Borderlands Warhammer 40,000 Escalation League Rules Booklet

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1 Borderlands is hosting a Warhammer 40,000 Escalation League. The league runs for 8 weeks, with players playing up to 3 games per week and in a tournament each month. The league starts players off with 500 point armies and builds every two weeks, eventually reaching the 2000 point sized armies. Each month during the league, a tournament is placed at the same point value as that week s league. These tournaments provide players and opportunity to earn extra league points for that month. League Rules Games are played on Wednesdays and Saturdays starting at 6 p.m. Geoff the league director will be on hand to match players up and to play players who do not have a match. Players are welcomed to set up their own tables and request match ups. League nights are a good time to play new people, and we encourage you to play different people each week. Please treat the terrain, tables, other players, league officials, store employees and the store with care and respect. If your game is done and no one is waiting to use your table we ask players to please help put away your terrain and put your tables back. Players should have fun and resolve disputes fairly. In the event of a rules dispute cannot be resolved, the league director will make a ruling. Rulings will be based on the Warhammer 40,000 rulebook, FAQs and the director s own judgment. Rule lawyering should not occur. Army Composition Armies follow the rules in the Warhammer 40,000 Rulebook and their army book. Allies may not be used at first. Once the league reaches 1,500 points, allies may be used. Stronghold assault is in use, with the exception of the Aquila Fortification which is not allowed until the league reaches 1,500 points. Escalation and the Lords of War slot may not be used in the league. Selecting Your Army Players are encouraged to stick with their armies and build them up and paint them during the league. If you play the same army throughout the entire league you receive +5 league points. Players are encouraged to try different lists, experiment with new units and mix things up from week to week. With the exceptions noted in Army Composition above, no specific items, units, abilities or spells from a specific codex is banned. Players should still build fun armies instead of min/maxed Ard Boyz style armies. Armies that use broken combinations or are constructed to abuse certain unit types (i.e. Necron flyer armies) are highly discouraged as they take away from the fun and friendly aspect of the league.

2 Models Models should represent what they are supposed to be and equipment on the models should be accurate and identifiable. What to Bring: Miniatures Warhammer 40,000 Rulebook Stronghold Assault Rulebook Army s Codex Dice Templates Two copies of your army list (for yourself and your opponent) Score sheet from league director or borderlands staff. Escalation League Schedule Date Point Value Scenario Feb 5th & 8th 500 points Alien Anomaly Feb 12 th & 15th 500 points Climate Control Feb 16 th & 19th 1000 points 40k Doubles Tournament (1000 points per player) Feb 19 th & 22nd 1000 points Infiltration Feb 26th & Mar 1 st 1000 points Slaanesh s Seduction Mar 5 th & Mar 8 th 1500 points Cleanse Mar 12 th & 15 th 1500 points Treasure Hunt Mar 19 th & 22 nd 2000 points Oblivion Mar 22 nd & 25 th 2000 points Warhammer 40,000 Tournament Mar 26 th & 29 th 2000 points Tzeentch s Pact April 2 nd Award Ceremony and Raffle

3 Playing & Scoring League Games During the duration of the escalation league, players can play up to 3 league games per week. The first game you play each week awards you a number of league points based on the degree of your victory. Crushing Victory (you have more than double your opponent s victory points): 5 League Points Win (you have more victory points than your opponent): 3 League Points Draw (player s scores are the same): 1 League Point Loss (your opponent has more victory points than you): 0 League Points The following two games each award you 2 additional league points for a win, 1 additional league point for a draw and 0 additional points for a loss. Scenarios & Victory Conditions At the end of each game, players total their victory points. The player who scores the most points wins, while the other player losses. If both players score the same points, the game is a draw. If the winning player scores twice (or more) the victory points over the losing player, than the winning player scores a Crushing Victory. The degree of victory determines how many league points a player earns per game. Tournaments Tournament games follow the standard scoring for all of Borderlands Warhammer 40,000 tournaments. For each tournament they participate in, league players gain +5 League Points. Painting The league is a great way to get your army painted and tournament ready. To help encourage you, players can earn points for painting new models every week. Models should be painted to a minimum table top standard. This means at least 3 colors, not including primer, and based with grass, gravel, sand or appropriate modeling. You can receive up to 5 painting points per week as follows: Newly painted unit (including transport) 1 point Newly painted monstrous creature, vehicle or independent character 1 point Newly painted fortification 1 point Using a fully painted army 1 point Newly painted models can only award points once during the league (i.e. a fully painted Landraider submitted on week 1 earns a point for that week, but will not get you any points on following weeks). Previously painted models always count for the 1 point from having a fully painted army.

