March of the Marauders III ‘End of Times Edition’

When: Sunday March 15th, 2015 9am to 5pm
What: A damn Warhammer Tourney, fool!
Cost 20 bucks for members 25 for non-members includes two drink tickets and pizza lunch!!
How to build an army
Make an army of no more than 1000 points.
No Special Characters will be allowed.
Armies must be of current rule books, not some internet based rule set you downloaded online. Yes, the End Times books will be allowed. If you have questions, ask
When writing up your list, follow these rules for building your army:
• You must have three non-character units.
• You must have at least one character as your general.
• You do NOT have to follow the percentage rules (AKA minimum 25% core, 50% Special, 25% Rare, and so on).
• Yes, you can have all Special or Rare choices without a single core.
• You may have one duplicate of the same Special Choice.
• You may NOT duplicate any Rare choices.
Keep in mind the scenario objectives. They may need you to have Ranks to get the objectives. Some games you can’t win without getting the objective.
Extra models to bring
The only thing extra you will need to bring will be three objective markers. These objective markers need to have numbers on them numbered 1 through 3. These objective markers should be on either 25mm square or round bases. Don’t spend a lot of time working on these; they will not be part of the paint judging.
Other rules
All games will be played on 4’ x 4’ tables.

Battle 12 points
Paint 12 points
Sports 12 points
Overall 36 points
Trophies for the above three categories and draw prizes.

Round One: Head for the Pass
Deployment
Each player rolls a D6 and the highest roller chooses table sides.
The player that chooses table sides sets up their first unit within 15” of the table edge. Then in alternating order as described in the BRB, both players sets up their entire army.
Who goes first?
Both players roll a D6. The player that finished setting up first adds a +1 to their roll. The player that rolls highest chooses who goes first.
Table sides
The two sides of the table that players do not deploy on are considered Impassible terrain.
Game Length
Starting at the end of the 4th round and every turn after, one player rolls a D3 and adds the turn number to this roll. If the result is 7 or more, the game ends. Game will also end when time is called.
Scoring Units and How to Win
Any unit that has a rank and is on the opposite half of the table is considered a scoring unit. This does include the first rank as long as there are five models (or 3 if monstrous infantry). Units need to be mostly in the other half of the table to count as in the opposite table side. Units do not count as a scoring unit if they are fleeing. (skirmishers do not score)
Results
Name: Opponents Name: Table:
0 pts Major Loss If your opponent has two or more Scoring Units than you do.
1 pt Minor Loss If your opponent has more Scoring Units than you do.
2 ptsDraw If both players have the same number of Scoring Units.
3 pts Minor Win If you have more Scoring Units than your opponent
4 pts Major Win If you have two or more Scoring Units than your opponent.

Round Two: Claim Da Objective
Deployment
Each player rolls a D6 and the highest roller chooses table sides.
The player that chooses table sides sets up their first unit within 12” of the table edge. Then in alternating order as described in the BRB, both players sets up their entire army.
Objective Markers
After Deployment but before deciding who goes first place your objective markers. The player that finished setting up first places their markers first, do this by choosing an objective marker and place it next to one of their units. This marker lets everyone know this is a Scoring Unit (non character units only).
Who goes first?
Both players roll a D6. The player that finished setting up first adds a +1 to their roll. The player that rolls highest chooses who goes first.
Game Length
Game is 6 turns. Game will also end when time is called.
Claiming the Center and How to Win
At the end of each game turn, measure to see if any scoring units are within 6” from the center of the table, if there are the controlling player will receive Objective Points equal to the unit’s Objective Marker on that unit. Each player can get up to 6 Objective points per turn, so a maximum total of 36 points in the game.
Results
Name: Opponents Name: Table:
0 pts Major Loss If your opponent has 7 or more Objective Points than you do.
1 pt Minor Loss If your opponent has more Objective Points than you do.
2 pts Draw If both players have the same number of Objective points.
3 pts Minor Win If you have more Objective Points than your opponent
4 pts Major Win If you have 7 or more Objective Points than your opponent.

Round Three: Kill Dem All
Deployment
Each player rolls a D6 and the highest roller chooses table sides.
The player that chooses table sides sets up their first unit within 12” of the table edge. Then in alternating order as described in the BRB, both players sets up their entire army.
Objective Markers
After Deployment but before deciding who goes first place your objective markers. Place the number three marker on your most expensive unit, the number two marker on your general, and the number one marker on any unit you wish.
Who goes first?
Both players roll a D6. The player that finished setting up first adds a +1 to their roll. The player that rolls highest chooses who goes first.
Game Length
Game is 6 turns. Game will also end when time is called.
How to Win
When you remove an opponent’s unit with a marker on it, you get Objective Points equal to the value of the marker on that unit. The player with the most Objective Points wins the game.
Results
Name: Opponents Name: Table:
0 pts Major Loss If your opponent has 3 or more Objective Points than you do.
1 pt Minor Loss If your opponent has more Objective Points than you do.
2 pts Draw If both players have the same number of Objective points.
3 pts Minor Win If you have more Objective Points than your opponent
4 pts Major Win If you have 3 or more Objective Points than your opponent.

Round Four:Battle line
Deployment
Each player rolls a D6 and the highest roller chooses table sides.
The player that chooses table sides sets up their first unit within 12” of the table edge. Then in alternating order as described in the BRB, both players sets up their entire army.
Who goes first?
Both players roll a D6. The player that finished setting up first adds a +1 to their roll. The player that rolls highest chooses who goes first.
Game Length
Game is 6 turns. Game will also end when time is called.
How to Win
Crush your enemies. See them driven before you. Hear the lamentations of their women.
Results
Name: Opponents Name: Table:
0 pts Major Loss If your opponent has 300 or more Victory Points than you do.
1 pt Minor Loss If your opponent has 100 more Victory Points than you do.
2 pts Draw If both players have within 100 Victory points of each other.
3 pts Minor Win If you have more than 100 Victory Points than your opponent
4 pts Major Win If you have 300 or more Victory Points than your opponent.

