This is a series of tournament based on the
Warhammer 40000 world and specifically on the
Starquest board game.
You will play a
Starquest Mission starting a CC game every time you engage a enemy in battle.
20 players will make up 3 team of Marines:
the Blood Angels,
the Imperial Fists,
the Ultra Marines
and a team of Aliens.
Every team has different weapons and equipment that can be useful in game.
I'll use this web page to make the 4 Teams:
http://www.Random.org/Lists and in general this web site for all the ramdomizing needs:
http://www.Random.org The winner will be the marines team who terminate succesfully the Starquest Mission or the alien team if all marines teams was killed. The best player of winner team will win the StarConQuest tournament!
show: Starquest Original Rulebook
Space Crusade - THE ULTIMATE ENCOUNTER Contents: 50 Finely Detailed Citadel Miniatures: 3 Marine Commanders, 12 Space Marines, 8 Orks, 14 Gretchin, 3 Genestealers, 1 Chaos Marine Commander, 4 Chaos Space Marines, 4 Androids 1 Dreadnought 4 Gameboards 4 Walls 5 Wall clips 64 Playing Cards: 3 sets of 12 Chapter cards and 28 Alien event cards 12 Rank Badges 1 Mission Manual 1 Primary Mission token 1 Secondary Mission token Assembly Before you can begin to play Space Crusade, several playing pieces need to be assembled. Detailed assembly instructions can be found on the inside of the box lid. The plastic miniatures in Space Crusade have been specially designed by Citadel Miniatures. 6 Honour Badges 1 Alien Control Panel 6 Special combat dice 3 Marine Reference Charts 3 Marine Docking Boards 24 Doors 3 Airlock doors 3 Commander Scanners 32 Blip tokens 32 Reinforcement tokens 4 Marks of chaos Introduction Before starting to read the rules, page through this booklet and read the story that accompanies the illustrations. This will give you an insight into the setting of the game. Then read the rules carefully before beginning the game. Outline of the Game The game is for 2 to 4 players. One player must control the aliens. This player is called the Alien player. The other players control the three Commanders and their Space Marines. These players are called the Marine players. Each game is a mission. The missions are detailed in the Mission Manual. The game starts with the Alien player reading out one of the missions. A map in the Mission Manual then shows the Alien player how to set up the game boards and Docking boards. The Mission Manual also tells the Alien player how many, and which, Blip tokens he should take, as well as which Reinforcement tokens he may use. Whilst the Alien player sorts out his tokens and sets up the board, the Marine players may choose their cards and weapons. Having chosen their cards, and with the board set up, the Marine players move first. Play begins with the Marine player to the left of the Alien player, and then proceeds clockwise. The Marine players must attempt to accomplish the mission read out by the Alien player. During his turn, a Marine player may move and fire each of his Marines. As the Marines explore the gameboard, the Alien player puts out more Blips. These show the locations of the aliens. Players score points for eliminating their opponents. The player who scores most points wins the game. Choosing Roles One player must act as the Alien player, even if there are fewer than four players. The last player to choose his role must play that part if no-one has already chosen to do so. If there are fewer than four players one or more sets of Marines will have to be left out. Players should not control more than one set of Marines. Each of the Marine players takes the following: One set of Marines comprising a Marine Commander miniature, 4 Marine miniatures, 5 backpacks and 9 weapons, 12 Chapter cards plus the matching Commander’s Scanner, Docking board and Reference card. The Alien player takes: The Alien Control Panel, the Mission Manual and the Alien Event cards. The alien miniatures, Blip and Reinforcement tokens should also be close to hand. Starting the Game At the beginning of each game the players must sort out the cards, weapons and tokens that are to be used. The Alien player The Alien player should shuffle the event cards and place them within reach. The Mission Manual The Alien player chooses one of the missions from the Mission Manual and reads out the sections in bold type. This is the Marines’ mission and will tell the Marine players what they must try to do to score bonus points. He should then arrange the four gameboards, as shown on the mission map. The four walls are then placed onto the gameboard. The assembly instructions on the inside of the box lid shows how this is done. The Docking boards should then be attached to the outside of the board as shown on the mission map and the doors placed onto the board. Sorting out the Blip Tokens The Alien player then sorts out the Blip tokens listed for the mission to be played. These should be placed within reach and the remaining tokens put back in the box. The Marine players are allowed to see how many Blips the Alien player has, but may not inspect them to see what they are. Sorting out the Reinforcement Tokens The Alien player sorts those Reinforcement tokens he is allowed for the mission to be played. These should be placed within reach and the remaining