4 Favored Opponent After playing your 3 games for the day, choose your favorite opponent to play against. There is a space for recording this on your score sheet. Each time a player s name is written down for favored opponent they gain +1 League Point. A player can gain up to 3 points from Favored Opponent per week. Weekly Scores & League Scoring Each week players receive the total points from their league game, painting points and sportsmanship points. This is kept as a running total for determining the overall league champion. Points are then broken down into their categories to determine other league awards. Awards This league is about having fun and preparing players who are interested in it for the OFCC. That said, awards are being given out to participants (regardless whether or not they are playing in the OFCC) at the end of the league based on the following criteria: League Champion (Total of league points and tournament bonus points, painting points and sportsmanship points) Generalship (Total league points and tournament bonus points) Best Army Appearance (Total painting points) Sportsmanship (Total sportsmanship points) Awards Ceremony and Borderlands Raffle Additionally, at the end of the league, we will be hosting an awards ceremony and giving out prize drawings based on purchases made by players on league nights. For every $10.00 a player spends on league night, they will receive a raffle ticket. These tickets will be used in a drawing at the end of the league where we will give out Borderlands Gift cards. 1 st place in the raffle will be $ Borderlands Gift Card. Other gift cards will be based on purchases made and player attendance in the league.

5 League Warlord Traits When generating his Warlord Trait, a player may either roll on one of the Warlord Traits in their codex or the Warhammer 40,000 rulebook or they may choose to roll on the table below: D6 Warlord Trait 1 Fire Storm. One use only. During one of your shooting phases, nominate that you are using this trait. Your warlord and the unit he has joined can fire an extra shot from their ranged weapon for that phase (i.e. a bolter at 12 range fires 3 shots instead of 2). Template weapons and blast weapons do not fire an extra shot. 2 Resolute. One use only. At the start of your turn, nominate you are using this trait. Your Warlord and all friendly units within 12 of the Warlord are Relentless until the start of your next turn. 3 War Cry. One use only. At the start of your turn, nominate you are using this trait. Your Warlord and all friendly units within 12 of the Warlord are Fearless until the start of your next turn. 4 Shadow Stalkers. One use only. At the start of your turn, nominate you are using this trait. Your Warlord and any unit he has joined have Stealth, Shroud and Fleet Special Rule until the start of your next turn. 5 Blood Fury. One use only. At the start of your Assault Phase, nominate you are using this trait. Your Warlord and any unit he has joined have Rage and Feel No Pain Special Rules until the end of that Assault Phase. 6 Juggernaut. One use only. At the start of your Assault Phase, nominate you are using this trait. Your Warlord and any unit he has joined have Hammer of Wrath Special Rules until the end of that Assault Phase.