    Sports Scores

Every one starts with 5 pts
+1 per best opponent vote
+1 pt list in on time March 12th, 2015
+1 pt brought objective markers
+1 pt for participating in food bank donation
-1 for incorrect list submitted
-1 for failing to complete multiple games
-1 for illegible score sheet

    Paint Scores

Judged – this is a checklist system
1 – All models are fully assembled
1 – All models are at least primed
1 – All models have 3 or more colours applied
1 – Washes and/or highlights have been used to make details stand out on a majority of models
1 – 50% or more of the army meets Basic Tabletop Standard
1 – 75% or more of the army meets Basic Tabletop Standard
1 – All models are based (basic dirt flock)
1 – Additional base work completed on a majority of models (Paint, Grass, Drybrushed)
1 – Are all models cohesively painted (does it appear to have a theme)
1 – Are there any conversions
Player Voted
1 – did you get one favorite army vote
1- did you win players choice for army
9:00 – 9:30am Registration/Set-up
9:30 – 11:00 am Game 1 (Head for the Pass)
11:00 – 11:15 am Break
11:15 am -12:45 pm Game 2 (Claim da Objective)
12:45 – 1:30 pm Lunch and players vote for favorite army
1:30 – 3:00 pm Game 3 (Kill Dem All)
3:00 – 3:15 pm Break
3:15 – 4:45 pm Game 4 (Battleline)
4:45 – 5:00 pm Pack up, compute results
5pm Awards ceremony

Thanks to our Sponsors!

Warmachine Hordes Journeyman League

We are going to be kicking off the first Journeyman League in Whitehorse in the beginning of March and just wanted to give everyone a heads up to start planning. We have room for 16 players and currently have 13 players already signed up.

What is the Journeyman League? The Journeyman League for WARMACHINE and HORDES is Privateer Press’ first official slow-grow league! This league is designed to encourage new players to begin learning the game with their chosen faction’s battle box and then expand their collection over the course of six weeks. The Journeyman League rewards both the player’s in-game victories and their skill with a brush. In fact, eager hobbyists can enter the league and score points just for assembling and painting their models!

Essentially, this allows you to starter earning points with just a beginner box and start mastering your faction. This is how Rye started to learn when he lived in Vancouver!

Our current roster is as follows:

1.Guillaume Robert/ Everblight
2. Alex Murdoch/ Protectorate of Menoth
3. Joel Leo Martel/ Khador
4. Lake Pearson/ Trollbloods
5. Rye Alaric/ Circle of Orboros
6. Alex’s friend/ Cygnar
7. Nicholas Logan/ Cygnar
8. Mack Smith/ Everblight
9. Land Pearson/ Minions
10. Ian Duncan/ Convergence
11. Michael Glowasky/ Skorne
12. Chris Lee/ Cygnar
13. Matthew Stratton/ Cygnar
14.
15.
16.

If you are interested and want to learn how to play Warmachine/ Hordes Please sign up and let me know what faction you are bringing to play!

Free for club members 5 bucks for non members. Shawn has offered 20% off warmachine/hordes for participants of the league

Full League rules can be found here:
http://privateerpress.com/organized-play/leagues/journeyman-league-rules

