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Alternate Universes • View topic - Manfest Rules and Objectives Overview
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PostPosted: Sat Nov 02, 2013 6:14 pm 
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Here's what you've all been waiting for, the rules and objectives for this year's Manfest.

Main Table Layout:


The main table is a combination of nine 6x4 tables. The hive spire is in the center and the other Stragic Objectives will be place on the four outer tables. There is a 12 inch wide neutral zone running corner to corner, either side of it is a deployment zone.

Main Table Strategic Objectives

Hive Spire Defense Cannon
-The Cannon has an Armor Value of 14 and is Impassable.
-Range: 24”-Unlimited, S: D, Barrage(Apocalyptic Blast), Always Scatters unless a Hit

Firing the Cannon:
You must have at least one model from a unit not engaged in CC in base contact with the control panel to operate the Cannon. Cannon is a Strategic Objective that is secured when a unit is able to operate it.

Moving around the Spire:
Spire walls are considered Battlements and are indestructible. No vehicles, cavalry, bikes or units with base sizes larger then 40mm are allowed on the spire. Units may move up or down one level of the spire per turn as long as there is enough space for the entire unit to do so. Units may not split between more then one level.

Control Tower
-The Control Tower has an Armor Value of 14
-While a unit is in control of the Tower, all allied aircraft that enter Strategic Reserves may return to play with full Hull Points and armament.

You must have at least one model from a unit not engaged in CC in base contact with the control panel to operate the Tower. The Tower is a Strategic Objective that is secured when a unit is able to operate it.

Data Archivium
-The Archivium has an Armor Value of 14 and is Impassable.
- While a unit is in control of the Archivium, at the start of their player turn the controlling General may repair up to two Hull Points on any single allied vehicle.

You must have at least one model from a unit not engaged in CC in base contact with the control panel to operate the Archivium. The Archivium is a Strategic Objective that is secured when a unit is able to operate it.

Disruptor Beacon
-The Disruptor Beacon has an armor value of 14
-While a unit is in control of the Disruptor Beacon, Roll a D6 for any enemy units arriving by Deep Strike within 36” of the Beacon. On a roll of 4+ the player controlling the Beacon may choose a new entry point for the unit. The new point must be a valid Deep Strike position and may not be in impassable terrain.

Teleportarium
-The Teleportarium has an Armor Value of 14.
-While a unit is in control of the Teleportarium, at the start of their player turn the controlling General may remove any single allied unit (non-superheavy) from the table and have it perform an immediate deep strike. This deep strike does not scatter but the controlling player must roll 2D6. If doubles are rolled a Deep Strike Mishap has occurred, roll on the mishap table. If a unit is unable to fully deploy for any reason, roll on the mishap table.

You must have at least one model from a unit not engaged in CC in base contact with the control panel to operate the Teleportarium. The Teleportarium is a Strategic Objective that is secured when a unit is able to operate it.

Second Table Layout:


The second table consists of two 6x4 tables side by side lengthwise. One Strategic Objectives will be placed on each table. A 12 inch wide neutral zone will be randomly generated before deployment occurs.

Second Table Strategic Objectives

Vox Tower
-The Vox Tower has an Armor Value of 14
-While a unit is in control of the Vox Tower, at the start of their player turn the controlling General may select up to 3 allied units. Roll a D6 for each unit selected in this way. On a 3+ the General has inspired his men to glory! The unit has the Zealot and Feel No Pain(6+) special rules until the start of the next turn.

You must have at least one model from a unit not engaged in CC in base contact with the control panel to operate the Tower. The Tower is a Strategic Objective that is secured when a unit is able to operate it.

Munitorium Supply Depot
-The Munitorium Supply Depot has an armor value of 14
-While a unit is in control of the Munitorium Supply Depot, The controlling side’s General gets reinforcements at the start of their turn. This asset may be used to bring back any single completely destroyed unit on the General’s side. Treat the unit as a standard reserves unit. The unit selected may not be a superheavy, gargantuan creature, formation or Warlord.