6 Warzone Traits The War Zone traits from pg in the Warhammer 40,000 rulebook are in effect for League Games. For convenience, the War Zone Traits are listed below: D6 Warlord Trait 2 Corrosive Atmosphere: For the duration of the Mission, all armor save rolls of a 6 must be rerolled. Armor Penetration rolls of a 1 must be rerolled. 3 High Gravity: All non-template weapon ranges are treated as being 6 shorter. Grenades and pistols are unaffected. All jump units can only move 9 when using their jump packs, instead of the normal 12. Jetbikes and Skimmers can only move a maximum of 9 in the Movement Phase (Running, Turbo-boosting and moving Flat-Out are unaffected). 4 Toxic Mist: All Close Combat attacks have the Poisoned (4+) Special Rule. 5 Warp Winds: For the duration of the game, Perils of the Warp occurs on the roll of any double when taking Psychic tests. Even Daemons are affected by this rule. 6 Sub-Zero Temperatures: Dangerous terrain checks fail on a 1 or 2. In addition, weapons with the Gets Hot special rule lose it for the duration of the game. 7 Pall of Night: Night Fight rules are in effect for the entire duration of the game. 8 Radioactive Hot Zone: Weapons that have the Gets Hot special rule get hot on a roll of 1 or 2. 9 Low Gravity: All non-template weapon ranges are treated as being 6 longer. Grenades and pistols are unaffected. All jump units can move 15 when using their jump packs, instead of the normal 12. Jetbikes and Skimmers can move a maximum of 15 in the Movement Phase (Running, Turbo-boosting and moving Flat-Out are unaffected). 10 Psychic Dead Zone: For the duration of the battle, all Pskyers halve their leadership for the purpose of Psychic tests, but are immune to the effects of Perils of the Warp. 11 Haunted Waste: All models suffer a -1 penalty to their Leadership for the duration of the battle. 12 Lifebloom Spores: All models have the Feel No Pain (6+) Special Rule for the duration of the battle.

7 Secondary Objectives League games use the Secondary Objectives from the Warhammer 40,000 Rulebook (pg.122). Additionally, the following Secondary Objectives are used in some of the missions in League games: Parting Shot: During your last shooting phase, if the last unit you fire with destroys a unit, you score 1 Victory Point. Prize Fighter: At the end of the game, if you won more challenges than your opponent, you score 1 Victory Point. If both players won the same number of challenges, then neither player earns this objective. Big Game Hunter: If you destroy all of your opponent s Elite, Fast Attack and Heavy Support units, you score 1 Victory Point. Recon: At the end of the game, if you have no units in either your or your opponent s deployment zones, you score 1 Victory Point. Dead-eye: If you are the first player to cause your opponent to remove an independent character to be removed as a casualty with Precision Shots, you earn 1 Victory Point. Last Man Standing: At the end of the game, if all of your opponent s scoring units are destroyed, then you score 1 Victory Point. Scenarios In this escalation league, we are using both normal missions and special rules featured from the Warhammer 40,000 main rulebook. Scenario 1 Alien Anomaly Our psykers have found something on a remote world. A strange alien artifact transmitting a signal through the warp. It holds secrets that cannot fall in our enemy s hands. We must recover it and decode the signal coming from it. Place Primary Objectives: After setting up terrain, place 3 objectives. Place one in the center of the table, then one 9 to the left of the center objective and one 9 to the right. Deployment: After warlord traits have been rolled, players roll of to determine who sets up their army first using the Dawn of War Deployment (pg. 119) First Turn: Player who deploys first takes first turn unless opponent seizes initiative (pg. 122) Game Length: This mission uses Variable Game Length (pg. 122). Primary Objective: Each Primary Objective is worth 2 victory points. Secondary Objectives: Slay the Warlord, First Blood, Linebreaker. Special Rules: Night Fighting, Mysterious Objectives, Reserves Alien Disturbance: At the start of each game turn, roll a scatter dice for each objective. If a hit is rolled, the objective stays put. If an arrow comes up, roll a d6 and move the objective a number of inches of the d6 roll in the direction indicated on the scatter die.

