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Plunder of Penn IX - Tournament Rule Set
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Old 04 Sep 2009, 07:42   #1 (permalink)
Shas'Ui
 
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Default Plunder of Penn IX - Tournament Rule Set

The Imperial world of Penn IX lies in close proximity to the Eye of Terror and is constantly subjected to Warp Storms that cut it off from the rest of Imperial space, plunging them into what can only be termed “interesting times”. During these episodes the cities of Penn IX are routinely plundered by a host of mercenary elements, emerging from hideouts in and around the Penn system. This has become a way of life for the human inhabitants, who have over the centuries developed a highly militant social structure, the better to send these pirates packing with their noses bloodied. And yet still they come, unable to resist the promise of spoils, be it in the form of slaves, techno-arcana or other less prosaic resources. For the inhabitants of Penn IX, constant and total war is a way of life!

[hr]

The following scenarios are intended to represent a situation where lots of small piratical forces descend upon a resource rich world in order to plunder and pillage, while the defenders struggle to defend their world. These are three linked scenarios based on the standard ones in the rule book:

Scenario 1 - Sticks to the Wind
Pirate fleets circle the planet like crows, deploying raiding parties to the hotly contested surface and fighting hard for the best landing zones.
Mission - Seize Loot: Uses Special Deployment. Place the maximum 5 objectives, two withing 12" of either player's board edge and one in the centre. The two objectives in your own Deployment zone are worth 1 Loot each, the central one is worth 5 Loot to either player, and the two placed furthest away far ones are worth 3 points each. Standard rules for capturing objectives apply.
Special Deployment: All tracked and/or wheeled vehicles (including bike-mounted units) must be placed in reserve before you count up your remaining units, at least half of which must be placed in reserve. The rest are deployed via Deep Strike in the first turn.
Special Reserves: All units (except tracked/wheeled vehicles and bikes) must deploy via Deep Strike when they arrive from reserve unless they have been placed inside a transport, in which case they will arrive with the vehicle. Outflanking is permitted.
Random Events: Random events occur on a roll of a 5+ during this scenario (see table below).
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Old 04 Sep 2009, 07:45   #2 (permalink)
Shas'Ui
 
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Default Re: Plunder of Penn IX - Tournament Rule Set

Scenario 2 – Smash and Grab
Having managed to regroup, your force quickly targets a neighbouring raiding party, hoping to relieve them of any stash they might have accumulated.
Mission - Smash and Grab: Uses Spearhead deployment. Objectives are placed as per the rules for Secure & Control. The Objective placed in your own deployment zone is worth 5 loot points, the one placed in your opponent’s deployment zone is worth 10.
[/b]Tactical Assets:[/b] If you managed to seize the central objective in Sticks to the wind you may choose to take one of the following three tactical assets for this game only. Munitions dump, Power Supply, Defences. See below for details. Apart from the inherent advantages these grant you the asset also counts as an additional objective for your opponent worth 3 loot points. You do not gain any additional loot for holding onto your asset.
Hazardous Reserves: As the Warp hazard increases each unit arriving via Deep Strike must roll 1D6, the unit suffers a Deep Strike Mishap on the roll of a 4+. Units that MUST enter via deep strike may re-roll this dice but must accept the second result.
Random Events: Random events occur on a roll of a 4+

Tactical Assets
+Munitions dump – Nominate one piece of scenery. One unit within the terrain piece may re-roll failed rolls to hit in the shooting phase.
+Power Supply – Nominate one piece of scenery. One unit within the terrain piece may re-roll failed rolls to wound in the shooting phase. Against vehicles with an armour value the unit gets +1 to their armour penetration rolls.
+Defences – Nominate one piece of scenery. The cover save it grants is improved by +1.

Scenario 3 – Run for Your Money (and Your Life)
The warp storm is closing in once more and the pirates are running out of time. But before they can escape, there is always one last chance to secure the mother of all prizes….
Mission - Cut and Run: Uses Pitched Battle deployment. Place a suitable Beacon marker on the centre-point of the table. From turn 3 onwards any unit that starts their turn with any model of part of the model within 6” of the marker may be “extracted”. Remove the unit from play and keep a tally of how many points they are worth (see Scoring below). Even units locked in lclose combat may be extracted.
Scoring: An “extracted” unit is worth 2 loot points as long as it is not under half strength or immobilised, in which case it is only worth 1 loot point. Note that Space Marine combat squads are treated as separate units for the purposes of calculating loot points. Likewise, a combined Imperial Guard squad is treated as a single unit.
Reserves: The only reserves that are allowed in this scenario are those that MUST deploy from reserve. These units arrive AFTER “extractions” are resolved.
Random Events: Random events occur on a roll of a 3+
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Old 04 Sep 2009, 08:05   #3 (permalink)
Shas'Ui
 
