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Alternate Universes • View topic - Manfest Vee: The Buttoning
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PostPosted: Sat Oct 10, 2015 9:32 pm 
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Manfest Vee: The Buttoning!... is coming on December 12th

Start Time: 10:00am Please be on time., we have a lot to accomplish before we set up.

Entrance Fee - $15 - Includes meal, drink (Pizza/Beverage) The rest goes towards prize support.

Teams

We have decided on a ___person limit - __ per side/team. This may be increased as we determine player interest, forces and table sizes. Stay Tuned

Team construction will be clarified at a later date. We will be doing our best to balance the sides while keeping placement random.

Army Construction
You must nominate a primary detachment. (Core Army) If you choose to take allies they must be battle brothers . Manfest is supposed to be fun, allies are going to be allowed to allow players flesh out their army/forge a narrative. I know this isn't necessarily the proper terminology. If you plan on making the next broken combo and can't justify the allegiance. It will not be allowed

Army List Construction/ Restrictions:

Force Organization
None its Apocalypse (Unbound) the exceptions are listed below:

Each player may play select allies & they may not exceed 1,750pts, total.

Allies/ Detachments/Formations/Fortifications
1) Codex Space Marine: If you choose to play multiple Chapters out of Codex:Space Marine Each additional Chapter counts towards your allies. Example: If you take White Scars as your Core Army (Priamary Detachment) and choose to take Salamanders as allies. You have thus taken Codex Space Marines as your Core Army (Primary Detachment) and Salamanders towards your Allies. (Multiple Chapters count towards your allies)
1a) If I am overlooking something (Codex, Supplement, etc) please post/ask, and I will address it here.
2) Fortifications - All are allowed, larger ones will need to be approved by one of the two Jacks. (judges)
3) Formations: All legal Apoc. & Warhammer 40k Formations are allowed. No Model/Unit may be part of multiple detachment(s) or formation(s), unless specified by codex, rule book etc..

Each player must take a Warlord. Your warlord must be from your primary detachment (Core Army) . You may only take one of any Unique model/Unit Entry. IE: One Solitaire, One Marneus Calgar etc.

Points – 3,500 points per player

Lord Of War - Super Heavies/Gargantuan Creatures: each player is allowed to take up to 30HP/Wounds worth of LoW. IE: one Warlord Titan with 30HP, 3 Warhound Titans for a total of 27HP or 5 Knight Titans for 30HP. You cannot share HP with other players.

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 shareable amongst units on a side bring it up with the judges and we’ll rule on it.

Generals:
After teams are determined, each side will elect a General for the game.

Psychic Phase:
When rolling for Warp Charges, roll separately for each physical table. Psykers only have access to the Warp Charges available to the table they are on. Psychic abilities may only be targeted at units on the same table as the psyker attempting to cast them.

Stay Tuned for Updates....

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PostPosted: Sat Oct 10, 2015 9:35 pm 
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Manfest 5: The Buttoning

You must tell us what your core army and any Lords of War (Gargantuan/SuperHeavies) you are taking by Nov 30, 2015.


Pre-registration:

1) Jack R. Eldar - Revnant- 3 Wraith knights
2) Jack D Orks - Kustom Stompa
3) Jimmy - Eldar
4) Sean - Admech - Imperial knights
5) Frank - Eldar/ Dark Eldar - 5 wraithknights
6) Tom - Chaos Marine - Warhound
7) Colin - Imperial Guard/Blood Angels - Baneblade, Doom Hammer, & Hell hammer
8) Tj M. - Grey Knights - Warhound
9) Kevin - Farsight - Tau Allies
10) Charles - Imperial Guard/Dark Angels
11) Mike C. - Imperial Guard - Stormlord and Traitors bane
12) Craig - Chaos Demons - Ubber blood thirster & Chaos Knight
13) John F - Dark Angels - Imperial Knight
14) Tj B. - Salamaders - Triple Warhounds
15) Jae - Imperial Knights (5) - Space Wolves
16) Dan -
17) ....

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PostPosted: Sun Oct 11, 2015 8:21 am 
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Eyevee? That'd be 4 again Jack. Stop trying to be funny when you're tired. It becomes ironic.


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PostPosted: Sun Oct 11, 2015 9:09 am 
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PostPosted: Sun Oct 11, 2015 8:17 pm 
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So Fred Can play this year?


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PostPosted: Mon Oct 12, 2015 2:41 pm 
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PostPosted: Wed Oct 14, 2015 3:10 pm 
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I am going to be fielding Chaos Daemons (no allies) and two Super Heavies: An'Ggrath the Unbound (8w) and a Chaos Paladin (6HP).


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PostPosted: Fri Nov 06, 2015 8:55 pm 
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I need something relaxing, this term has not been good for me, sign me up


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PostPosted: Fri Nov 06, 2015 9:13 pm 
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PostPosted: Sun Nov 15, 2015 10:52 am 
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This year's Manfest table layout will be the same as last years with the same major objectives.



Primary Strategic Objectives
These are worth points equal to the current game turn.

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.

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. This comprises the full movement for the unit for that turn. The unit may then run or charge as normal. Units may not split between more then one level. Units may only charge enemy units that are on the same level.

-Spire AA Guns, S7, AP4, Twin Linked, Skyfire, Interceptor
Spire AA guns are manual fire weapons and may be fired by a member of a unit in base-to-base with them at the end of any movement phase using the firer’s BS. These are not considered objectives.


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 each on D3 allied vehicles. These vehicles may be any currently on the 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 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 48” 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.

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


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/gargantuan) 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.


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 (Mysterious Objectives)
-16 objectives placed before deployment.

-Placing Objectives – Generals roll off before deployment. Winner places the first objective then each side takes turns placing remaining objectives. Each General must place one objective on every table. Objectives may not be within 12” of another Archeotech Artifact or within 6” of a table edge.

-Archeotech Artifacts are treated like Mysterious Objectives. When claiming an objective roll on the following chart:

D3 Result:
1-2: Skyfire Nexus
3-4: +1 BS
5-6: 5+ cover save

Artifacts are not Strategic Objectives and are only worth 1VP 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.

Lords of War
You receive one VP for every 3 HP/Wounds you do to an enemy Super Heavy/Gargantuan Creature per turn. This does not have to all be to a single unit.


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