

three famous Protagonists, and three infamous Antagonists. The Protagonists and Antagonists will<br />

feature in the continuation of the <strong>Narrative</strong> Story for 2013.<br />

Famous and Infamous Actions—In each Round, you’ll have the opportunity to earn fame through<br />

certain actions. While you may earn both Fame and Infamy, they will cancel each other out toward<br />

your final score. You can score a maximum of 3 points for Fame or Infamy in each Round.<br />

Army Lists/Army Specifics, Pre-Pairing, and Forgeworld<br />

Your list must follow the standard list construction rules from the 40k Rulebook and Codices for a<br />

2,000 Point Army. Forgeworld/Imperial Armor rules and units are legal. Gargantuan, Super-Heavy<br />

and Apocalypse Only units are Illegal.<br />

Printed Army Lists—Make your printed Army List legible and simple. Bring at least 5 printed Army<br />

Lists with you. One for up to 4 opponents, and one for the tournament staff at registration.<br />

Power Weapons—In any case where a model is equipped with one or more Power Weapons, you<br />

must both MODEL the weapon to the appropriate type (Sword, Ax, Maul, Lance), and list which<br />

weapon is equipped on that particular model within your Army List.<br />

Your army list MUST be submitted to <strong>NOVA</strong> <strong>Open</strong> staff via novaopen@gmail.com in advance of the<br />

<strong>Narrative</strong>. Please indicate whether you lean more toward competitive or casual play. All pairings are<br />

reinforce the theme of the <strong>Narrative</strong>, and are based upon competitive level and list strength.<br />

Rules Modifications and Additions<br />

Warlord Traits:<br />

In the <strong>Narrative</strong>, your characters should have … well, character! As a result, you may select<br />

your warlord trait during construction of your army list.<br />

If you so choose, you do not HAVE to select a Warlord Trait in advance, and may roll before<br />

each battle as normal. If you do, it must go on your Army List.<br />

Points<br />

On occasion, you will need to record Points, for destroying units, capturing quarters, or otherwise.<br />

For these purposes,<br />

A unit is worth its full Points if destroyed<br />

A vehicle is worth half Points if it is brought to or below half Hull Points<br />

A vehicle Squadron is worth half Points if the unit’s total Hull Points are brought to or below half;<br />

Squadrons are scored in this fashion even if they are divided by Immobilization results<br />

A multi-wound single model unit (such as an Independent Character or Monstrous Creature) is<br />

worth half Points if it is brought to or below half its starting Wounds characteristic


Hills<br />

Area<br />

Ruins<br />

August 30 - September 2,2012<br />

Arlington, Virginia<br />

Capitol First Contact<br />

Terrain at the <strong>NOVA</strong><br />

Fairness / Terrain Abstractions<br />

Our application of Terrain Rules may in some cases seem abstract; this is done purely to ensure<br />

FAIRNESS across all tables, and no punishments or advantages as a result of aesthetically pleasing<br />

terrain design.<br />

Impassable / Levels<br />

No terrain at the <strong>NOVA</strong> <strong>Open</strong> is Impassable. This may occasionally result in oddities such as Land<br />

Raiders on rooftops, and Infantry walking through walls.<br />

Except for items marked below as Ruins, no terrain requires vertical movement distances (i.e. there<br />

is no vertical distance considered when moving up/down tiers of a hill).<br />

ALL Terrain is AREA, Including Hills (Rulebook Page 91).<br />

The Hills additionally follow the rules for Ridegline / Hill Crests (Page 105).<br />

The Ruins additionally follow the rules for Ruins/Ruins With Bases (Pages 98-101).<br />

Ruins<br />

Area<br />

Area<br />

Ruins<br />

Area<br />

Hills<br />

Your Table should roughly match this approximation; at least a rhino hull should roughly fit between<br />

terrain pieces through any/all areas of separation. If something looks off, contact a judge pre-game.