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Default Re: Plunder of Penn IX - Tournament Rule Set

Random Events
The Plunder of Penn IX takes place in a system wracked by rampant warp anomalies. A break in the storm may have given your forces access to this resource rich world, but it can still be hazardous to your health and your sanity. 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 – Warp Schism: Both players nominate up to D3 of their opponent’s units. These units are picked up and moved 2D6” in a random direction (ALWAYS USE THE ARROW ON THE HIT FACE). The units count as having arrived in their new location via Deep Strike, mishaps & dangerous terrain tests must be applied where appropriate. Vehicles must be placing facing in the direction indicated on the scatter dice.
12-13 – Plaguewinds: Every unit on the table with a Toughness value immediately suffers D6 strength 1 hits at AP2, invulnerable saves are not allowed. Models that owe their allegiance to Nurgle or which are immune to all types of poison are unaffected.
14-16 – Rivers of Mud (remains in play): The entire board now counts as DIFFICULT terrain, all difficult terrain becomes DANGEROUS and all dangerous terrain becomes VERY DANGEROUS.
21-23 – Visions of Rapture: All units on the table must take a leadership test. If passed they may act normally. If failed they will be moved 2D6” in a random direction by your opponent and may not do anything else during their turn (including shooting or attacking in close combat). Units that are Fearless or which are assumed to pass any leadership tests required of them are not affected.
24-26 – Clouds of Ash (remains in play): Night Fighting rules come into play with immediate effect.
31-33 – Geyser of Flame: Place a small blast marker in the centre of the table and scatter 4D6” in a random direction. Any model that is directly under the centre of the marker will suffer an immediate strength 10 hit at AP1. Any other model touched by the blast will suffer a strength 5 hit at AP4. The unit must then take a Pinning test where appropriate.
34-36 – Rivers of Mud (remains in play): see 14-16.
41-43 – Lurkers in the Warp (stackable): From this point on all psychers suffer a -1 leadership penalty (to a minimum of Ld 2). This is cumulative with any other applicable Leadership modifiers.
44-46 – Clouds of Ash (remains in play): see 24-26
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Old 04 Sep 2009, 08:15   #4 (permalink)
Shas'Ui
 
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Default Re: Plunder of Penn IX - Tournament Rule Set

51-53 – Electrical Storm: Any model in the open that is taller than 3” (or which stands higher e.g. Valkyries) must roll a dice. On the roll of a 4+ that unit is struck by lightning. This is resolved as a single strength 6 hit with AP3, Pinning. Vehicles are hit on the rear armour. Models occupying the upper floors of buildings etc are assumed to take cover so are unaffected.
54-56 – Changing of the Ways: All psykers on the table must take an immediate leadership test as if they were using a psychic power. This may result in a Perils of the Warp incident (we hope).
61-63 – Earthquake (stackable): Any model that is partially or wholly inside an area terrain feature suffers an immediate hit resolved at strength 3, AP-, Pinning. From now on all ruined buildings count as DANGEROUS terrain. A second Earthquake will render them VERY DANGEROUS terrain, and a third makes them IMPASSABLE (any troops inside will have to stay still or become casualties).
64-65 – Warp Storm: Any unit deploying via Deep Strike during this player’s turn must roll on the Deep Strike Mishap Table (according to the rules if you have units in reserve you MUST roll for them).
66 – Warp Rift: Place the large blast marker in the exact centre of the board and scatter it 4D6” in a random direction. Any model that is touched by the marker between the centre-point and its final position is attacked by a daemon and must make an immediate armour save. Note that these wounds cannot be allocated to models that were not touched, so for example a veteran sgt. has to make his own save in order to survive even if there are less valuable troops in the squad. Any unit that suffers casualties from this attack is automatically pinned unless they are Fearless and may have to take a morale test if enough models are removed.

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 – Earthquake!
Remains in Play – if an event “remains in play” the effect is permanent until a further result of the same type is rolled. Clouds of Ash and Rivers of Mud can both be active simultaneously.
Stackable – multiple “stackable” events provide a cumulative effect, for example two rolls of Eddies in the Warp would incur a -2 leadership penalty on any psychic tests.

[hr]

I've run this tournament two years in a row and am running it again in November (PM me if you're interested) by popular demand. I'd be interested to know if you have any thoughts or suggestions on the format.

Oh, and I apologise for the multiple posts, but if I try to get more into one post I get an error500 message - crappy works computer! If a mod wants to tidy it up I'd appreciate it.
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