tokens put back in the box. The Reinforcement tokens available may vary, depending on how many Marine players there are. The Marine players are allowed to see how many Reinforcement tokens the Alien player has, but may not inspect them to see what they are. Having done this the Alien player is ready to begin play. The Marine players The Marine players must set their Scanners as well as choose their cards and weapons before they can begin the game. Commander's Scanner The Marine players set their Scanners by moving the Commander’s life point marker to six and the points track marker to zero. Choosing Chapter Cards The Marine players should choose five of their Chapter cards. Each Marine player must pick four of the eight cards marked Equipment and one of the four marked Order cards. Choosing Weapons Each Marine player has a range of weaponry to choose from at the start of each mission. The weapons chosen may vary from one mission to another. Players may only choose from the coloured weapons that match their Marine miniatures. Commander There are three alternative weapon combinations for the Marine Commander: 1) Power Axe and Bolt Pistol This gives him a good hand-to-hand combat weapon with a little firepower. 2) Heavy Bolter This gives him better firepower but his hand-to-hand combat ability is only as good as a normal Marine miniature. 3) Power Sword and Power Glove This gives him no firepower at all, but two fearsome hand-to-hand combat weapons. Each Marine player should clip the chosen weapon combination onto his Marine Commander miniature, along with a backpack. Marines The four Marines may choose from the available weapons. One of the four Marines must carry a heavy weapon and one other must carry a Bolter. The remaining two may choose between carrying a Bolter or a heavy weapon. The three heavy weapons available are: 1) Assault Cannon - A useful weapon for attacking scattered groups of the weaker aliens or for attacking single, more powerful aliens. 2) Missile Launcher - A good weapon for attacking aliens who are closely packed together or for attacking the more powerful aliens. 3) Plasma Gun - The Plasma Gun is a very powerful weapon that is best used in the corridors where it is effective against all manner of aliens. Each Marine player should clip the chosen weapons onto his Marine miniatures, along with their backpacks. Having chosen their weapons the Marine players should place their Commander miniature and four Marine miniatures on their Docking board, ready to assault the alien ship. Having done this, the Marine players are ready to begin play. Order of Play Each player moves in turn, starting with the Marine player to the left of the Alien player. Play then proceeds clockwise. Marine Player's Turn During a Marine player’s turn he may move and/or fire all his miniatures. He may move and fire each miniature in turn. A miniature may move first, then fire, or fire first and then move. A miniature does not have to fire or move. However, a miniature may not move twice or fire twice unless a card is played that allows the Marine player to do so. The Marine player may also use any of his equipment cards during the course of his turn. However, Marine players may only use one Order card per turn. The card is played at the beginning of a Marine player’s turn, before moving or firing, and then discarded. Movement The gameboards are divided into squares which are used for movement. Squares are either corridor squares or room squares. The Marine reference chart shows the maximum number of squares a miniature may move. A miniature may be moved in any direction, horizontal, vertical or diagonal. The Marine player may always choose to move a miniature less than the maximum distance shown, or not at all. When moving, you may not finish your move on an occupied square. You may, however, pass through an occupied square, provided that you have enough movement to move beyond the square and the player controlling the obstructing miniature allows you to pass. Otherwise you must take another route or stop. Only one miniature may occupy a square. You may always pass through your own miniatures. Miniatures may change the direction in which they are facing. This does not count as a move, nor does it reduce your movement. Opening Doors Alien and Marine miniatures may only enter and leave rooms through open doors. A door may be opened by moving onto one of the two squares in front of it, and declaring that the door is open. The door piece should then be removed from the board. Players do not have to open a door if they do not wish to. Opening a door does not count as a move. Having opened a door, a miniature may continue to move. Players may not close doors, unless they have a card that allows them to do so. Note that each of the four walls has two doors. Miniatures may move through these doors. They are always considered to be open and may not be closed. Moving onto new Boards When a Marine or Commander miniature is moved onto one of the four gameboards for the first time, the board must be scanned. The Marine player should finish moving and/or firing the miniature that moved onto the board, then pause before he continues his turn. This will give the Alien player the opportunity to place out any Blip tokens that he wishes. Once the Alien