Firestorm Armada Campaign

for easier reading download pdf FSA_campaign06Jan15
2015 Northman Gaming Club Firestorm Armada Campaign
Based on the “The Man Battlestations Firestorm Armada Campaign System”
1. Introduction. The Firestorm universe is one fraught with peril, as massive fleets belonging to the
major powers of the Zenian League and Kurak Alliance wage deadly battle back and forth across
the Storm Zone in an epic war of annihilation that will shape the future of this quadrant of the
galaxy. And if this wasn’t enough, countless other factions are joining the fray for reasons of their
own; some are mere criminals, pirates and marauders who are motivated by greed. Others are
ideologues and fanatics, who see this war as a golden opportunity to influence events and
remake the galaxy to their liking. Whatever their cause, the net effect is that the regions
surrounding the Storm Zone are being plunged ever further into chaos.
This campaign system is designed to allow a group of players to play a campaign that tells its own
story inside the exciting Firestorm setting. Inside, you will find rules that allow you to create
legendary commanders, renowned vessels of war, and a series of scenarios that will enable you to
wage war and carve out your own empire!
2. New Concepts. The MBS Campaign System introduces a few new concepts that are not found in
the Firestorm Armada rulebook:
Renown – This is a measure of the level of esteem with which your commander character is
viewed by their respective High Command. Renown can be gained or lost depending on your
battle performance. The higher your renown, the more resources and reinforcements a player
will be able to obtain. At the end of the campaign, the commander with the highest Renown
wins!
Proficiency – This is a measure of how skilled a vessel’s crew is in combat, normally abbreviated
as “Pf”. All models medium sized and above are given a proficiency rating; for small ships, a
single proficiency rating is given to the entire squadron. The higher a ship or squadron’s
proficiency rating, the better it will perform in battle. These ratings can range between a
minimum of 5, indicating a Green crew, all the way to a maximum of 10, indicating a Veteran
ship that has seen much action and whose crew functions like a well-oiled machine (perhaps
literally in some cases!).
Re-rolls – Many famous commanders possess an “X-factor.” This might be the seemingly
miraculous ability to make the right decision in chaotic situation, or perhaps a charismatic
leadership style that inspires their crews to amazing feats of arms. To represent this, your
Commander will be granted a number of re-rolls, depending on their rank. A re-roll is exactly
what it sounds like; you pick up all the dice that you have just rolled for any check or attack, and
re-roll them. However, if you execute a re-roll, the second roll stands. Additionally, in the case of
attacks, the re-roll can only apply to the initial dice roll, before any additional dice gained from
exploding 6’s are rolled. The re-roll does NOT apply to those additional D6’s. Re-rolls can only be
used in the Fight! step of a campaign activation. A commander’s re-rolls can only be used once
per game; following the game, they “re-charge” and are available again.Page 2 7-Jan-15
3. Campaign Set-up
a. Faction Selection. At least two players are required to start the campaign; one player
must belong to the Kurak Alliance (KA), and the other to the Zenian League (ZL). Each
player should choose one of the 3 Major Factions for their respective side, i.e. the
Terrans, Sorylians, or Aquans for the KA and the Dindrenzi, Relthoza, or Directorate
for the ZL. Any number of additional players can join in, either fielding one of the 6
Major Factions or one of the smaller Alliance or Marauder factions.
b. Fleet Roster Creation. Each player now creates their starting fleet roster. The Major
Faction players will build their rosters using the Battle Fleet construction list from their
respective fleet guides. It is recommended that each Major Faction player start with at
least 1,000 points worth of models. Minor Factions and Marauder Factions will create
Patrol Fleet lists using their respective faction guides. Each model in the starting roster
must be taken “as-is,” with no hard point modifications or upgrades installed. These
modifications and upgrades will become available as the campaign progresses and
ships are fitted with new technology being raced to the front line! Each model and
squadron will need a name and will have a separate entry on the roster for tracking
the ship’s proficiency, damage, crew status, upgrades, etc. This should be done on this
campaign’s fleet roster spreadsheet (found on the Event page of NGC Facebook) and
updated after each battle. An analog version is also provided as Appendix A.
Once the fleet’s composition is decided, players will need to determine the starting
Proficiency (Pf) level of each ship in their fleet. These values might well vary across a
fleet, representing the fact that various ships have been pulled from different
sectors and might have differing levels of experience, better or worse officers, etc.
To find a ship’s starting proficiency roll 1D6, consult the table below, and note the
resultant proficiency level on the roster entry for the ship:
D6 Roll Proficiency Level
1* Untried (Pf 6)
2-3 Battle-Tested (Pf 7)
4-5 Battle-Hardened (Pf 8)
6 Veteran (Pf 9)
* fully painted squadrons re-roll 1s—fully equipped squadrons would not be Untried.
Note that it is not possible to achieve Crack (Pf 10) status at the start of the
campaign. No matter how experienced a ship is, it will be new to this theater of war,
and that will cause at least some consternation with the crew as they adapt to their
surroundings. Likewise, no ship will start at the bottom level of Green (Pf 5); no
matter how desperate the war has gotten, a high command isn’t going to send a ship
that poorly trained to the front lines!
Page 3 7-Jan-15
c. Map & Home System Selection. The next step is to consult the campaign map for the
sector of the Storm Zone you will be fighting in (see attached). The campaign’s system
map will be appended to this document. This map will be used to keep track of the
systems controlled by the players as the campaign progresses. Once the map has been
chosen, each of the Major Faction players will need to select their starting systems
from those available on the map, up to a total of three starting systems. Starting with
the fleet with the lowest points total picks one system first, then, the next lowest picks
second, etc. (this order represents smaller fleets being more “nimble” and moving
quicker/sooner than the larger fleets).
Second system picking then occurs in reverse order (largest fleet first). All selected
systems by a player must have no more than one neutral system between their starting
systems.
Third system picking then occurs again starting with the lowest point fleets.
Minor powers select their home systems in the same way after all Major Factions have
chosen their home systems.
Marauder Factions go last, and select their home systems are secret. This represents
their hidden Pirate lair!
d. The Commander. Each player’s fleet has a commander that represents the player on the
table. Over the course of the campaign, the commander will collect renown points and
receive promotions as a result. At the end of the campaign, the commander with the
highest renown is the winner! Once your fleet roster is in order, you will “assign” your
commander by giving him or her a name and recording their starting Renown value of
“1.” You track this on Fleet Commander Service Jacket which is included as part of your
Fleet Roster in the campaign’s spreadsheet An analog version is also provided as
Appendix A. . The commander must also be assigned to a specific ship that will serve as
that officer’s flag ship. For this purpose, not any ship will do. You must select a Medium
or Large Capital class ship. Non-capital ships lack the proper command and control
facilities that your fleet commander will require to effectively lead your force, to say
nothing of their lack of grandeur! If the commander’s flagship is present at a battle, then
“you” are there, and are able to make use of any special commander abilities. If the
flagship is not taking part in a battle, then the commander’s abilities will be unavailable.
If the flagship is Lost, it is assumed that the commander manages to escape. They can do
no more to influence that battle, but you may assign them to a new flagship once the
game is over.
Page 4 7-Jan-15
4. Fighting the Campaign
a. Phases. Each Campaign Turn consists of two phases, as described below:
i. Strategic Phase
ii. Operational Phase
b. Strategic Phase. During the strategic phase, the initiative order for that Campaign Turn
will be determined by the lowest current points total picks first, then, the next lowest
picks second, etc. Ties will be resolved by highest Renown choosing first.
Example: Four players have total fleet values of 870, 910, 910, and 1100pts. The player
with 870pt fleet will go first in the Operational Phase. The two players with fleet value of
910 will compare Renown (one had Renown of 4, the other 6) with the highest Renown
going first. These two players will then go 3rd and 2nd, respectively. The player with a
fleet of 1100 on the goes 4th
.
c. Operational Phase. During the operational phase, each player activates in sequence and
completes a Campaign Activation. A Campaign Activation is divided into the following
steps:
i. Select Systems To Attack. Players can select up to two systems to attack per
turn1
. The player can only attack a system that is connected to one they
already control by a Fold Space Channel. If the system is Neutral, the player
may challenge any player in the campaign. Otherwise, they will be fighting the
player that already controls the system.
ii. Determine Orders. Roll 1D6 and consult the table below:
1D6 Roll Orders
1-2 Raid (350-500 pts)
4-6 Battle (500-1000 pts)
If the player whose activation it is has 21 or more Renown, then they may choose
to play either a Raid or Battle instead of rolling on the chart.
iii. Decide Scenario. Roll 1D6 to select one of the scenarios from the FA rulebook.
The player whose activation it is will always be the Attacker for scenario
purposes. If both players agree, a scenario can be chosen from the list in the
book instead of rolled for. Additionally, feel free to substitute your own
scenarios!
iv. Determine Size of Game. Once the scenario has been chosen, the two players
involved agree on the point limit for the game, within the limits of the Orders
table. If one player holds more systems than the other player, their forces will
be spread more thinly. This gives the player with fewer systems an advantage.
Thus, the player with more systems must reduce the size of their fleet by 10
points for every additional system held over his opponent.

