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Alternate Universes • View topic - MANFEST 2012!!! The Shorn.....
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PostPosted: Fri Nov 02, 2012 2:42 pm 
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PostPosted: Fri Nov 02, 2012 8:10 pm 
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I for one think everyone should read up on the 6th edition updates for super heavy, gargantuans, and heavy fliers over at . So we know what we're doing.


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PostPosted: Mon Nov 05, 2012 2:01 pm 
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Here's are the rules for this years Manfest! These are fairly final but are open to discussion/clarification. Some things will make more sense in person as writing out long explanations just means no one will read it. Board layout pictures are just general outlines, don't expect them to be representative of what will actually be on the tables. Any questions just ask.

Overall Rules

--Controlling Objectives--

There is no contesting/denying of objectives. Players are considered to remain in control of an objective until none of their units are within 3" or the objective is destroyed. Any unit except fliers, Immobilized Vehicles or superheavies may hold an objective.

--Strategic Assets--

Each side will have one full set of Strategic Assets for their side to choose from. Each player may only have one Strategic Asset and none may be taken more than once per side unless it's given by a Formation's special rules. All Strategic Assets from both Apocolypse and Apocolypse Reload are allowed with the following exceptions:

Jammers
Tunnels

Any Assets taken that allow a player to place additional terrain or markers must have a suitable model(approved by Jack Rosen) provided by the player. If you don't have it, you can't take it, store terrain is off limits.

--Allies and sharing Special Rules--

All armies are considered Allies of Convenience for their side.
Universal rules only affect the table the player is on (EG: Necron Night fight Crap)

Players must stay on the tables they deploy on, no moving between tables. I don't expect one side to dominate a table in the time we have available, if this somehow happens we'll work something out.

--Orbital Dominance (Affects Defenders)--
Due to the Attackers controling local space, Defenders may not use any asset or ability that involves orbital strikes EG: Orbital Bombardment, Rok 'Em Boyz, Precision Strike, etc.

--Air Superiority (Attackers Only)--
Due to the Attackers making planetfall, aircraft are more readily available. All players on the Attacker side may roll for their flyers on turn 1, with flyers each coming in on a 3+. Follow standard Apocolypse Reserves rules for subsequent turns.


--Game Objectives Overview--

Attackers:
Destroy enemy Superheavies
Destroy 3 or more wall sections of the fortress AND have a non-flyer unit inside the walls at the end of the game.
Destroy the Command Center
Slay all the enemy Warlords on the main table
Hold/Destroy Vox Tower
Hold Macro Cannon
Hold Ammo Dump
Hold Control Tower
Sabotage Gate

Defenders:
Destroy enemy Superheavies
Hold 3 or more wall sections of the fortress and keep non-flyer enemy units outside the walls
Hold the Command Center
Slay all the enemy Warlords on the main table
Hold Vox Tower
Hold Macro Cannon
Hold Ammo Dump
Hold/Destroy Control Tower


--Table Descriptions and Special Rules--

Main Table
4 vs 4

manfestmaintable.JPG

The main Command Center for the Defenders is protected by mighty fortress walls. If the Attackers wish to prevent the allied warlords from launching their dark crusade across the sector they must break in and take out the enemy command structure.

Special Rules:

-Impregnable Walls "IE: It's a fortress stupid" (Defenders Only)
Attacker units may not Outflank, Flank March, Infiltrate, etc. within the walls of the fortress. The only way inside is either through the main gate, by destroying the walls, through the tunnels, or deep striking. Flyers are the only exception to this rule.

-Aerial Defence (Defenders only)
For any Attacker vehicles(drop pods, landspeeders, etc) that attempt to deep strike on or behind the walls, roll a D6. On a 3+ the vehicle is deflected off course. The defending player chooses a point anywhere within 36" outside the walls and the vehicle lands as normal.

-Maintenence Tunnels(Attackers only)
Tunnel entry and exit points will be marked on the table. Tunnels are used like embarking/disembarking on transports. Infantry only, one unit at a time in each tunnel. Max 12 models per unit but the Bulky special rule is ignored. Slow and Purposeful units must wait one turn before disembarking. Units can start the game in a tunnel but cannot disembark turn one. The Fortress end of the tunnels have been sealed, but an attacking unit is considered to have breeching charges. When exiting a sealed tunnel, models inside the tunnel take a S3 hit, all models within 6" of the tunnel mouth take a S5 hit. Models may only exit a tunnel if all members of the unit are able to disembark. Defenders may not enter tunnels but may reseal them by spending one turn in base contact with it.