player has placed out any Blip tokens that he wishes, the Marine player may continue to move and/or fire with those miniatures he has left to move. Placing Blips The Alien player may place out some, none, or all, of his remaining Blip tokens onto a board being scanned. The Alien player must place out all remaining Blip tokens when the fourth board is scanned. The Blip tokens may be placed onto any square that is not in the line of sight of any Marine or Commander miniature. No more than one Blip may be placed onto a square. Revealing Blips If a Marine or Commander miniature moves onto a square from which a line of sight can be traced to one or more Blip tokens, then those Blip tokens must be revealed. The Alien player should turn over each Blip token that can be seen, and place the corresponding alien miniature in the same square. If there is not an alien miniature of that type available then no alien is placed onto the board. In either case the Blip token is then placed face-up to one side of the board. When the Dreadnought Blip token is revealed, the Dreadnought must be placed onto the board in such a way that part of its base covers the square the Blip token occupied. Line of Sight Line of sight between any two miniatures is found by tracing a straight line from the centre of one square to the other. If the line passes through a square containing another miniature, a closed door or a wall, the line of sight is blocked. Line of sight may not be traced between two miniatures that are diagonally adjacent. Miniatures only block the line of sight for the purpose of firing, they do not block line of sight for the purpose of seeing if a Blip token needs to be revealed. If there is a reasonable disagreement as to whether or not a square can be seen, each player should roll a heavy weapons die. Whoever rolls the highest decides the outcome. If it is a draw, the player whose turn it is decides the outcome.Firing You may only fire at targets that are visible. Targets are visible if you can trace a straight line of sight to them. There is no maximum range for any of the weapons used in Space Crusade. The dice you must roll will depend upon which weapon you are using. Light Weapons Bolter or Bolt Pistol 2 Light Weapons dice Heavy Bolter 2 Heavy Weapons dice Heavy Weapons Assault Cannon 2 Heavy Weapons dice Plasma Gun 2 Heavy Weapons dice Missile Launcher 2 Heavy Weapons dice Note: The above information is shown on each of the Marine reference cards as a reminder during gameplay. Combat dice There are two different types of Combat dice: white light weapons dice and red heavy weapons dice. Combat dice are used for firing and to resolve hand-to-hand combat. Rolling to Hit When firing, roll the appropriate combat dice and count the numbers you have rolled. If the total is greater than the Armour Value of your target you will have scored a hit. The target must then lose one life point for each point you rolled over its armour value. All aliens, except the Dreadnought, have only one life point and are therefore eliminated whenever they are hit. Marines also have only one life point. Marine Commander miniatures start the game with six life points. When a miniature is eliminated it is removed from the board and points are scored. Re-rolling dice Having rolled the combat dice, some cards allow you to re-roll one die. You do not have to re-roll a die, but if you do the new roll must be used. Heavy Weapons There are three heavy weapons in the game and each has a special way of firing. The dice are rolled as usual. However, all heavy weapons affect an area, and may therefore hit more than one target. Assault Cannon When using the Assault Cannon the total number rolled may be split between any visible targets. Removing one miniature may make others visible targets. These may then be removed, providing you have scored enough points. Example One: Assault Cannon Look at the diagram for Line of Sight. The player rolls two Heavy Weapons dice and scores a total of four. He may therefore split these points amongst the visible aliens in one of four possible ways: * 1 point against each of the Gretchin. The last point is then wasted as it cannot overcome the Armour Value of either the Ork or the Android; * 2 points against the nearest Ork and then 2 points, 1 each, against two of the three Gretchin; * 2 points against the nearest Ork and then 2 points against the second Ork as he is now visible; * 3 points against the Android and 1 point against one of the three Gretchin. Plasma Gun The Plasma Gun fires at all miniatures in a straight line of squares, which may be horizontal, vertical or diagonal. The total number rolled is compared to the armour value of each and every miniature in the line of fire. Any Marines caught in the line must also be attacked. The line of fire will be blocked as soon as it hits a wall or a closed door. Example Two: Plasma Gun In the above example the player with the Plasma Gun may fire in any one of the three directions. He scored a total of four. Thus all the aliens in his chosen line of fire will be hit with four points. The alien in square B will also be hit with four points, regardless of whether the alien in square A is eliminated or not. He may only fire one square diagonally before hitting the wall.Missile Launcher The Missile