1
Players can have “bonus” games each turn beyond those define in the Operations Phase. These are ad hoc or
pick-up games that can add to the players’ Renown. All bonus games are Raids, but confer all of the campaign
benefits of a normal Raid order. Page 5 7-Jan-15
v. Pick Fleets. Players now choose forces from their fleet roster to play the game.
These fleets are still subject to the fleet composition rules found in the applicable
faction guide. Note that players can take reduced-size squadrons in order to
reduce the number of fleet points to meet the game size restrictions. This may
mean taking less than full squadrons in some instances.
vi. Fight! The two players now play the selected scenario with the fleets they have
chosen from their rosters. The victory conditions are in accordance with the
scenario rules listed in the rule book.
vii. Aftermath. Once the game is over, a series of steps must be completed to
determine how the outcome has affected the course of the campaign. The
Aftermath should be conducted immediately after the battle and the
opponents should observe each other’s Aftermath. These steps are:
1. Spoils of War
a. Whenever an attacker wins a battle, that player claims control
of the system. If an attacker wins a raid, the raided system
counts as being under that player’s control for the rest of that
Campaign Activation. That means the system’s resources will be
available for the attacker’s use during the Repair Step, as
described below.
2. Narrow Escape Checks
a. When a ship is reduced to 0 HP, it is considered lost for the
purposes of that game. However, this does not mean that a ship
has been destroyed. It is possible that it has taken such heavy
punishment that all of its major systems and power plants have
been knocked off-line, making it all but invisible to most sensors
at common combat ranges. A crafty crew will bide their time
until the battle has subsided, then make emergency repairs and
escape. It is not uncommon for heavily damaged ships to limp
back to a friendly base days or even weeks after they were
presumed “lost” in battle!
Therefore, any destroyed Medium-sized or larger ship may
make a Narrow Escape roll following the game. On a 4+, the
ship actually survives the battle, and is returned to a player’s
roster with 1 HP and 1 CP. Ships that make a successful Narrow
Escape check do not count as Lost for the purposes of Renown
adjustment. Ships that were lost due to Reactor Overloads,
Collisions, or being captured in a Boarding Action cannot make
Narrow Escape checks; the enemy is not going to politely hand
their prizes back to their enemies, and ships that blow up tend
to stay blown up! Likewise, Small models cannot make
NarrowEscape rolls since ships that small simply do not have
the ability to take the punishment a larger vessel can.
Page 6 7-Jan-15
3. Adjust Renown
a. As discussed earlier, Renown is a measure of the fame or infamy
enjoyed by a player’s commander. A commander starts with a
Renown score of 1, and gains or loses additional points of
Renown per the table below (this table assumes you are using
the Battle Log in your games to determine Margin of Victory).
In this step, both the Attacker and Defender adjust their
commander’s Renown. A commander’s renown score is
extremely important, as it will decide the winner at the end of
the campaign. Note that you gain or lose renown regardless if
the commander’s flagship took part in the battle. Also note that
you can never have less than 1 Renown point; you may be
renowned as a bad commander, but you will be renowned
nonetheless!
RENOWN TABLE
Winning a Landslide Victory +3
Winning a Major Triumph +2
Winning a Marginal Success +1
Each Capital Class model captured +1
Fought Commander With Higher
Renown
+1
Fought Fleet with higher points value
and Lost
+1
Fought Fleet with higher points value
and won
+2
Fleet Painted Bonus2
+1
“Blitzkrieg Bonus” Game completed in
under 2.5 hrs (time starts from start of
deployment)
+1
Losing a Battle or Raid -1
Each Large Capital Class model lost -1
Results of the battle, including the renowned adjustment should be posted in the campaign’s online form. It is
recommended that photographic evidence of the battle is posted on the Facebook event page.