8 Scenario 2 Climate Control The clues from the device said the path begins here, in this world wracked with ever changing and violent environs. Our psykers saw a vision, and a companion device to the previous one we found that is causing all this erratic changes in that world s weather. We must recover and control it to know where our path must lead next Place Primary Objectives: Place the Climate Control Device using the rules for The Relic (pg. 131). Deployment: After warlord traits are chosen. Players roll of to determine sides using the Dawn of War deployment (pg. 119) After sides are determined, roll off to determine who deploys first. First Turn: Player who deploys first takes first turn unless opponent seizes initiative (pg. 122) Game Length: This mission uses Variable Game Length (pg. 122) Primary Objectives: The Climate Control Device is worth 3 victory points. Secondary Objectives: Slay the Warlord, Firstblood, Linebreaker, Last Man Standing. Special Rules: Night Fighting, Reserves Climate Shift: At the beginning of each player s turn, roll on the Warzone Trait Table to determine the Warzone Trait in effect. If a player is in control of the Device, they choose what Warzone Trait occurs instead of rolling on the table. Scenario 3 Infiltration This place holds the key. We must find where that signal is coming from and follow it back to its origin. Prepare our scouts to infiltrate behind enemy lines. Place Primary Objectives: Each player will have 2 Independent Characters to escort across the battlefield. Deployment: After warlord traits are chosen. Players roll of to determine sides using the Dawn of War deployment (pg. 119) After sides are determined, roll off to determine who deploys first. First Turn: Player who deploys their army first goes first unless their opponent seizes the initiative (Pg. 122). Game Length: This mission will use Variable Game Length (pg. 122). Primary Objectives: Each escort that is within 3 of the enemy s furthest board edge (at the back of their deployment zone) by the end of your movement phase is removed from the board and worth 3 victory points. Each enemy escort you destroy before it reaches your board edge is worth 1 victory point. Secondary Objectives: Slay the Warlord, Firstblood, Linebreaker, Dead-eye. Special Rules: Night Fighting, Reserves. Escort: The escort model has the following profile: WS BS S T W I A LD Save / 3++ Wargear: Close Combat Weapon x2, Warp Field (3+ Invulnerable Save) Special Rules: Independent Character, Level 1 Divination Psyker, Adaptable Adaptable: The models being escorted can keep up with most units, allowing the units protecting them to not have to slow down. Whether this is done with their own form of vehicle, jump pack or being squeezed into a transport or hanging on the back of a bike. The escort are able to join and move at the same speed as the following unit types: Infantry, Jump Infantry, Jet Infantry, Bike, Jet Bike. The escorted models count as travelling in any vehicles they have joined.

9 Scenario 4 Slaanesh s Seduction There are answers to the device s secrets, clues that lead to the path of the ancients. It is said to be tainted by the fall of the Eldar, forgotten horrors not found in the Black Library. We have no choice but to face those horrors now. Place Primary Objective: Place 5 objective markers. One in the center of the table, and one in each of the four corners. Deployment: After terrain has been set up and players have rolled for their Warlord Traits (pg. 111), players deploy using the Vanguard Strike Deployment (pg.119). First Turn: The player who deploys first takes first turn unless opponent seizes the initiative (pg. 122) Game Length: This mission will use Variable Game Length (pg. 122). Primary Objective: Each primary objective is worth 3 victory points. The other 4 objectives are worth 1 victory point each. Secondary Objectives: Slay the Warlord, Big Game Hunter, Recon, Parting Shot. Special Rules: Reserves, Night Fight, Mysterious Objectives. Essence of Seduction: Each of the objectives gives off an alluring musk filled mist. Any unit within 3 of an objective must roll a d6 at the beginning of each player s turn. On a roll of 1, that unit moves d6 inches on the direction of a scatter die, then count as Pinned as the musk overcomes them. Units that normally are immune to Pinning are still affected. While within 3 of an objective, units must roll 3d6 dice when making Morale checks, keeping the highest two dice. Scenario 5 Cleanse Our enemies think to keep us from our destiny. Show them no mercy. Eradicate them and clear our path. Deployment: Divide the table at its center into four equal sized quadrants. Randomly determine which quadrant each player deploys into. First Turn: Player that deployed first takes first turn unless opponent seizes the initiative (pg. 122). Game Length: Game will use the Variable Game Length Rule (pg. 122). Primary Objective: Each quadrant you control at the end of the game is worth 2 victory points. Controlling the quadrant your opponent deployed into is worth 5 victory points. Secondary Objectives: Firstblood, Prize Fighter, Dead-eye, Parting Shot Special Rules: Night Fight, Reserves Capture & Control: A controlling unit is a unit with at least 50% or more of its starting number of wounds or hull points remaining. To control a quadrant, a player must have at least one controlling unit in it and their opponent having no controlling units within it. Scenario 6 Treasure Hunt We found it. The remains of a pre-heresy age and secrets unbeknownst to any human or xenos alive. Now recover those artifacts and their power will be ours! Place Primary Objective: This mission uses 6 objectives setup just like the Scouring mission (pg. 129), with the exception that each objective follows the rules for the objectives in The Relic (pg. 131). Deployment: After terrain has been set up and warlord traits have been rolled, players setup following the Hammer and Anvil Deployment (pg. 119). First Turn: Player who deploys first takes first turn unless opponent seizes initiative (pg. 122) Game Length: This mission will use the Variable Game Length Rule. Primary Objective: Two of the objectives are worth 1 victory point, two are worth 2 victory points and two are worth 3 victory points. Values of each objective is kept secret until the objectives are placed and armies deployed. The value of an objective is then revealed when it is first captured. Secondary Objectives: Firstblood, Dead-eye, Recon. Special Rules: Night Fight, Reserves, Mysterious Objectives