-Wave Attack (Attackers Only)
See page 367 of the rulebook. Attackers lose this special rule if the Control Tower on the Airfield Table is captured or destroyed.

-Hasty Installation (Attackers Only)
Existing battlefield fortifications in the Attacker's deployment zone are dilapidated. Any additional fortifications brought by Attackers have -1 Armor or -1 armor save, whichever applies.

Walls, Gate and Command Center are armor 14. Use the rules for attacking buildings on pages 93 and 94 with the following exception: Sections that suffer a Total Collapse or Detonation result are considered difficult and dangerous instead of impassable. Units on top of walls that are destroyed must make a leap test per p95 (dangerous terrain test with -2 modifier). Vehicles on walls that are destroyed take a glancing hit on a 4+, must make a difficult terrain test (even if they normally are immune) at a -2 modifier and are stunned.

Aircraft may fly between table gaps but only if they can make it (no stopping off the table). Likewise, units can shoot across the gap provided they have the range. Units cannot assault over table gaps.


Table Objectives:
Hold/Destroy Command Center
Sabotage Gate (Attacker only bonus objective)
Hold/Destroy Walls
Destroy Superheavies
Slay the Warlord


Command Center
The Command Center is considered a Large Bastion with one access point, battlements and no fire points. It has 4 void shields. While the command center is held(IE: not destroyed if occupied), Defenders may fire/destroy the Macro Cannon(see the Defence Battery table rules for more info).

Gate Controls and Sabotage
The player in contact with the controls may declare at the start of any player turn that they are operating the gate. A unit must be in contact with the controls and unengaged in close combat. The Gate takes one player turn to open/close IE: if it is open it will be closed at the start of the next player turn or vice-versa. Any nonvehicle unit(s) in the gateway when the doors are closing must move out of the way by the start of the next turn. Units many not be split between the walls, any model that cannot move out of the way and remain in coherency is removed from the table as a casualty. Enemy vehicles in the gateway move the shortest distance necessary or else take D3 glancing hits. The unit operating the Gate does not have to remain in contact with the controls after declaring they are operating it. The controls can be sabotaged on a 4+ by any unit in contact with them in the assault phase that is unengaged in close combat. If sucessful, the Gate's position cannot be changed from then on. If the Gate is stuck open, it's considered a destroyed wall section in reguards to the Walls objective.

Wall Sections
Walls are considered to be impassable buildings with battlements on top.
Battlements may hold as many units as a player wants as long as the whole of all units can fit. When damaging wall sections use the rules on page 95 for wounding units on battlements. If more than one unit is on a battlement, randomize which unit is hit.
Wall ramps are considered difficult terrain for any model with a base 60mm or larger. Vehicles without a base may not use the ramps but may start the game on the walls if they are physically able to fit.
The walls are considered held if no more than 2 wall sections are destroyed and no enemy are within the walls, aircraft don't count. The Gate counts as a wall section. If enemy models(except flyers) are inside the walls without enough having been destroyed the objective is considered contested and neither side claims it. Destroyed wall sections are removed and replaced by the same area of difficult and dangerous terrain. This is considered to be area terrain ruins.

Towers:
The top portion of a tower is considered a battlement. The middle portion of a tower is considered a fire point for purposes of damage to the building/wounding units inside. In all other respects it is considered a battlement.

Shields:
Shield projectors on each wall section provide 3 void shields for that section. Once down they may regenerate as normal, 5+, 1D6 for each collapsed field. Shields do not affect indirect fire over them into the base. Towers are only destroyed if the walls on both sides are destroyed. Void shields overlap towers on both sides, when targeting anything on towers the wall section facing the shooter is hit first unless the firer is inside void shield range or they are already down.

Gun Emplacements:
-Wall emplacements: Hull Mounted Heavy bolters (45* arc), minimum range 6" when targeting infantry, automated only - cannot be manned.
-Tower AA turrets: Twin linked autocannons, skyfire, interceptor.

Emplacements can be targeted, use stats p105. Guns use automated fire per p96 unless manned. Automated AA turrets will always target enemy aircraft unless none are in range/line of sight.