2
Fleet Painting Bonus will escalate each monthly Campaign Turn as follows:
Turn 1 – at minimum, all models in battle are assembled and primed
Turn 2 – all models in battle are primed and at least 1 squadron is painted
Turn 3 – all models in battle are primed and at least 2 squadrons are painted
Turn 4 – all models in battle are primed and at least 3 squadrons are painted
Turn 5 – all models in battle are primed and at least 4 squadrons are painted
Turn 6 – all models in battle are painted or at least 5 squadrons are painted
Definition of “Painted” = at least three colours plus either highlighted or shaded/washed. Page 7 7-Jan-15
Renown Perks
1-5 • 1 Re-Roll
6-10 • 2 Re-Rolls
11-20 • 2 Re-Rolls
• Free “Intel Gained” TAC
21-30 • 3 Re-Rolls
• Free “Intel Gained” TAC
31-50 • 3 Re-Rolls
• Free “Intel Gained” TAC
• Flagship gains “Special Forces” MAR
51+ • 4 Re-Rolls
• Free “Intel Gained” TAC
• Flagship gains “Special Forces” MAR
4. Promotions & Demotions
a. Your commander will receive promotions according to their
renown as shown on the tables below. It is also possible to be
demoted to the next lower rank if you lose too much renown
and no longer qualify for your lofty title! The higher a
commander’s rank, the more perks and Fleet Re-rolls they
will be granted. These perks represent your commander’s
improving abilities, the growth of a personal espionage
network, or even the assignment of an elite body guard to
keep their lofty personage safe!
Along with these benefits, your commander will also gain
titles to go along with their rank, depending on their faction:
Kurak Alliance Titles
Renown Terran Sorylian Aquan
1-5 Captain Master Scout Spawn Guardian
6-10 Commodore Sky Hunter Shoal Guardian
11-20 Rear Admiral Master Sky Hunter Shoal Protector
21-30 Vice Admiral Sky Predator Guardian of the Sebrutan
31-50 Fleet Admiral Master Predator Protector of the Sebrutan
51+ Star Admiral Warlord Grand Admiral of the Sebrutan
Zenian League Titles
Renown Dindrenzi Directorate Relthoza
1-5 Lieutenant-Captain Associate Fleet
Manager
Brood Leader
6-10 Captain Fleet Manager Brood Master
11-20 Senior Captain General Fleet Manager Swarm Leader
21-30 Admiral Deputy Director, Fleet
Operations
Swarm Master
31-50 General Admiral Director, Fleet
Operations
Hive Leader
51+ Grand Admiral Vice President of Fleet
Operations
Hive Master Page 8 7-Jan-15
5. Ship Experience. As the campaign progresses, the crew of veteran ships
will gradually learn what it takes to survive in battle. As their teamwork
improves and confidence grows, these experienced crews will become
more and more effective; this is represented by increasing their
Proficiency characteristic. However, ships that take heavy crew losses
will end up losing some of their finely honed edge, as they absorb large
numbers of new replacements to round out their decimated crews.
a. Gaining Experience: Roll 2D6 for each Medium and larger ship
that fought in the battle and was not destroyed. If the roll is
higher than that ship’s current Pf rating, then its Pf rating is
increased by 1.
b. Narrow Escapes: Even a successful Narrow Escape is hard on a
ship and crew; any vessel that passes a Narrow Escape check
also suffers -1 to its Pf rating, to a minimum of 5.
c. Small Class Vessels: Squadrons of small class vessels gain and
lose Pf in a similar manner to their larger brethren; in their case,
the Pf rating applies to the entire squadron, instead of each
individual ship.
d. Proficiency Perks: A crew’s Pf level confers certain advantages
and disadvantages. At the low end, a crew may find it hard to
survive the same adversity a veteran crew can. On the high end,
crack crews gain the benefit of MARs that represent the hardwon
experience of their many battles. Crews gain certain perks
based on their Pf level per the table below:
Pf Level Perks
Untried (Pf 6) Model suffers -1 to its D6 rolls for Narrow
Escape checks
Battle-Tested (Pf 7) No Bonus
Battle-Hardened (Pf 8) Model Gains “Experienced Engineers” MAR
Veteran (Pf 9) Model Gains “Experienced Engineers” and
“Elite Crew” MARs
Crack (Pf 10) Model Gains “Experienced Engineers” and
“Elite Crew” MARs, and +1 to its D6 rolls for
Narrow Escape checks. Page 9 7-Jan-15
6. Repairs & Withdrawals. In a campaign, ships that have suffered damage
must be repaired, and lost crew must be replaced. The number of
systems a player controls determines just how much damage can be
fixed and how many new spacers can be recruited to replace lost crew.
It is entirely possible that your fledgling empire will not generate
enough resources to repair all the damage and crew loss your fleet has
suffered. In that case, you can let such undermanned and damaged
ships limp on until such time they can be repaired, or they can be sent
back to a rear area for repair at a major fleet base.
a. Repairs: A player repairs HP and CP damage from a pool of
points generated by the planets they control. Each type of
planet generates a different number of CP and HP per turn;
these values also vary with a Commander’s Renown. Renown is
important because it helps with recruiting/press-ganging new
crew, claiming resources and dockyard space, etc. Note that all
Critical Effects are repaired automatically after a battle. Also
remember that if the attacker won a raid he may count the
system where the raid took place as his own for this activation.
You can also use HP and CP repair points to restore Small ship
squadrons to full strength; each ship costs its HP and CP value
to replace. To determine your commander’s HP and CP pool,
look up the numbers for each planet you control for your
commander’s current Renown using the table below. Note that
any CP or HP not used during a player’s activation is lost; you
cannot “bank” CP and HP from turn to turn!
Renown Uninhabited Settled Developed Civilized Industrialized
1-5 1 HP/0 CP 1 HP/1 CP 1 HP/0 CP 1 HP/2 CP 4 HP/1 CP
6-10 1 HP/0 CP 1 HP/1 CP 1 HP/0 CP 2 HP/2 CP 4 HP/2 CP
11-20 1 HP/0 CP 1 HP/1 CP 1 HP/0 CP 3 HP/3 CP 5 HP/2 CP
21-30 1 HP/0 CP 2 HP/2 CP 1 HP/0 CP 4 HP/4 CP 6 HP/3 CP
31-50 1 HP/0 CP 2 HP/2 CP 1 HP/0 CP 5 HP/6 CP 8 HP/3 CP
51+ 1 HP/0 CP 3 HP/2 CP 1 HP/0 CP 6 HP/8 CP 10 HP/4 CP

b. Withdrawing Ships: A player may choose to withdraw ships to
get them fully repaired at a major base. Mark the fact they have
been withdrawn on the fleet register. Ships which are
withdrawn are unavailable until the beginning of the player’s
next Strategic Phase, at which they return to the fleet with full
HP and CP. Squadrons of Small models return at full health and
their starting number of ships. If, for any reason, a ship is
reduced to Pf 5, it is automatically withdrawn, having been
deemed as combat-ineffective due to the poor quality of its
crew. Ships withdrawn for this reason will return with full HP,
CP, and Pf 6.Page 10 7-Jan-15
7. Appeals. After repairs have been completed, the player whose
Campaign Activation it is can appeal to higher headquarters for
additional aid. This aid could take the form of badly needed
reinforcements, or the latest technologies with which to upgrade your
existing fleet. A Commander with high Renown will wield great
influence and be able to demand a greater share of resources from
their faction’s war effort. To reflect this, the number of appeals that
may be made depends on the player’s Renown as shown in the table
below:
Renown Number of Appeals
1-10 1
11-30 2
31-50 3
51+ 4
Appeals may be made for Reinforcements or Refits. If you are allowed
to make more than one appeal, you can ask for the same thing up to
two times. In order to determine if the appeal is successful, roll 1D6 for
each attempt. Reinforcement Appeals are successful on a 2+, while Refit
Appeals are successful on a 4+. You must declare the type of appeal you
are trying for before rolling.
a. Reinforcements. If the appeal is granted, one new
squadron may be added to the player’s fleet registry.
Note that the models of this squadron can be of any
size, small through massive. If the squadron consists of
more than one ship, you can have as many ships in the
squadron as you have models to represent, up to the
maximum allowed squadron size. The Pf rating for this
squadron is determined randomly using the same table
from the Campaign Set-up rules.
b. Refits. If the appeal is granted, select one squadron,
and select one of the Hardpoint or Upgrade selection
for that squadron. That squadron now counts as having
that Upgrade or Hardpoint, and its cost rises by the
amount listed in the applicable fleet guide. These
hardpoint installs and upgrades are permanent,
meaning that the model’s cost permanently increases
too! This appeal cannot be applied to a model that
already has all of its upgrades and all of its hard points
filled.
fire strom campaign map

Battle Report (FYI Zero Editing) Orks w Necron Allies Vs Grey Knights, Luke Vs Mack

In a Reclusive corner of the Galaxy exists a lonely cold Planetoid. While the inhabitants are numerous, they can be broken down into two populations: the especially numerous and sleepy Necrons and the infinite infesting Orks. During the War against the old ones, this Planetoid was a Necron strong point, able to move anywhere it needed to be and deploy countless legions. In an attempt to block up or disable the strong point the old ones summon one of their newest and proudest creations the “Ork”. The Genius of the Ork, is that if killed, the fallen body pollinates the surrounding area with millions of Orky spores, that if left un purged, will grow with innate mastery of Combat, Teknology, or wielding the warp into Grots (which run and hide) and then Orks (gather weapons), and some will grow into Nobs (build gangs). The final step is when a War boss emerges who can Rally the Gags into a terrifying Forces of destruction.