August 30 - September 2,2012<br />

Arlington, Virginia<br />

Capitol First Contact<br />

Schedule and <strong>Mission</strong> Briefings<br />

Each <strong>Narrative</strong> Round is preceded by a briefing from your Faction Commander .<br />

These briefings may include updates on where the battle stands overall and tactical suggestions.<br />

They will be brief, to the point, and last at most 10 minutes.<br />

Briefings begin 15 minutes prior to the start of each <strong>Narrative</strong> Round.<br />

Round 1: Thursday, August 30, 8:30—11:30PM<br />

Round 2: Friday, August 31, 8:30—11:30PM<br />

Round 3: Saturday, September 1, 8:30—11:30PM<br />

Round 4: Sunday, September 2, 2:00—5:00PM<br />

Covert <strong>Mission</strong>s<br />

At the end of each Day, one Faction will typically be winning or losing the war for the future of the<br />

Capital. As a result of this, the losing side may resort to increasingly desperate and covert tactics to try<br />

and turn the tide of battle. These actions may include trying to turn on powerful force-fields, improve<br />

communication with esoteric or arcane methods, or execute classic Sci-Fi genre plot mechanisms,<br />

such as downloading viruses to enemy command networks.<br />

Each Covert <strong>Mission</strong> has a series of unique components to it, and will be introduced during the<br />

Round’s combat briefings. Each must be revealed to your opponents at a select time, described by the<br />

rules for each specific Covert <strong>Mission</strong>.<br />

Note that it is perfectly acceptable to alert your teammates to the Covert <strong>Mission</strong> if you discover your<br />

opponents’ plans first. You are on the same side, after all! For this reason, it can be beneficial to play<br />

your games with reasonable speed—you don’t want your Covert <strong>Mission</strong> to be revealed before you<br />

are in good position to execute it!<br />

Covert <strong>Mission</strong>s are each twice as valuable to your Faction as <strong>Mission</strong> 1 or <strong>Mission</strong> 2 for a given<br />

Round, and can only be scored by the Faction assigned them. They do not contribute to your personal<br />

score. You’re not acknowledged as a hero if no one knows what you did! Stopping one is beneficial in<br />

that it helps maintain your Faction’s lead, but it will never increase it.<br />

Archeotech Monuments<br />

If you are set to play on a table with an LED-Lite Recreation of a Washington, DC Landmark, treat the<br />

Objective at the center of the Landmark as an Archeotech Artefact, per page 106 of the Warhammer<br />

40,000 Rulebook. Note that all effects and triggers only activate within relevant distances of the very<br />

center point of the table (so, even if the center Objective is moved in a Relic mission, the effects still<br />

happen from the center location of the tabletop).


14.5”<br />

14.5”<br />

August 30 - September 2,2012<br />

Arlington, Virginia<br />

<strong>Narrative</strong>: Round 1<br />

EARTH ON AN AUGUST EVENING<br />

<strong>Mission</strong>s<br />

<strong>Mission</strong> 1—Points of Engagement<br />

The local defenders of Washington, DC fan out into the city as hell descends upon Earth. Their goal<br />

is to establish strong defensive positions throughout the city, and to engage the Invaders as they land<br />

throughout the District. The Invaders’ goals are clear—eliminate all human life in the vicinity of their<br />

primary drop zones.<br />

The FOUR Objectives located in the center of each Quarter are the target of <strong>Mission</strong> 1.<br />

<strong>Mission</strong> 2—Relic at Ground Zero<br />

An Invader intelligence craft was targeted by air defense fire on its way in; a lucky shot knocked the<br />

descending vessel off its trajectory, stranding it away from the primary Invader landing zone.<br />

The Objective at the center of the table operates as a Relic per the 6th Edition rules. Controlling it is<br />

the target of <strong>Mission</strong> 2.<br />

Fame and Infamy<br />

Famous Act—The Superb<br />

“There are times when a corps commander’s life does not count”—Winfield Scott Hancock<br />

Finish the game with your Warlord within 3” of an Objective or The Relic.<br />

Infamous Act—He of Epirus<br />

“Another such victory and I come back to Epirus alone.” King Pyrrhus<br />

Finish the game with your Warlord alive, but over 50% of your Points destroyed.<br />

Deployment and Special Rules<br />

Vanguard Deployment (pg 119, Warhammer 40,000 6th Edition Rulebook)<br />

Night Fighting Begins on Game Turn 5<br />

Reserves (pg 124, Warhammer 40,000 6th Edition Rulebook)<br />

Mysterious Objectives (pg 125, Warhammer 40,000 6th Edition Rulebook)<br />

Vanguard Deployment Aid:<br />

21.5”<br />

21.5”


