Redcap's Corner May 2015 40k Event
- What: Apocalypse on Solypsus 9
- When: Saturday, May 16, 2015
- Doors open at 11am
- Players must be present by 11:45
- Game ends by 9:30
- Where: Redcap's Corner
- Redcap's Corner Powelton Village
3617 Lancaster Ave
Philadelphia, PA, 19104
- Redcap's Corner Powelton Village
- Entry: $10 per player.
- Sign-Up: Pre-registration is required! Please sign up by noon, Friday, May 15.
- Organizers: Joe Kopena and the PAGE minis crew
Our current campaign tournament series concludes with Apocalypse on Solypsus 9!
All players are welcome to join in, regardless of having competed in the previous events of the campaign or not. There is no disadvantage to you or your alliance for jumping in now. Players may also change their primary factions and associated alliance.
Please feel free to contact us with any questions!
The following event reports all include a recap of the campaign to that point:
|April||Escalation on Solypsus 9|
|March||Alliances of Solypsus 9|
|February||Shift on Solypsus 9|
|January||Drop on Solypsus 9|
Mechanics for the map-based portion of the campaign and the background story are in the Solypsus 9 outline.
Armies may consist of at most 2000 points. Players that cannot or do not want to field that large of an army are welcome to play, and should email Joe K to have the teams balanced. Players who are able to bring additional models should do so for any necessary last minute balancing.
Apocalypse units and formations are permitted.
All factions within an alliance are considered at worst Allies of Convenience.
Please remember that pre-registration is required so we can balance the teams beforehand!
The table will be 4--6' across. Length is to be determined by the number of players.
There will be six to eight primary objectives markers, and a number of secondary objectives.
The schedule is not set yet, but the game will definitely run for 5 or 6 turns.
Cumulative scoring will be conducted after every game turn.
Alliances have a fixed amount of time in which to deploy. Any units unplaced at that point go into reserve.
Special rules that affect all units, all enemy units, or the entire table are not applied. Specific examples include the Chaos Daemons’ Warp Storm table, the Lord of the Storm rules for the Necron’s Imotekh the Stormlord, and the Necron Solar Pulse, none of which take effect. This does not include Cataclysm effects imposed by the mission or organizer(s).
Army-wide buffs apply only to that detachment of that player’s forces, as in a usual game, regardless of other factions that may be present their alliance. For example, nominating Vulkan He’stan as a warlord makes only that player’s Melta weapons in Vulkan’s detachment Mastercrafted and does not affect any other detachments or players in their alliance, including other Salamanders Space Marines.
Units placed into Strategic Reserve arrive according to the following schedule rather than rolling each turn as per the standard rules:
|Turn 1||Zooming flyers & deep striking units|
|Turn 2||Any unit capable of moving 12” or more in a single movement phase|
|Turn 3||All other units|
Once per game any unit, wargear, fortification, or other special rule that can manipulate reserve rolls may be used to shift the scheduled arrival of a unit by one turn. This may be applied to friendly or enemy units and may shift them up or down as appropriate to the original ability’s rules and modifiers. No unit may be affected in such a way more than once per game, and no unit may be delayed past Turn 3.
For example, an Astra Militarum Fleet Officer could delay the arrival of an opposing Heldrake until Turn 2. That Fleet Officer cannot then delay or advance another unit for the remainder of the game. A second Fleet Officer or another unit also could not delay that same Heldrake again to Turn 3.
A single D6 is rolled by the current alliance in the psychic phase to determine the base warp charge to be used by all players, who otherwise follow the standard rules to generate their own distinct warp charge pools. Each alliance with fewer players than the largest alliance receives an additional base amount of charge for each player fewer on their team, allocated to their players however they wish.
Players may only cast and deny powers using their own warp charge. The single player from any opposing alliance with any model within 48” of a psyker casting a power and willing to use the most warp charge to attempt denying a successful spell may do so. If multiple players want to attempt denying, select one randomly. Note that players may attempt to deny spells targeted at models other than their own.
Each alliance turn will include a mandatory time allotment for the assault phase, ensuring all close combats resolve at the usual turn pace.
There will be six fixed primary objective markers, and one secondary objective marker per player. Scoring will be conducted each game turn, as follows:
- Primary Objectives: Victory points worth the turn count divided by two (rounding up) per marker;
- Secondary Objectives: One victory point per marker;
- Warmaster: Six victory points for eliminating the opposing warmaster;
- Warlords: Three victory points for each enemy warlord eliminated;
- Superheavy vehicles, gargantuan creatures, and mighty bulwarks: Two victory points for each such enemy unit destroyed.
Players will also be individually scored, based on a personal mission and tactical achievements. The cards for these are available here.
Several small prizes for store credit at Redcap's will be awarded, the amount contingent on the number of players. All registration fees go toward these. There will be prizes for tactical achievements as well as painting & craftsmanship efforts.
Doors open at 11am. Players must be present by 11:45 at the latest, and as early as possible is best. There will be a short break for dinner in the late afternoon, and several options are within short walking distance.