Unfortunately for the Base, Necron Warriors don’t retain enough cleverness to ensure a complete Purge, and the outer shell of the Fort quickly became blocked up, rendering the strong point more of a liability. Responding the Silent King kicked the base into sleep mode and sent it into the depths of space hoping the deep coldness would over time freeze away the infestation. Then like the rest of the Necron tome worlds, it was forgotten.

Until one fateful night when BenderHoeTep (BHT) discovered it drifting in space, getting awfully close to a young sun. Knowing the inherent prestige such a fortress would offer, the risks went uncalculated and all processing power was diverted to planning the reclamation and restoration of BHT’s new home world.

BHT was able to Land and Link in his battleship and gaining access to the computer system almost immediately, it also became clear that this was no Necron paradise but an Icy Tome. What followed next was the 2nd war for the strong point, the nearby sun had already warmed up ancient spores and the Orks had wasted no time in making a mess.

Over the next few decades of conflict several Ork tribes formed, a chaos daemon lair attached itself to the Base, and even a way ward Tyranid spore impacted the fort and grew into a nice little swarm. BHT maintained an Iron grip on the Command deck and the interior (for the most part) because of his incredibly tight perimeter defense, but he couldn’t get out, always he thought of possible solutions to his unwanted guests.. And then one day inspiration called.. Actually it was Dag~Nail (Super Genius) the Warboss of the Blue Pantaloons calling.
“Waaagh, BHT I Waaagh you,., your no fair fighting! Let’s go together to Fight the Spack Marin! I see’in them Planet side..”
Dag~Nail! Greetings. Are you saying you want to leave the station and go planet side to Fight?”
“Zug, and you’re coming too!”
“ZUG, Have your Boys stand by at the Invasion Beamers and I’ll meeting you Planet side!”

BHT felt it best to not add much Ceremony to such a glorious alliance! He had contemplated Partnership with Orks in the past, they are such a useful species but they just don’t have a work able disposition. In this case he felt it’s just best to let the Orks do as they please. BHT quickly made a task force up of his more Impressive yet expendable troops, Flayed Ones, Destroyers, Immortals in a Night Scythe, Annihilation Barge and a Catacomb Command Barge.. A pretty nice display.

The Invasion Beamers were right in the middle of Ork territory, the technology Hummed back to life and the Orks swarmed the Portals as if it was Black Friday in Kanas city. BHT Magestically on his Barge followed by the A. Barge floated into the portal while the Rest of the Necron force conducted Orbital incretions.

Riding out of the portal was a high point for BHT, he really felt like a Boss using the old the tech for its intended purpose, Invasion. He quickly spotted Dag~nail and his trusty Doctor Sang-Gwitch at a forward command position.
Dag~nail Smiled, and said “Ok, your Right flank, we’ll hold until your boys soften them up.”

Put off his High Horse by such a Command BHT rebuttled “Well that’s not very Orky,.. Shouldn’t you just charge your boys head long into their guns?”

“HAR HAR HAR, No, I’m da Super Genius Boss!, unless you wanna be the boss, Listen” Dag~nail fires up his Robotic Claw and Flexes his incredible green body, stretching his Magnificent Blue Pantaloons to the Max.

“No, that’s quite alright, your da boss.” BHT reluctantly skims over to the right flank.. Where he starts checking “Up to the Nano Necron News” and “As we Slumber Drama Feed” on his monitor.

Game Begins..

BHT peering at his monitor muttering to himself “I can’t believe he Is the Fabricator..” When suddenly his command barge is Rocked by enemy fire.. Shields down.. 1 pilot destroyed.. BHT adjusts his search protocols to figure out what hit him when he spots a Nemesis Dreadnought. Quickly checking his Pockets for some Mind Shackle Scarabs BHT instructs his pilot to charge that bastard! Not able to find any Scarabs in his front pockets, BHT continues his search in his secret Cloak pockets.. and then in the dash.. and looks up just in time to see a massive Sword cleaving his Barge and Leg right in 2.. Massive damage protocols engaged and emergency transport back to the Strong Point. First Blood to the Grey Knights.

A turn or 4 latter The Orks have been eating bullets and their numbers are dwindling, but not as fast as the Grey Knights would like. Grey Knight Reserve forces that should have come on the first turn have been delayed until turn 4 but now the master plan comes together. A Huge Squad of Paladins lands right next to Dag~nail, his 30 odd boys and Dr. Sang-Gwitch.. Precision shooting takes out the squad Nob, just before an Nemesis Dread Knight Smashes into the unit, Challenging anyone strong enough to take him on.

Dag~nail Bellows out, “I’m the strongest and the Smartest!” SangGwitch jumps infront of him and Pleads.. “No Mr.Dag~nial.. You’ll Die, let me share the load” ..The 2 Orks locks eyes for a moment before Dag~nail firmly retorts “Ha, this is my Burden, I must see it Done! Waagh”

Turning to face the Dread Knight, Dag~nail is Caught right in the shoulder by the Knight’s Epic sword.. removing an Arm and a Leg.. And some midsection… guts splewing all over.. Warlord Kill to the Grey Knights

A shrill Fear grips the Boys as their Leader falls,. They are just about to run when a Stern voice and Awful Urty syringe stabs out at them “Don’t abandon your Special Leader now!, he needs you boys.. Rally!” A few of group gets holes in their faces.. but the rest Hold..

The Ork Boys Hold long enough for the Flayed ones Unit to counter charge the dread Knight, which has now almost finished slaughtering the OrK boys, Just old Sang-Gwicht who, was busy gathering up Dag~nail and whimpering, “I’m your Sang, I’m your Sang.. You’ll be ok once I put you back together.” No one hears the wimpers over the pathetic sound of Flayer Claws on Knight’s Armour.. 80 attemps and not a scratch.. Smashed Orks all around the Knight, one Boy (holding a leg) and SangGwitch Flee.. getting Dag~nails body(most of) to safety.