Launcher must fire at a square, rather than a miniature, although the target square may contain a miniature. Any miniature in the target square will be attacked with the total number rolled on both dice. Furthermore, any miniature in an adjacent square will be caught in the blast and is attacked with the higher of the two dice rolled. The blast will not affect adjacent miniatures on the far side of a wall or closed door. Example Three: Missile Launcher In the above example the darker shaded square is the target square. The two heavy weapons dice scored a 2 and a 3. Therefore the target square is hit for five and all adjacent squares are hit with three. The squares beyond the wall are not affected by the blast. Hand-to-Hand Combat Instead of firing, a miniature may attack using hand-to-hand combat. A miniature may attack using hand-to-hand combat either before or after moving. To attack another miniature in hand-to-hand combat you must be in one of four squares: to the side, front or rear. You cannot attack diagonally. Each player rolls the combat dice shown for the miniature’s hand-to-hand combat ability. This information is shown on the Reference card for the Marine player, and on the Alien Control panel for the Alien player. The number of dice a Commander miniature must roll will depend on which weapons he chose at the start of the game. Players compare how many points they have rolled. Whoever rolled the most wins. The loser must lose one life point for each point his opponent rolled above his own total. Therefore, if one player rolled one and his opponent rolled four, he would lose three life points. If both players roll the same number it is a draw and neither loses any life points. Any miniature eliminated is removed from the board. Collecting Blip Tokens Whenever a Marine eliminates an alien he should check to see if there is a face up Blip or Reinforcement token for that alien. If a token is available the Marine player may take it. The Alien Player's Turn During the Alien player’s turn he may move and/or attack with all the aliens on the board, including Blip tokens. Before he moves any of the aliens he must take an Alien Event card. This card is then played immediately. After moving and firing all the aliens he wishes, the Alien player may then choose to use a number of his Reinforcement tokens. The Alien player’s turn is then over. Moving and Firing Aliens The Alien Control panel shows the maximum number of squares that may be moved by each alien miniature. An alien miniature may move before or after it has attacked, or it may choose not to move at all. Alien miniatures must follow the same movement restrictions as Marine or Commander miniatures. Aliens may open doors. Moving Blips All Blip tokens may move a total of five squares and follow the same movement restrictions as miniatures. They may open doors. If a Blip token moves and comes into view of a Marine or Commander miniature it must be revealed. An alien miniature may continue moving after being revealed. However, squares moved before being revealed count against the alien’s movement allowance. If the number of squares moved before being revealed is equal to, or greater, than the movement allowance of the alien, then that alien may move no further that turn, but may attack. Attacking with the aliens Each alien miniature, except the Dreadnought, may make one attack per turn. The attack may be made before or after the miniature moves. Aliens may attack either by firing or by using hand-to-hand combat. Aliens attack in the same way as Marines. The Alien Control panel shows which combat dice should be rolled when attacking with any alien. Some aliens have heavy weapons. One of the Chaos Space Marines has a heavy weapon and the Dreadnought may be armed with two. These heavy weapons fire in the same way as the heavy weapons carried by the Marine miniatures. Aliens may not fire their weapons and attack in hand-to-hand combat in the same turn. Eliminating Marines If the Alien player eliminates a Marine or Commander miniature he should take the miniature and place it in front of the alien Control Panel. The Alien player scores five points for each Marine eliminated and ten points for each Marine with a heavy weapon or Marine Commander eliminated. Marine players lose five points for every Marine eliminated, ten points for each Marine with a heavy weapon eliminated and ten points if their Marine Commander is eliminated. This loss of points should be recorded by moving the Points track marker on the Scanner down the appropriate amount. Marine players may continue to play normally, even if their Marine Commander is eliminated. The Dreadnought The Dreadnought is a fearsome war machine, developed by the followers of Chaos. It is an adversary to be feared and respected. Moving the Dreadnought The Dreadnought occupies four squares, instead of one. When moving it may pass through other alien miniatures but may not end its move if any of the four squares it occupies contains another miniature. When moving the Dreadnought always count the number of squares it moves from the front edge of its base. The Dreadnought may always change the direction in which it is facing by turning on the spot. As with other miniatures this does not count as a move, nor does it use up any of the