[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 112: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4772: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3907)
[phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4774: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3907)
[phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4775: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3907)
[phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4776: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3907)
Alternate Universes • View topic - MANFEST VII:Sex
It is currently Sat Dec 10, 2022 3:27 am

All times are UTC - 5 hours




Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 12 posts ]  Go to page 1, 2  Next
Author Message
 Post subject: MANFEST VII:Sex
PostPosted: Sat Oct 07, 2017 10:02 pm 
Offline
Senior Contributor
User avatar

Joined: Thu Sep 11, 2008 2:15 pm
Posts: 1399
Location: On a Boat
Manfest VII: we can't count, lets just call it Sex... is coming on December 2nd


Manfest 7

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.

Army Construction

Force org: All players must follow the rules for army construction listed below.

Points: 4,500pts

Detachments:
Up to four, your army doesn’t have to be battle forged.

Super heavy Detachment: One per army

If your army is battle forged you will be rewarded with an additional 3 command points. These are in addition to any command points earned from your detachments. You cannot have a partially Battle Forged army to earn any bonuses.

Whether your army is battle forged or not you must nominate a Core army!
i.e. imperium is not an army, Ultramarines or Cadian is. Chaos is not an army, World Eaters is.

Core Army: Your core army must be one Codex (Source). Example: if you are playing space marines all units must come from Codex: Space marine and be the same chapter. If you are playing Imperial guard all units must come from Codex: Astra militarium codex and be the same Regiment. Units that are except via their codex/index are exceptions. i.e. Priests etc.. (please contact Jack R. For further clarifications)

Imperial Armour (Forge World) units are considered an extension of your core codex. Following normal list construction rules for a battle forged army.

Allies:
If you choose to ally an army into your army. It must have its own detachment, an allied detachment must be approved by one of the two Jacks. Allied detachments cannot account for more than 2,000pts of your army. You can ally in a second founding/chapter/ regiment/Hive world/Craftworlds etc. from your core codex. This counts towards the maximum allotted points for allies. If you plan on making the next broken combo and can't justify the allegiance. It will not be allowed Manfest is supposed to be fun, allies are to allow players flesh out their army. I know this isn't necessarily the proper terminology.


Fortifications: All are allowed, nothing too large (physically) there will be plenty of terrain and other models on the table to begin with. (Must be approved by one of the two Jacks)



Each player must take a Warlord.

You may only take one of any named character in your army.



Lords of War: Must share at least one Keyword, if possible should from the same source (as described above) Example: Grey knights or Ad-Mech don’t have direct access to a warhound Titan. But they share a Keyword making it possible for a grey knight or an Ad-mech player to include one in their force.


Personal/Strategems: With Warhammer 40k & Apocalypse undergoing massive changes. Formations have gone the way of the pay phone. (Now called strategems) If there is an old formation that you would like to play, or have one that you have created and would like to try. Type something up with a cost (how many command points) Please send them to my email no later than Nov 30, 2017, that way the two Jacks can Vote

Deployment

Generals bid command points for deployment. They can bid as many command points as their team currently has. (Total command points of all players on their team) Once they bid these command points they are considered spent.

Once the bidding process is complete the generals tell the T.O. which members of their team have spent or otherwise used their command points.

This is the only time players can muster/ share their command points!

The general that spends the most command points. Picks their deployment zone and chooses one of their players to drop their entire army. That player gets up to five minutes to drop their entire army. Once their army is dropped the opposing general chooses one of their players to drop their entire army. This process repeats until both armies are completely dropped.

Each player can have one other of their teammates (this other player can be their teams general) to help them physically deploy their army. Other members of their team can coach/talk but cannot otherwise help

Update
Reserves: Each player can put up to 25% of their units (rounding up) into reserves, if a unit is in a transport the transport also counts against this percentage. Units that you chose to hold in reserve are units that normally cannot enter the game after the game starts. When a unit arrives from reserves they come in from their armies deployment zones table edges at the end of their movement phase. Table edges are table edges that are literally in their deployment zone. A unit that comes in from reserves can move up to their maximum movement in the movement phase, but must end their movement (including advancing) at least 9” from any enemy unit. Units arriving from reserves count as moving otherwise act normally.
All units held in reserve must arrive no later than turn 2, otherwise they count as being destroyed


Apocalypse Rules Clarifications:

Teams
Team construction will be clarified at a later date. We are going to do our best to balance the sides.

Player Army interaction:
All armies are self contained. Example you can’t cast spells on your friends.

Abilities that effect friendly units: 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.

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

Psychic Phase: only one player is allowed to attempt to resist a successfully manifested psychic power - if multiple players wish to do so then the generals who’s turn is taking place can choose which one gets to make the attempt.
Heroic Intervention: After a team has moved all of their charging models/units, the other team can attempt to perform heroic interventions in the order chosen by the general whose turn it is. An enemy character can only perform a heroic intervention if it is within 3” of a model controlled by the same player. (Same army)

Close Combat phase: Close combat is resolved one combat at a time. Starting with combats involving units that charged. The teams (general) turn chooses which combat resolves first. This differs from the core rule book only slightly and is done to help keep the game moving at a smooth pace. i.e. instead of choosing units to resolve the general picks the entire combat to resolve first. Otherwise following normal rules of close combat.