Well, I can’t remember much else, Fun game.. took almost 5 hours to play!

Thanks Mack, Good Game

The End.. Unless I write more.. or Edit or Mack adds something.

Titans 2014 Warhammer Fantasy Championships January 10th, 2015

For this years championships we will be using Waaagh!paca Primer rules pack.

2000 points plus a characterful model on an infantry base to be your ‘man of intrigue’
3 games
10 buck
Saturday January 10th, 2015

Game 1 3:00-5:30
Game 2 6:00 – 8:30
Game 3 8:45 – 11:15
rules2015

rulesFAQ2015

2015PrimerScenarios

paint will be players choice voting.  if you have an army commisioned or borrowed it is not eligble for paint points (does not contriubte to overall)

sports will be voting on for your favorite game/player.

Memberships

Hi folks!

Since we have become a registered society, we have decided to have membership dues. Now, this isn’t going into our pockets, but, into the cost of keeping the club house operating throughout the year. Power isn’t free, and neither is firewood! It also means there will be better prize support at tournaments and some deals for when you pay! As a paid member, you get:

-10% off at Titans Gaming
-$5 off Northmen Gaming Club Warhammer Fantasy and 40k Tournaments
-Storage cubby at the club house (looking at options for doors and locks)
-The warm fuzzy feeling of supporting the organization in the form of terrain and better held events

The costs aren’t huge, a full year of support for adults will be $40 dollars. If you are 17 and under it is $20 dollars.And for the sporadic members, we have a monthly cost of $5, or 4 evenings.

As it stands, you do not need to be a member to access the clubhouse, but, if it starts to fill up priority will be given to those that have a membership. This means, members get first pick of terrain and table location.

Please complete your membership form and payment by following the posted link below. After you submit your form a paypal link will appear where you can pay your dues or you can pay in person at club.

https://northmengamingclub.wordpress.com/membership/

We look forward to watching the club grow and with your help, we can make it the best club north of 60!

Respectfully yours,

Ian, Land, and Ryan

Storm of Swords results

What a great event. I felt that the objectives added a whole new element that went well i will build upon for the Yukomicon event. I had a lot of fun playing keep away with my beast of nurgle for two games. I tried with the soulgrinder in the first but even the stumpy legs of the dwarves managed to catch him. He is just soo big.
Here are the results.
Best Overall: Land Pearson Demons of Chaos
Best General: Larry White Wood Elves
Lady Luck has Deserted me: Marcus Lenz Warriors of Chaos

Storm of Swords

Name Army Opponents Total paint Sports Battle Overall Strength of schedule
Land Demons of Chaos Brian, Mark, Larry 15 13 44 81 77
Alex Ogre Kingdoms Mark, Larry, Cole 8 13 41 71 70
Larry Wood Elves Cole, Alex, Land 4 12 48 70 103
Brian Dwarves Land, Cole, Mark 5 12 25 51 66
Cole Dwarves Larry, Brian, Alex 1 10 18 35 114
Marcus Warriors of Chaos Alex, Land, Brian 1 13 4 20 110

As always please post or send me any comments, questions concerns.

Storm of Swords 2000 point Warhammer Fantasy Tournament

stormof swords poster

When: Sunday June 1st, 2014 (lists due Thursday May 29th, 2014 for bonus points)

Where: Titan Gaming and Collectibles
What: 2000 Warhammer Fantasy Battle Tournament
Entry fee: 10 bucks
Submit lists to northemngamingclub@gmail.com or they can be dropped off at Titan’s
Scoring: out of 95 points
60 points Battle, 5 list in on time, 15 sports, 15 paint

Schedule:
9:15 – 9:30 am Registration/Set-up
9:30 – 11:45 pm Game 1 (Dawn attack)
11:45 – 12:15 pm lunch and vote for best appearance
12:15 pm -2:30 pm Game 2 (Meeting Engagement)
2:30 – 2:45 pm break
2:45 – 5:00 pm Game 3 (Battleline)
5:00 – 5:15 pm Pack up, compute results
5:15 pm Awards ceremony
*There will be bonus battle points available please read rules pack

Please review the rules pack below. Any changes have been made in magenta and do go read them significant changes to scoring and may influence list design!!!
StormofSwords

March of the Marauders II

Overall Champion: Nicolas Logan
Best General: Larry White
Best Paint: Lake Pearson
Best Sport: Allan Lee

Name Army Opponents Battle B. rank Sports S. rank Paint P. rank Overall Strength
Nicholas Logan Dark Elves Luke, Leigh, Stuart, Matthew 1272 2 19 4 12 2 8 -1268
Lake Pearson Skaven Cole, Larry, Matthew, Ian 534 4 19 3 15 1 8 3592
Larry White Vampire Counts Phil, Lake, Ian, Leigh 3361 1 17 9 10 3 13 -727
Stuart Knaack Lizardmen Ian, Kieran, Nicholas, Phil 266 6 19 5 10 3 14 -991
Leigh H Godson Dark Elves Matthew, Nicholas, Luke, Larry -333 8 19 6 4 6 20 3432
Matthew Stratton Dwarves Leigh, Luke, Lake, Nicholas -603 10 21 2 2 8 20 875
Allan Lee High Elves Kieran, Ian, Phil, Luke -1931 12 22 1 2 8 21 -2861
Kieran Slobodin Beastmen Allan, Stuart, Cole, Cole -1335 7 18 7 3 7 21 -1075
Ian Duncan Brettonians Stuart, Allan, Larry, Lake 539 3 16 11 2 8 22 2230
Luke Sugden Emprie Nicholas, Matthew, Leigh, Allan -598 9 17 10 8 5 24 -1595
Cole Sinclair Dwarves Lake, Phil, Kieran, Kieran 295 5 13 12 2 8 25 -3603
Phil Wurtak High Elves Larry, Cole, Allan, Stuart -1467 11 18 8 2 8 27 1991

The ranking is done on overall this tournament was a third paint a third sports and a third battle. Your rank in each of those catergories was added together and the lowest number was the best overall with ties being broken on battle points.  Last year I thought this system worked really well. This year I wasn’t so sure and don’t think I will do an event this way again.  Maybe it is a year of running tournaments with a 20-0 system just makes me like that better.