August 30 - September 2,2012<br />

Arlington, Virginia<br />

<strong>Narrative</strong> Scores: Rd 1<br />

Round 1 Scores—Earth on an August Evening<br />

Faction Score—<strong>Mission</strong>s and Covert <strong>Mission</strong>s<br />

Points of Engagement (Circle One)<br />

WIN LOSS DRAW<br />

Relic at Ground Zero (Circle One)<br />

WIN LOSS DRAW<br />

Covert <strong>Mission</strong>s Are Inactive For Round 1<br />

Personal Score: Combat Points<br />

How many enemy units did you destroy? (0-8; killing your opponent’s entire army is worth 8<br />

destroyed units, even if his starting quantity was less than 8)<br />

______________<br />

(Maximum of 8)<br />

How many <strong>Mission</strong> Points did you earn? Wins are worth 4, Draws are worth 2, Losses are<br />

worth 0.<br />

Fame and Infamy<br />

______________<br />

(Maximum of 8)<br />

Score carefully; you may have accomplished a Famous or Infamous Act even if you did not intend to!<br />

Did you accomplish Famous Act—The Superb?<br />

YES<br />

NO<br />

Did you accomplish Infamous Act—He of Epirus?<br />

YES<br />

NO


August 30 - September 2,2012<br />

Arlington, Virginia<br />

<strong>Narrative</strong>: Round 2<br />

BREAKFAST, BULLETS, AND LASER BEAMS<br />

<strong>Mission</strong>s<br />

<strong>Mission</strong> 1—Practical Perimeters<br />

The Invaders seek to expand their control over larger areas of the city, while the Defenders seek to<br />

hold their ground or further regain it.<br />

This <strong>Mission</strong> is won by controlling more Table Quarters than your opponent. Each Table Quarter is<br />

controlled by a Points preponderance, where only Scoring and Denial units count toward controlling a<br />

given Quarter.<br />

<strong>Mission</strong> 2—Know Thy Enemy<br />

Both sides settle into the cold task of learning how to kill their foreign opponents. Combat units with<br />

experience at destroying the enemy become increasingly effective and valuable as combat evolves.<br />

This <strong>Mission</strong> is won by destroying at least 250 more Points than your opponent. Each time one of<br />

your units completes the destruction of an enemy with a Shooting Attack, Psychic Power, or Combat<br />

involving only that unit, place a marker next to it. Each marker on surviving units is worth 25 Points at<br />

the end of the game toward the total Points score for winning this <strong>Mission</strong>.<br />

Fame and Infamy<br />

Famous Act—A Professor from Maine<br />

“The power of noble deeds is to be preserved and passed on to the future”—Joshua L. Chamberlain<br />

Finish the game with more marked units (per <strong>Mission</strong> 2) alive than your Opponent.<br />

Infamous Act—A Refusal to Engage<br />

“I believe it is peace in our time.” Neville Chamberlain<br />

Fire no weapons, make no close combat attacks, and cast no psychic powers with your Warlord. You<br />

may perform actions with your Warlord’s unit (if he has one).<br />

Deployment and Special Rules<br />

Dawn of War Deployment (pg 119, Warhammer 40,000 6th Edition Rulebook)<br />

Night Fighting is Active for Game Turn 1<br />

Reserves (pg 124, Warhammer 40,000 6th Edition Rulebook)<br />

Mysterious Objectives (pg 125, Warhammer 40,000 6th Edition Rulebook)<br />

NOTE—While Objectives are not in play for <strong>Mission</strong> 1 or <strong>Mission</strong> 2, they are still Mysterious in terms<br />

of possible in-game effects when activated.


August 30 - September 2,2012<br />

Arlington, Virginia<br />

<strong>Narrative</strong> Scores: Rd 2<br />

Round 2 Scores—Breakfast, Bullets, and Laser Beams<br />

Faction Score—<strong>Mission</strong>s and Covert <strong>Mission</strong>s<br />

Practical Perimeters (Circle One)<br />

WIN LOSS DRAW<br />

Know Thy Enemy (Circle One)<br />

WIN LOSS DRAW<br />

If One Was Assigned, Did You Accomplish Your Covert <strong>Mission</strong>?<br />