More details to come in the coming days...

If you have already signed up for Manfest. I need to know what Core army and what Lords of War you are planning on taking by Tuesday November 28th...

_________________
http://nooooooooooooooo.com/


Report this post Post details Warn user
Top
 Profile E-mail  
Reply with quote  
 Post subject: Re: MANFEST SEX!!!
PostPosted: Sat Oct 07, 2017 10:18 pm 
Offline
Senior Contributor
User avatar

Joined: Thu Sep 11, 2008 2:15 pm
Posts: 1399
Location: On a Boat
Registration

1) Jack R - Imperial knights(5) - imperial allies
2) Jack D - Orks - (2) stompas
3) Frank - Imperial Guard, 3 shadow swords, baneblades
4) Tj - Chaos marines - 3 knights, baneblade
5) Steve - Admech - 3 imperial knights
6) Jay - Eldar - Phantom, Revenant, Wraithknights
7) Dan -Imperial Guard, Fred
8) Dave S - Orks - Gargantuan Squigoth, 3 killtanks
9) Mike - Imperial Guard - Baneblade, Hellhammer, Stormlord
10) Craig - Eldar - Revenant, 3 wraithknights
11) Charles - Eldar - 2 Wraithknights, Scorpion
12) Kevin - Space marines - RG 3
13) Brad - Greyknights - warhound
14) Mike M - Space marines - RG 3, imperial knight
15) ...

_________________
http://nooooooooooooooo.com/


Report this post Post details Warn user
Top
 Profile E-mail  
Reply with quote  
 Post subject: Re: MANFEST SEX!!!
PostPosted: Sun Oct 08, 2017 12:12 pm 
Offline
Senior Contributor
User avatar

Joined: Wed Oct 01, 2008 10:26 pm
Posts: 302
Location: A steel bunker 20 miles above the earth.
Manfest. Manfest. Manfest! Let's slap some War-hams.


Report this post Post details Warn user
Top
 Profile E-mail  
Reply with quote  
 Post subject: Re: MANFEST SEX!!!
PostPosted: Fri Oct 27, 2017 7:12 am 
Offline
Senior Contributor
User avatar

Joined: Wed Oct 01, 2008 10:26 pm
Posts: 302
Location: A steel bunker 20 miles above the earth.
I'm in!


Report this post Post details Warn user
Top
 Profile E-mail  
Reply with quote  
 Post subject: Re: MANFEST SEX!!!
PostPosted: Tue Nov 14, 2017 8:03 pm 
Offline
Contributor

Joined: Sun Sep 14, 2008 7:26 pm
Posts: 149
Can I still bring Fred?


Report this post Post details Warn user
Top
 Profile E-mail  
Reply with quote  
 Post subject: Re: MANFEST SEX!!!
PostPosted: Tue Nov 14, 2017 8:24 pm 
Offline
Senior Contributor
User avatar

Joined: Thu Sep 11, 2008 2:15 pm
Posts: 1399
Location: On a Boat

_________________
http://nooooooooooooooo.com/


Report this post Post details Warn user
Top
 Profile E-mail  
Reply with quote  
 Post subject: Re: MANFEST SEX!!!
PostPosted: Fri Nov 17, 2017 12:38 pm 
Offline
Contributor

Joined: Sun Sep 14, 2008 7:26 pm
Posts: 149
Put me on the list if you have space. But if you run out of space and someone wants my slot I will give it up. I will find some data sheet online for Fred. I am sure someone has tried to use a warlord in this edition already.

Ill add you and Fred. If there is no data sheet for Fred, are you still coming?

_________________
The great thing about saying "Merry Christmas" is, it is like saying #$%^ you to people that are offended by it. And if you are offended by it, I probably wanted to say that anyway.


Report this post Post details Warn user
Top
 Profile E-mail  
Reply with quote  
 Post subject: Re: MANFEST VII:Sex
PostPosted: Fri Nov 24, 2017 9:13 am 
Offline
Member

Joined: Sat Mar 09, 2013 9:01 am
Posts: 89
Location: United States
The data sheet for the Warlord Titan is in the Astra Militarum FW index.


Report this post Post details Warn user
Top
 Profile E-mail  
Reply with quote  
 Post subject: Re: MANFEST VII:Sex
PostPosted: Fri Nov 24, 2017 6:33 pm 
Offline
Senior Contributor

Joined: Fri Nov 21, 2008 10:41 am
Posts: 331
Location: Norristown
Objective rules for this year:

Primary Strategic Objectives

The Bastion
-The Bastion has T10, W40, Sv3+
-Units on the Bastion have a 5+ Inv save from any shooting attack from units not also on the bastion.
No vehicles, cavalry, bikes or units with base sizes larger then 40mm are allowed on the Bastion. 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.