10 Scenario 7 Oblivion We were deceived. Power did not await us, only oblivion. Abandoned on a warp ravaged world. We go to battle with no orders, no directives or support of any kind. Surviving is our only objective and while doing so inflict as much punishment on our enemy as we possibly can. Deployment: After terrain has been set up and players have rolled for their Warlord Traits (pg. 111), players deploy using the Vanguard Strike Deployment (pg.119). First Turn: The player who deploys first takes first turn unless opponent seizes the initiative (pg. 122) Game Length: This mission will use Variable Game Length (pg. 122). Primary Objective: Earn as many Secondary Objectives as possible. Secondary Objectives: Slay the Warlord, Firstblood, Linebreaker, Big Game Hunter, Recon, Parting Shot, Dead-eye, Prize Fighter. Special Rules: Reserves, Night Fight, Mysterious Objectives. War Zone Traits: Before Seize the initiative is roll once on the War Zone Traits table and apply the effects to the game. Scenario 8 Tzeentch s Pact Now we understand Tzeentchs presence is within this place. The signal was a trap. His hand now manipulates our destiny. His whispers haunt our dreams and buzzes in the back of our minds. Ultimately our fate is determined by his will and we can only resist it for so long. Our fate sealed. Primary Objective: Use the rules for Purge the Alien (pg. 127). Deployment: After warlord traits have been rolled, players roll of to determine who sets up their army first using the Dawn of War Deployment (pg. 119) First Turn: Player who deploys first takes first turn unless opponent seizes initiative (pg. 122) Game Length: This mission uses Variable Game Length (pg. 122). Primary Objective: Every enemy unit fully destroyed is worth 1 victory point. Secondary Objectives: Big Game Hunter, Dead-eye, Prize Fighter, Recon, Last Man Standing. Special Rules: Night Fighting, Reserves War Zone Traits: Before Seize the initiative is rolled each player rolls on War Zone Trait Table and applies the effects of both traits to the game. Deal with the Daemon: At the beginning of your turn, you can choose to allow Tzeencth to aid you. If you do, you gain D6 pact tokens. During your turn, you can use a pact token to either reroll any die, take an extra shot during the shooting phase with a non-template, blast or ordnance weapon or make an additional attack in close combat with any engaged model. At the end of your turn, randomly determine one of your friendly units and then roll a d6 and add the number of tokens you used that turn plus the turn number to the roll. Apply the result to your unit and then discard any remaining tokens. D6 + Tokens Used + Turn Number Result Effect 1-3 No effect 4-6 The unit suffers D6 Str 4 AP Hits. Vehicles are hit on their rear armor. 7-9 The unit is subject to the Soul Blaze special rule at Str 6 AP 3. Vehicles are affected by this and hit on their rear armor The unit must take an Initiative test. Models that fail are removed as causalities. Vehicles with an initiative that fail suffer D3 glancing hits. Vehicles without an initiative automatically suffer D3 glancing hits The unit fires on the closest friendly unit within 12. If there is no friendly unit within 12, they fire on themselves. All shots are fired at their maximum amount and are subject to the Gets Hot special rule. 16+ The unit takes 2d6+(Tokens Used) Str 1d6 +(Tokens Used) AP 2 hits. If the Str of the hits is greater than 10, then the Strength counts as D. Vehicles are hit on their rear armor. Any unit destroyed by Deal with the Daemon count towards victory conditions for your opponent.

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