YES NO N/A<br />

Personal Score: Combat Points<br />

How many enemy units did you destroy? (0-8; killing your opponent’s entire army is worth 8<br />

destroyed units, even if his starting quantity was less than 8)<br />

______________<br />

(Maximum of 8)<br />

How many <strong>Mission</strong> Points did you earn? Wins are worth 4, Draws are worth 2, Losses are<br />

worth 0.<br />

Fame and Infamy<br />

______________<br />

(Maximum of 8)<br />

Score carefully; you may have accomplished a Famous or Infamous Act even if you did not intend to!<br />

Did you accomplish Famous Act—A Professor From Maine?<br />

YES<br />

NO<br />

Did you accomplish Infamous Act—A Refusal to Engage?<br />

YES<br />

NO


August 30 - September 2,2012<br />

Arlington, Virginia<br />

<strong>Narrative</strong>: Round 3<br />

DUSK IN THE DISTRICT<br />

<strong>Mission</strong>s<br />

<strong>Mission</strong> 1—Into the Breach<br />

As the battle escalates, both sides now have much more significant forces engaged, and are poised<br />

to make full scale assaults across the city. The objective is no longer simply holding ground or establishing<br />

beachheads, but breaking through the enemy’s lines.<br />

Controlling or Denying the two Objectives in your opponent’s Deployment Zone is the target of <strong>Mission</strong><br />

1. If both of these are actively denied or controlled by your units (being simply unoccupied does<br />

not count) at the end of the game, you Win this <strong>Mission</strong>. Note: Both sides can win <strong>Mission</strong> 1. It is a tie<br />

only if neither side wins <strong>Mission</strong> 1.<br />

<strong>Mission</strong> 2—Fortifying Positions<br />

The Invaders and Defenders both actively seek to control and fortify the natural defenses along the<br />

front line.<br />

Terrain Pieces can be captured. Controlling more Terrain Pieces than your opponent is the target of<br />

<strong>Mission</strong> 2. All units not Swooping, Zooming, or Immobilized count for this <strong>Mission</strong>. If a unit is fully inside<br />

the boundaries of a terrain piece at the end of the Game, it is worth full Points toward controlling<br />

it. If a unit is partially over/on/inside a piece of terrain at the end of the Game, it is worth half Points<br />

toward control of the piece. The strength of the unit compared to its starting strength has no bearing<br />

on its value for this mission.<br />

Fame and Infamy<br />

Famous Act—The Great Emancipator<br />

“… dedicated to the proposition that all men are created equal.” Abraham Lincoln<br />

Civilian support elements are isolated behind enemy lines as a result of the chaotic engagements.<br />

You must declare your intent to pursue this Famous Act during Deployment. Your Warlord must finish<br />

any player turn in base contact with the central objective, and then finish the game within 12” of your<br />

own short table edge.<br />

Infamous Act—The Handsomest Man in America<br />

“Sic Semper Tyrannis.” John Wilkes Booth<br />

You must declare your intent to pursue this Infamous Act during Deployment. Secretly mark on your<br />

opponent’s army list (the one he provided to you) one of his Characters. This is your Warlord’s assassination<br />

target. If you successfully destroy this Character with your Warlord (via a challenge, precision<br />

shots, psychic attacks, or other means), you complete this Infamous Act.<br />

Deployment and Special Rules<br />

Hammer and Anvil Deployment (pg 119, Warhammer 40,000 6th Edition Rulebook)<br />

Night Fighting is NOT in effect for Game Turn 1. Begin rolling for Night Fighting on Game Turn 4.<br />

Reserves (pg 124, Warhammer 40,000 6th Edition Rulebook)<br />

Mysterious Objectives (pg 125, Warhammer 40,000 6th Edition Rulebook)


August 30 - September 2,2012<br />

Arlington, Virginia<br />

<strong>Narrative</strong> Scores: Rd 3<br />

Round 3 Scores—Dusk in the District<br />

Faction Score—<strong>Mission</strong>s and Covert <strong>Mission</strong>s<br />

Into the Breach (Circle One)<br />

WIN LOSS DRAW<br />

Fortifying Positions (Circle One)<br />

WIN LOSS DRAW<br />

If One Was Assigned, Did You Accomplish Your Covert <strong>Mission</strong>?<br />