All in all it was a great event with twice as many people as we have ever had at a fantasy event in the yukon.  Plus there were about 4 people that could of should of been there but were ethier out of town or previously booked.  This makes me very excited for the event that we will hold at Yukomicon.  Please send me any feedback you have.

May the 4th Warhammer 40k 1639 pt tournament

may the 4th

1138 + 501 Points
(1639 pts)
May 4, 2014
Doors open @ 9:15AM
$15.00 entry

With this Holy of Holy days;
it is time to play some 40K.
Lists due by May 1, 2014
Prizes:
In game Star Wars based scavenger hunt
Best Star Wars Clothing/Costume
Best General
Dice Don’t Like Me

3 Rounds will be played
Approximately 2H15Min rounds

Round 1: Relic ( 9:30 – 11:45)
Round 2: The Emperor’s Will ( 12:00 – 2:15)
Round 3: Purge the Alien ( 2:30 – 4:45)

RULES FOR WARHAMMER 40K TOURNAMENT 
Rule Books: 
The Warhammer 40,000 SIXTH Edition Rules will be used. 

MODELS AND POINTS: 

1. Each player must bring an army consisting of 1639 points or fewer , in accordance with these rules.

2. All models must follow “What You See Is What You Get” (WYSIWYG). All weapons, war gear, and so forth must be represented on the model unless otherwise approved (see number 3).
2B. JR WYSIWYG – Under the age of 18 Every model in the player’s army list MUST be represented on the board by a fully built model. Weapons may be proxied, but full WYSIWYG models should be used where ever possible. All models that have weapons/upgrades proxied MUST be identified to their opponent before the game begins.

3. Pictures of conversions or “counts as” models must be emailed to the Tournament Organizer unless they have previously been approved. Models can be brought down to Titan prior to the event to be OK’d for tournament play as well. There is an expectation that your conversions or “counts as” models are “hobby quality.” No “toys” will be allowed. 

4. Warlord Traits – If you roll your Warlord trait out of the BRB, you roll once and choose any trait with that number. If rolling out of a codex, generate the trait as normal.

5. Fortifications – All Fortifications are allowed, except for those equipped with d weapons. If you are placing a large Fortification, that does not fit anywhere on the players half and would displace a piece of terrain already on the board, move it by the minimal amount.
If you are bringing a piece of fortification that you have scratch built, please make sure it matches the same footprint as that of the official GW model it represents. If your footprint is larger than that of the GW equivalent, then the area of benefit should be reduced appropriately.

6. Psychic Powers – At the start of each game, prior to deployment, players may choose to select the psychic powers listed in their Codex as normal OR swap them for a number of rolls on the psychic disciplines tables per the Warhammer 40,000 rule book. Unless stated otherwise, you MAY NOT mix and match Codex and rule book powers. 

7. Forge World / Imperial Armour / Stronghold Assault units AND ARMY LISTS bearing the “40k Approved” stamp **ARE** allowed in this event. 

Escalation, Super Heavies, Super Heavy Flyers, Gargantuan Creatures, Apocalypse Formations, and Strategic Assets are not allowed. 

Players MUST have a hard copy of all Forge World / Imperial Armour / Stronghold Assault rules if they wish to field corresponding units / lists. NO EXCEPTIONS. 

8. We will require that each player submits his army list to Titan Gaming and Collectables on or before Thursday May 1, 2014. We ask that players email their lists to brianarstuart@gmail.com as soon as they are finalized. All lists are going to be verified before the event begins.

10. If illegal units or other rules violations are found in a player’s army list, at a minimum, the models in violation will be removed from all subsequent play. In addition, tournament points may be deducted and/or award eligibility may be forfeited. If in doubt, please ask for clarification in advance. 

11. Restrictions: 

• This event will not use “Mysterious Terrain” (p.102-103). 
• This event will not use “Archotech Artefacts” (p 106). 
• This event will not use “Unique Terrain” (p. 107). 

HOW THE TOURNAMENT WORKS: 

• Competitors will participate in three (3) games over the course of the day. In each game, you will play a scenario and record the outcome of the battle on your results sheet. Each round you will play a different opponent. 

• Each round will last 2 hours and 15 minutes. Players may begin playing as soon as they have finished deployment. 

• In the first round, teams will be matched up randomly. After the first round, teams will be matched up according to current rankings in the tournament (based on the number of points they’ve scored) e.g., the team in first place will play the team in second place and so on. We will try our best not to pair teams that come to the event together or regularly play each other in the first round. If a team receives a BYE they will be awarded max points for all objectives but zero points for everything else. 

• You will not play the same player twice. 

• We will do our best to prevent a player from playing on the same table twice in a row. 

• The pairings for each round will be posted as soon as they are determined. Please be sure to arrive at your table ready to play right away. 

• Slow playing will NOT be tolerated. Players are expected to complete at least 4 rounds. If you suspect your opponent is slow playing PLEASE notify the Tournament Organizer as soon as possible as we cannot do anything about alleged slow play after the fact. 

• Each game will be played on a 4′ x 6′ board. 

• Players will receive Results Sheets at the beginning of each round. Each results sheet must be filled in properly to ensure that match-ups and point totals are correct. Once Results Sheets are completed they are to be turned in at the counter so the scores can be entered into the computer. 

BATTLES: 

The SIXTH Edition Rulebook and all FAQs will be in use for all games and will be the definitive guide for all rules. The time limit for each game is 2 hours and 15 minutes. At the end of this time limit, the round will be called; players will need to finish the round as quickly as possible. 

What You Need to Bring with You: 
-Your (hopefully painted) miniatures 
-Rulebook, Codex(s), FAQs and any additional books you need 
-Pen and paper 
-Dice and templates 
-Tape measure 

The following prizes will be given out. Value depends on the number of players attending. 

Best General

Best result on the Star Wars based “scavenger hunt”
– If more than one player has the highest score, then one will be drawn at random

Dice Don’t Like Me – The team with the worst W/L record.

Best Appearance – Army (individual) (ONLY IF funds allow)

A player may only win one award. The Best Appearance awards may go to any one player participating in the event, regardless of their finish / other awards. 


RULES FOR WARHAMMER 40K SINGLES TOURNAMENT