Airfield Table
2 vs 2

manfestairfieldtable.JPG

During the initial invasion, the Attakers took over the spaceport and now use it as a command and supply base.

Special Rules:

-Hasty Installation (Defenders Only)
Existing fortifications in the Defender's deployment zone are dilapidated. Any brought by Defenders are -2 Armor or -1 armor save, whichever applies.


Table Objectives:
Hold Ammo Dump, no points if destroyed
Hold/destroy Control Tower
Destroy Superheavies


Control Tower
The Control Tower is considered ruins but is treated as a bunker for damage. It has 3 void shields and is armor 14.
Holding the Control Tower:
-Allows Attackers to call in one free Orbital Bombardment on any table each round.
-Allows Attacker aircraft to act as "spotters" for the captured Macro Cannon. The Cannon only scatters 1D6 if any allied aircraft are within 18" of the target.
-Gives the Wave Attack special rule to Attacker forces on the Main Table.
-Allows Attackers to remote detonate the Ammo Dump at the start of any turn, apocolyptic explosion. If the ammo dump is destroyed in this way, neither side claims it as an objective.

Ammo Dump
The Ammo Dump is considered a small bunker, has 2 void shields and is armor 14. Holding the ammo dump allows Attackers to rearm any aircraft that enters ongoing reserves. All single-use weapons are fully restored unless they have suffered a weapon destroyed result.

If the Defenders are in control of the Ammo Dump or the Ammo Dump is destroyed by either side then the Attackers's aircraft reserves are affected. Roll a D6 for all Attacker flyers on any table that are in Reserves or Ongoing Reserves at the start of any turn that the Ammo Dump is not in Attacker control. On a 5+ the flyer will not return and is considered destroyed.



Defence Battery
2 vs 2

manfestcannontable.JPG

With their fleet in orbit scattered, the Defenders last hope is the planetary defence battery.

Special rules:

-Hasty Installation (Attackers Only)
Existing fortifications in the Attacker's deployment zone are dilapidated. Any brought by Attackers are -2 Armor or -1 armor save, whichever applies.


Table Objectives:
Hold Macro Cannon, no points if destroyed
Hold/destroy Vox Tower
Destroy Superheavies


Macro Cannon
The Macro Cannon is considered a large bastion, has 4 void shields and is armor 14.
The cannon is a Strength D, AP2, Heavy 1, 10" blast, barrage weapon that always scatters 2D6.
Holding the Macro Cannon allows the controlling side to fire it in any turn they start in control of it. It has unlimited range but cannot fire at anything on its own table. Instead of fireing at a land based target it may instead fire into orbit. On a 4+ this prevents the Attackers from using any orbital strikes (EG: Orbital Bombardment, Precision Strike, etc.) in their following turn.

AA Gun Emplacements
Twin linked autocannons, Skyfire, Interceptor.
The Macro Canon has a number of automated AA turrets. The emplacements can be targeted, use stats on page 105. The guns use automated fire per page 96 with the following exception: Automated AA turrets will always target enemy aircraft unless none are in range or line of sight.

Vox Tower
The Vox Tower is considered ruins but is treated as a bunker for damage. It has 3 void shields and is armor 14.
The Vox Tower allows better battlefield communication amongst the defenders. Holding the Vox Tower:
-Allows all Defender units on any table to reroll any failed moral, pinning or leadership checks (but not psychic tests).
-Increases the Defender's accuracy with the Macro Cannon. The Cannon will only scatter 1D6 while the Defenders are in control of the Tower and the Command Center.
-Allows the Defenders to send a self destruct signal to the Macro Cannon at the any of their movement phases in which they are in control of the Tower and the Command Center, apocalyptic explosion. If the Macro Cannon is destroyed in this way, neither side claims it as an objective.


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PostPosted: Mon Nov 05, 2012 8:37 pm 
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Jack, are you going to split the list of players up into teams with two separate player lists? I'm thinking both teams could then coordinate their forces and the units they are bringing.


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PostPosted: Mon Nov 05, 2012 8:56 pm 
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I think we already know who's bringing what; it comes down to choosing generals and then communicating amongst the sides from there on.


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PostPosted: Mon Nov 05, 2012 9:36 pm 
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PostPosted: Fri Nov 09, 2012 11:48 pm 
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PostPosted: Sat Nov 10, 2012 2:17 pm 
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PostPosted: Tue Nov 13, 2012 12:17 pm 
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