YES NO N/A<br />

Personal Score: Combat Points<br />

How many enemy units did you destroy? (0-8; killing your opponent’s entire army is worth 8<br />

destroyed units, even if his starting quantity was less than 8)<br />

______________<br />

(Maximum of 8)<br />

How many <strong>Mission</strong> Points did you earn? Wins are worth 4, Draws are worth 2, Losses are<br />

worth 0.<br />

Fame and Infamy<br />

______________<br />

(Maximum of 8)<br />

Score carefully; you may have accomplished a Famous or Infamous Act even if you did not intend to!<br />

Did you accomplish Famous Act—The Great Emancipator?<br />

YES<br />

NO<br />

Did you accomplish Infamous Act—The Handsomest Man in America?<br />

YES<br />

NO


August 30 - September 2,2012<br />

Arlington, Virginia<br />

<strong>Narrative</strong>: Round 4<br />

THEY SHALL PERISH FROM THE EARTH<br />

<strong>Mission</strong>s<br />

<strong>Mission</strong> 1—The Blood of Patriots and Tyrants<br />

The end is nigh, for both sides. The Defenders of Earth will fully liberate the District from invasion, or<br />

will die in the effort. The Invaders will accomplish their mission of clearing the City as one of their<br />

headquarters for further invasion of the continent. All opposition must be destroyed.<br />

This <strong>Mission</strong> can be won by both sides. It is a Tie if neither side completes the <strong>Mission</strong>. Destroying<br />

1,001 points or more of your Opponent’s force is the target of <strong>Mission</strong> 1.<br />

<strong>Mission</strong> 2—The Last Full Measure<br />

As the battle reaches its climax, the fiercest and most pivotal engagements center themselves<br />

around the most important parts of Washington, DC.<br />

The Objective at the center of the table is the sole target of <strong>Mission</strong> 2.<br />

Fame and Infamy<br />

Famous Act—The Dear Price of Victory<br />

“There stands Jackson like a stone wall!” - Bernard Bee<br />

If your Warlord finishes the game within 3” of the Objective at the center of the table, you accomplish<br />

this Famous Act. If your Warlord is an Independent Character, he must also finish the game attached<br />

to a Scoring unit.<br />

Infamous Act—War is Hell<br />

“If the people raise a great howl against my barbarity and cruelty, I will answer that war is war, and<br />

not popularity seeking.” - William Tecumseh Sherman<br />

Once you set your sight on an opposing unit, you must utterly destroy it. You accomplish this task<br />

only if any and all enemy non-vehicle units brought below 50% starting strength (# of models, or # of<br />

wounds for 1-model units) are completely destroyed by the end of the Game. If any units brought below<br />

half finish the game alive, you fail to complete this task.<br />

Deployment and Special Rules<br />

Dawn of War Deployment (pg 119, Warhammer 40,000 6th Edition Rulebook)<br />

Night Fighting (pg 124, Warhammer 40,000 6th Edition Rulebook)<br />

Reserves (pg 124, Warhammer 40,000 6th Edition Rulebook)<br />

Mysterious Objectives (pg 125, Warhammer 40,000 6th Edition Rulebook)


August 30 - September 2,2012<br />

Arlington, Virginia<br />

<strong>Narrative</strong> Scores: Rd 3<br />

Round 3 Scores—They Shall Perish From the Earth<br />

Faction Score—<strong>Mission</strong>s and Covert <strong>Mission</strong>s<br />

The Blood of Patriots and Tyrants (Circle One)<br />

WIN LOSS DRAW<br />

The Last Full Measure (Circle One)<br />

WIN LOSS DRAW<br />

If One Was Assigned, Did You Accomplish Your Covert <strong>Mission</strong>?<br />

YES NO N/A<br />

Personal Score: Combat Points<br />

How many enemy units did you destroy? (0-8; killing your opponent’s entire army is worth 8<br />

destroyed units, even if his starting quantity was less than 8)<br />

______________<br />

(Maximum of 8)<br />

How many <strong>Mission</strong> Points did you earn? Wins are worth 4, Draws are worth 2, Losses are<br />

worth 0.<br />

Fame and Infamy<br />

______________<br />

(Maximum of 8)<br />

Score carefully; you may have accomplished a Famous or Infamous Act even if you did not intend to!<br />

Did you accomplish Famous Act—The Dear Price of Victory?<br />

YES<br />

NO<br />

Did you accomplish Infamous Act—War is Hell?<br />

YES<br />

NO

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