Dreadnought’s movement. The Dreadnought may not move diagonally. Passing through doors Because of its size, the Dreadnought must lower itself to pass through doors. While it is lowered it may not fire any of its weapons. The Dreadnought is, therefore, programmed never to stop beneath a door. A Dreadnought may not finish its turn under a door. If the Dreadnought has insufficient movement left to pass through a door fully it must stop by the door and pass through on the Alien player’s next turn. The Dreadnought's Weapons The Dreadnought starts the game with Bolters mounted on its body and two heavy weapons. Before placing it onto the board, the Alien player should choose which heavy weapons it will have and clip these onto the Dreadnought model. When the Dreadnought fires it may fire all three of its weapons. The weapons are fired one at a time. It may fire more than one weapon at the same target or may choose to fire each weapon at a different target. The Dreadnought can fire all its weapons as long as it can trace a line of sight to its intended target from at least one of the four squares it occupies. The Dreadnought may not fire those weapons that have been removed. When it has lost both its heavy weapons it may only fire with its Bolters. The Dreadnought's Life Points The Dreadnought has three life points. When it loses the first life point the Alien player must remove one of its heavy weapons. The second heavy weapon is removed when it loses another life point. It continues to roll its full number of combat dice for hand-to-hand combat, even when damaged. It is removed from the board when it loses its third life point. Dreadnought example The Dreadnought begins on the tour shaded squares. It moves four squares, first onto the two squares marked 1, then onto the two squares marked 2. The Dreadnought then turns and moves onto the two squares marked 3 and finally onto the two squares marked 4. The Dreadnought therefore ends up occupying the four lighter shaded squares. From this position the Dreadnought can trace a line of sight, for all its weapons onto any of the squares, except those marked with an X. Alien Reinforcement The Alien player starts the game with a number of Reinforcement tokens. The exact number will depend on the mission being played. The Alien player may play up to six Reinforcement tokens at the end of his turn. However, if there are no Blip tokens or alien miniatures on the board the Alien player must use six Reinforcement tokens, or as many as he has available. The token is placed face-up to one side, together with any revealed Blip tokens. The alien miniature it represents is then placed onto the board in any of the squares marked for reinforcement arrivals. These squares are shown with an “R” on the mission map. If the appropriate miniature is not available then the Reinforcement Token may not be played. Alien reinforcements may not, however, be placed on a square that is visible to a Marine miniature. Completing the mission If one of the Marine players succeeds in fulfilling the mission he may take the Primary Mission token, which is worth 30 points. A Marine player who accomplishes the secondary Mission may take the Secondary Mission token which is worth 15 points. Once the mission has been accomplished the Marines must return to their own Docking boards. Any miniature on a Docking board is safe from attack. Aliens may not move onto a Marine Docking board. Once a miniature has returned to the Docking board it plays no further part in the game. It may not fire or move back onto the board. If the Marines fail to complete the mission they may still return to their Docking boards to escape. The Alien player, however, then takes the Primary Mission token. He also takes the Secondary Mission token, if the Secondary Mission was read out but not accomplished. The Alien player may then add these points to his total. End of the Game Once all the Marine and Commander miniatures have returned to their Docking boards the game ends. The game ends automatically if the Alien player draws his last Event card. The Marine players have one last turn each, to try to save as many of their Marines as they can. Any Marines left on the board after this last turn are assumed to be eliminated. Winning the Game Each player counts up the number of points he has scored. The Marine players score points for tokens collected. They also lose points for any of their miniatures eliminated. This will be shown on the Points track on the Scanner. The Alien player scores points for the Marine and Commander miniatures he has eliminated. The player with the highest total wins the game.
Here is a Youtube video that show the board game in action show: Here there are all the StarConQuest Rules