At the end of the turn, add up the total number of remaining wounds for every unit on The Bastion. The team with the most wounds remaining on The Bastion is considered in control of it.

Vox Tower
-The Vox Tower has T8, W15, Sv3+
-While a unit is in control of the Vox Tower, at the start of their player turn the controlling General may select up to 4 allied units. Roll a D6 for each unit selected in this way. On a 3+ the General has inspired his men to glory! Until the end of the turn the unit gains Feel No Pain(6+ invuln) and automatically passes all Morale tests.

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.

Disruptor Beacon
-The Disruptor Beacon has T8, W15, Sv3+
-While a unit is in control of the Disruptor Beacon, at the start of the turn the controlling General may select any two adjacent tables (4x6). Any enemy units that redeploy on these tables for any reason must be at least 12” from an enemy unit instead of the usual 9”.

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.

Munitorium Supply Depot
-The Munitorium Supply Depot has T8, W15, Sv3+
-While a unit is in control of the Munitorium Supply Depot, at the start of the turn the controlling side’s General may select up to 4 units (non-LoW/Flyer/Fortification). Until the end of the turn these units may re-roll all missed to-hit rolls in the shooting phase.

Data Archivium
-The Archivium has T8, W15, Sv3+
- While a unit is in control of the Archivium, the controlling General has an additional 4 command points available per 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 Archivium. The Archivium is a Strategic Objective that is secured when a unit is able to operate it.

Teleportarium
-The Teleportarium has T8, W15, Sv3+
-While a unit is in control of the Teleportarium, at the start of their player turn the controlling General may remove up to 4 allied units (non-LoW/Flyer/Fortification) from the table and have them immediately redeploy anywhere on the board at least 9” from an enemy unit. These units cannot be locked in combat or falling back.

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.

Control Tower
-The Control Tower has T8, W15, Sv3+
-If a unit is in control of the Tower at the start of a turn, 3+d3 allied Flyers may enter the board from Strategic Reserves from any table edge.

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.


Secondary Player Objectives

Macro-Cannon Aquila Strongpoints
Each team starts with one of these fortifications under their side’s control. If an enemy unit claims the fortification, that team’s General gains control of it. A unit claims a Strongpoint by removing all enemy units from it. Strongpoints are considered contested if both sides have models on it. If a Strongpoint is contested, at the start of the Shooting phase the last General to control it must roll a D6. On a 4+ the General may fire the Macro-Cannon that turn.

Battlefield Assets (Mysterious Objective)
-14 objectives placed before deployment.

-Placing Objectives – Opposing 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 Asset or within 6” of a table edge.

-Battlefield Assets are treated like Mysterious Objectives. When claiming an objective roll on the following chart and apply result to controlling unit:

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

Assets are held by the player with the most models within 6” of the objective. Flyers and Lords of War may not claim Assets.

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 Wounds you do to an enemy Lord of War per turn.
You also receive a VP for destroying an enemy Lord of War.


Report this post Post details Warn user
Top
 Profile E-mail  
Reply with quote  
 Post subject: Re: MANFEST VII:Sex
PostPosted: Fri Nov 24, 2017 6:35 pm 
Offline
Senior Contributor

Joined: Fri Nov 21, 2008 10:41 am
Posts: 331
Location: Norristown
Manfest 7 Special Rules

Special Directives
At the start of each of their player turns, the general whose turn it is will roll to see what his Special Directive is for that turn. The General may elect to reroll his result once. No side may have the same Special Directive twice, reroll until a new directive is selected.
Stratagems
Each side has access to one set of Stratagems. The General determines who receives what asset on his side. Team assets may only be used once. Player assets may only be used once per player.

General Hats
Each General has a hat that they will be presented with at the start of the game. Generals do not have to wear their hat however, at the start of each player turn, if either General is caught NOT wearing his hat the opposing side gets +2 CP. If BOTH generals are caught not wearing their hats then both sides get -2 CP for the turn.

Table Gaps
Units with the Fly or Flyer keyword may cross over 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.

Roads
There is a road down the center length of the board. While on the road units may double their Movement value, may roll 2d6 and pick the highest for Advancing and may add 2” to their charge rolls if the enemy unit is also on the road. This additional movement only applies while on the road, if a unit moves off the road their movement returns to normal and any Advancing distance remaining is halved(round down). The road does not affect units with the Fly, Flyer, God-Engine or Wraith-Titan Keywords.


Report this post Post details Warn user
Top
 Profile E-mail  
Reply with quote  
Display posts from previous:  Sort by  
Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 12 posts ]  Go to page 1, 2  Next

All times are UTC - 5 hours


Who is online

Users browsing this forum: No registered users and 3 guests


Quick-mod tools:
You can post new topics in this forum
You can reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group