Secondary Player Objectives

Archeotech Artifacts (p106)
-2d6 objectives placed on the main table before deployment.
-d6+3 objectives placed on the second table before deployment

-Placing Objectives – Opposing generals roll off before deployment. Winner places the first objective then each side takes turns placing remaining objectives. Objectives may not be within 12” of another Archeotech Artifact or within 6” of a table edge.

-Archeotech Artifacts are not Strategic Objectives, follow the rules for Archeotech Artifacts on page 106 of the main rule book. Controlling an artifact is worth one Strategic Victory Point per turn it is held. Artifacts are held by having at least one scoring unit and no enemy denial units within 6” of the objective. Units engaged in close combat, immobilized vehicles and Superheavies may not claim objectives.

Warlords
Killing an enemy Warlord is worth 1VP. Players may not kill their own side’s Warlords to claim victory points. Any Warlord accidentally killed will award the opposing side a point.

Super Heavies
Destroying an enemy Super Heavy/Gargantuan Creature is worth 1VP

Apocalypse Rules Clarifications:

Players:
All armies on a side are considered Allies of Convenience. If you think something should effect all units on a side or should be sharable amongst units on a side bring it up with the judges and we’ll rule on it.

Gaming Tables:
There is no moving between the tables. This means no flyers/deep striking/reserves from one to the next. No targeting of weapons (with the exception of orbital bombardments) or any other direct movement of units. Essentially whichever table you start on, all of your play has to take place there. We don’t want people getting split between tables and having to run back and forth, holding up play.

Official Breaks:
Official breaks will take place at the end of every even numbered game turn.

Using Divine Intervention:
A side may only use one Divine Intervention per turn. The Intervention only effects the armies it applies to but effects all applicable armies on the side. Each player may only use the Intervention that applies to their army and may only use it once.

Example: If there are 4 Imperial, 2 Chaos, 1 Ork and 1 Tau players on a side that side has that many of each Intervention available. Once the Ork Intervention is used then no more Ork Interventions available for that side. If an Imperial player calls on the Emperor then all Imperial forces on the side benefit but not the non-Imperial forces.

Using Finest Hour:
Each Warlord may declare their Finest Hour as normal. There is no limit to the number of Warlords who may do this per turn. Exemplar Table effects apply to all allied units within range when the roll is made. Note: This means some effects may overlap the same unit, apply all results cumulatively. If a Marine or Chaos Marine player elects to use a Sons of the Primarch bonus instead of an Exemplar table the effect only applies to units from the same Primarch.

Unnatural Disasters:
These rules will not be used for this year’s Manfest.

Strategic Assets:
At this point all Strategic Assets that have been included in the current Apocalpyse book or any books that have been released since it came out are available. If an asset requires a marker or other terrain feature you must supply a suitable representation for it. If you're unsure if what you're planning will work please contact one of the organizers before the day of the tournament. If you see something that you really think shouldn't be allowed, or an old asset from a previous book that you want included, please contact the organizers to make your case.


Any questions, confusion or glaring ommissions from this post is all Rosen's fault. Post up here and we'll work out an answer.


Last edited by jackdoud on Sat Nov 02, 2013 6:17 pm, edited 1 time in total.

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PostPosted: Sat Nov 02, 2013 7:00 pm 
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The rules for Barrage allow weapons to shoot below their minimum range, but if it does it must be indirectly. So my question is: Can the Defense Gun shoot indirectly within 24", or is everything with 24" safe from the gun?


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PostPosted: Sat Nov 02, 2013 7:46 pm 
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There won't be anything worth firing at that close to the cannon,but it scatters like anything else, so it can fall within 12" of the cannon.


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PostPosted: Sat Nov 02, 2013 10:39 pm 
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PostPosted: Sat Nov 02, 2013 11:11 pm 
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