In the Tournament you play a Starquest mission. Every human team's player take control of a marine but play a CC game when there is a fight. In the same way, every alien team's player take control of some alien (one every player) but play a CC game when there is a fight. When i randomly make the 4 Teams, for every Marine Team, the player with highest Rank will take control of Marine Commander. In the Alien Team all players take control of aliens: when an alien will be revealed he will be assigned to Alien players according to the Alien Team list. Example: Player3 is the last player who take control of an alien, so when a new alien will be revealed, Player4 takes his control. Before the first round, the members of marine's team (all togethed, using PM) choose the weapons and the cards for their marine's team. Then, the player who take control of Commander send me a PM with all weapons and cards chosen and the other players send me a confirmation PM (security dispositions). Then the mission start. Every team has a different car deck (see the web site for it). Every round, marine players take their turn. After the 3 marine team played his turn then the alien team takes its turn. The marine players must attempt to accomplish the mission. During their turn, each marine may move, fire or fight using hand to hand combat. Now i explain the differences between Starquest rules and StarConQuest rules. 1] The game's turns will not be played, obviously, in clockwise order but i'll make a randomly team extraction. 2] In StarConQuest there isn't a Secondary Mission. If human team complete the Primary Mission and at least one of his marines return to docking sector the team win the game and then i'll calculate the Tournament winner: i'll calculate a arithmetic mean of all CC game won. If it will be a draw i'll calculate a arithmetic mean of all troops left at the end of each game. If it will be a draw i'll calculate a arithmetic mean of territory possession at the end of each game.3] Blips Everytime a door to a new sector is opened the marine who open the door finish to moving and/or firing then suspend his turn and scan the new area to reveal the presence of aliens. So alien's team send me a PM with the position of all the blip token he want to place out in the new sector. 4] Points In StarConQuer there aren't points killing enemies. 5] Marine Player's Turn Movements, opening doors, firing and playng cards was managed by player sending me a PM. 6] Firing / Hand-to-hand Instead of rolling dice when you attack an enemy, each roll will be a game between your team and the opposite team. The number of players involved into a CC game is calculated by using the table below. So it starts a CC game with one player instead of every die used in the fight. I create the game and send to players the invitation to the game with autojoin function. I'll pick the players from the player Team list that i'll always update! Example 1 : When an Android attack firing a Marine i create a CC game with 3 Aliens team's players and 2 human team's players, Example 2 : When a Commander Marine with Power Glove and Power Sword attack hand-to-hand a Gretchin i create a CC game with 4 human team's players and 1 Alien team's player, Following the previous examples:Example 1 : At the end of CC match I'll check the final numbers of alien team's territories and look Table C: if the total number of territories will be between 80% and 90% of total, the Android attack the Marine with a damage of 3. The Marine's Armor Value is 2 then the Android inflict a damage of 1 Life Point (3-2) killing the Marine becouse he has only 1 Life Point.Example 2 : At the end of CC match I'll check the final numbers of marine team's territories and look Table F. I'll check also the final numbers of alien team's territories and look Table A. According to the territory possession i'll find the value of dices. I'll compare marine's dices with alien's dices. Whoever get the most wins. The looser must lose 1 life point for each point his opponent get above his own total. If both players get the same number it is a draw and neither loses any life points.7] Re-rolling dices When a player's team can re-roll a die after a fight, if he want it he send me a PM writing the die to re-roll. So his territory possession's rate at the end of the CC game is increased by 5% when he re-roll a white die and it's increased by 10% when he re-roll a red die. 8] Assault Cannon Player may split his attack points by sending me a PM with his instructions. 9] Plasma Gun Player chose the Plasma direction by sending me a PM with his instructions. 10] Missile Launcher Player chose the square target by sending me a PM with his instructions. As it's necessary to know the value of all two dice i look the Territory Possession of all two players. When the Result of the roll calculated with Table E is 2 : if one of the two players has a Territory Possession of at least 26% the character get a roll with 2 and 1 otherwise the character get a roll with 1 and 1 . When the Result of the roll calculated with Table E is 4 : if one of the two players has a Territory Possession of at least 52% the character get a roll with 3 and 1 otherwise the character get a roll with 2 and 2 .11] Hand-to-Hand Combat When a player engage a hand-to-hand combat it starts a CC game with one player instead of every die used in the fight. So i create the game and send to players the invitation to the game with autojoin function. 12] Alien Event cards Before alien's turn starts i extract an alien Event Card and follow the instructions. If is needed i'll send PM to alien's team according to the extracted card. 13] Dreadnought losing weapons When the Dreadnought lose the first or the second life point the alien's team must choose, sending me a PM, wich heavy weapon it loses. When he lose his third life point it's eliminated.
show: The PM
During your turn you must send me a PM every action you want to make. You can write instructions for several actions in the same PM but you must use the form below: In the Subject field you must write the tournament name, the number of round and the name of your team as you can see in the image. In the body you must write, for every action: "Character: " followed by the character you are playing with (if you are not playing with a specific character you must leave the field blank), "Action: " followed by one of this actions: Move, Hand-to-hand, Fire, Split Damage, Equipment Card, Order Card, Open Door, Blip Token, Weapon Lost, "Target: " followed by the action target, "Description: " followed by the specific action instructions. If a field is useless you must leave it blank. When a Marine Team start his first round he must send me a special PM where he write the cards and the weapons he has chosen Generally, all the PM concerning Team actions must be sent by the player who take control of Commander, the other player's Team must send me a confirmation PM. I require at least 2 confirmation PM. And now all the examples:Character: Commander - Action: Move - Target: - Description: from A2 to A8 The Commander will move by 6 squares, from A2 to A8.Character: Dreadnought - Action: Move - Target: - Description: from A2-B3 to A6-B7 As the Dreadnought occupies 4 squares Alien Team must specify the 4 squares occupied before and after the move action.Character: Marine1 - Action: Open Door - Target: - Description: The Marine1 open the door next to him.Character: - Action: Blip Token - Target: A4, F6, G12, H22 - Description: When a Marine open a door to a new sector, he scans the sector for alien presence. So the Alien Team chooses how many blip token place out in the new sector. He place out a blip token in each position written on the Target field.Character: Ork in H5 - Action: Fire - Target: I6 - Description: The Ork placed onto H5 square attack firing the character placed onto I6 square.Character: Marine2 - Action: Split Damage - Target: - Description: 2hp onto F3, 1hp onto F1 When a Marine with Assault Cannon fire he can split the dices sum in several target. So in this example Marine2 attack the character placed onto F3 square with 2 points and attack the character placed onto F1 square with 1 point.Character: Marine3 - Action: Fire - Target: B3 - Description: When a Marine with Plasma Gun fire he chooses the fire direction by writing onto the Target field a square crossed by the line of fire.Character: Dreadnought - Action: Weapon Lost - Target: - Description: Assault Cannon When the Alien Dreadnought loses his first or second life point the Alien Team must chose wich heavy weapon he loses writing onto the Description field the lost weapon. All the PM needed playing equipment cards or order cards are made clear in the Deck pages. Everytime you must send me a PM within a specific character i expect a confirmation PM by all the other player's Team becouse it's a Team action and not a Character action!
show: Imperial Fists Deck
Order Cards By Sections! This order is useful, it allows you to move up those Marines who are out of position whilst using the others to give effective fire support. Each of your Marine miniatures may EITHER move twice OR fire twice. They may not move AND fire. Discart this card after use. Example of PM: "Character: - Action: Order Card - Target: - Description: By Sections!" Move It! This order should be used either to move your squad out of a danger zone or to secure advanced fire positions quickly. Each of your Marine miniatures may move twice. They may move, fire and move again, OR move twice before or after firing. Discart this card after use. Example of PM: "Character: - Action: Order Card - Target: - Description: Move It!" Heavy Weapon! This enables you to concentrate the fire of a Heavy weapon. This movement allow you to position the weapon or to pull the Marine back after firing. One of your heavy weapon Marines may move twice and fire twice. This may be done in any order. Discart this card after use. Example of PM: "Character: - Action: Order Card - Target: E8 - Description: Heavy Weapon!" Fire! The Fire! order should be used when there are many aliens in view. This will then maximise the fire effect of your squad and enable you to eliminate a larger alien force. Each of your Marine miniatures may fire twice. They may fire, move and fire again, OR fire twice before or after moving. Discart this card after use. Example of PM: "Character: - Action: Order Card - Target: - Description: Fire!" Equipment Cards Targeter The targeter is an advanced weapon sight. It combines an image intensifier with a full spectrum scope. Mark one of the four weapon boxes on your Scanner. Any of your Marines who use this weapon may re-roll one die after firing, to try to improve the score. Remains in use for the entire Mission. Example of PM: "Character: - Action: Equipment Card - Target: - Description: Targeter played on Plasma Gun" Targeter The targeter is an advanced weapon sight. It combines an image intensifier with a full spectrum scoope. Mark one of the four weapon boxes on your Scanner. Any of your Marines who use this weapon may re-roll one die after firing, to try to improve the score. Remains in use for the entire Mission. Example of PM: "Character: - Action: Equipment Card - Target: - Description: Targeter played on Heavy Bolter" Suspensors Suspensors are small anti-gravity devices that are often used to negate the weight of heavy weapons and equipment. All your Marines with heavy weapons may move as though they have bolters. Remains in use for the entire Mission. Example of PM: "Character: - Action: Equipment Card - Target: - Description: Suspensors" Blind Grenades Blind grenades release a broad spectrum electro-magnetic interference that prevents the Marines being seen or detected. Play this card at the end of your turn. The Alien Player may not attack any of your miniatures on his next turn. Discart this card after use. Example of PM: "Character: - Action: Equipment Card - Target: - Description: Blind Grenades" Bionic Eye The Bionic eye is used by some Commanders. It combines target acquisition with an image intensifier and full spectrum scope. Your Commander miniature may re-roll one die whenever he fires, to try to improve his score. Remains in use for the entire Mission. Example of PM: "Character: - Action: Equipment Card - Target: - Description: Bionic Eye" Bolt Pistols The Bolt pistol is a smaller version of the standard Bolter. It is especially useful in close-quarter battle. All your Marines armed with Bolters are also carryng Bolt pistols and may roll one extra light weapons die in hand-to-hand combat. Remains in use for the entire Mission. Example of PM: "Character: - Action: Equipment Card - Target: - Description: Bolt Pistols" Melta Bomb This device once attached, explodes, the blast of super-heat atomising the target. It is especially useful against Androids and Dreadnoughts. Any one of your Marine miniatures may roll two extra heavy weapons dice in a hand-to-hand combat attack. Discart this card after use. Example of PM: "Character: - Action: Equipment Card - Target: C3 - Description: Melta Bomb" Combi-Weapon Combi weapons are rare and prized possessions. They combine several weapons into one and are deadly in the hands of an experienced Commander. To use this card your Commander miniature must have the Heavy Bolter. He may then fire the heavy bolter normally OR as if it were a Plasma Gun. Remains in use for the entire Mission. Example of PM: "Character: - Action: Equipment Card - Target: C3 - Description: Combi-Weapon" Everytime Commander attacks he must specify the weapon he want to fire with: he use the same PM sent for Fire, writing in the Description field: "Combi-Weapon - Plasma Gun" or "Combi-Weapon - Heavy Bolter"
show: Blood Angels Deck
Order Cards Fire! The Fire! order should be used when there are many aliens in view. This will then maximise the fire effect of your squad and enable you to eliminate a larger alien force. Each of your Marine miniatures may fire twice. They may fire, move and then fire again, OR fire twice before of after moving. Discart this card after use. Example of PM: "Character: - Action: Order Card - Target: - Description: Fire!" Move It! This order should be used either to move your squad out of a danger zone or to secure advanced fire positions quickly. Each of your Marine miniatures may move twice. They may move, fire and then move again, OR move twice before or after firing. Discart this card after use. Example of PM: "Character: - Action: Order Card - Target: - Description: Move It!" Photon Grenades! Photon grenades release a burst of light energy that stuns. They are commonly used by the Marines before they engage in hand-to-hand combat. Any alien miniatures you attack in hand-to-hand combat this turn must roll one die less than normal. Discart this card after use. Example of PM: "Character: - Action: Order Card - Target: D7 - Description: Photon Grenades!" Close Assault! This order is best used to force a passage through a blocking force of aliens. The Marines are trained to fire as they rush in combat. Any of your Marines armed with Bolters may fire them AND attack in hand-to-hand combat this turn. Discart this card after use. Example of PM: "Character: - Action: Order Card - Target: A9 - Description: Close Assault!" Equipment Cards Targeter The targeter is an advanced weapon sight. It combines an image intensifier with a full spectrum scope. Mark one of the four weapon boxes on your Scanner. Any of your Marine who use this weapon may re-roll one die after firing, to try to improve the score. Remains in use for the entire Mission. Example of PM: "Character: - Action: Equipment Card - Target: - Description: Targeter played on Plasma Gun" Targeter The targeter is an advanced weapon sight. It combines an image intensifier with a full spectrum scope. Mark one of the four weapon boxes on your Scanner. Any of your Marine who use this weapon may re-roll one die after firing, to try to improve the score. Remains in use for the entire Mission. Example of PM: "Character: - Action: Equipment Card - Target: - Description: Targeter played on Heavy Bolter" Bionic Arm The Bionic arms gives the Marine Commander enormous strenght which is best brought to use in hand-to-hand combat. Your Commander may re-roll one die whenever attacking in hand-to-hand combat, to try to improve his score. Remains in use for the entire Mission. Example of PM: "Character: - Action: Equipment Card - Target: - Description: Bionic Arm" Bolt Pistols The Bolt pistol is a smaller version of the standard Bolter. It is especially useful in close-quarter battle. All your Marines armed with Bolters are also carryng Bolt pistols and may roll one extra light weapons die in hand-to-hand combat. Remains in use for the entire Mission. Example of PM: "Character: - Action: Equipment Card - Target: - Description: Bolt Pistols" Force Field The force field is a belt-worn generator. The screen is not imprevious to attack but the energy emitted is enough to reduce the velocity of all incoming missiles or blows. Your Commander is wearing a force field generator which increases his armour value to 3. Remains in use for the entire Mission. Example of PM: "Character: - Action: Equipment Card - Target: - Description: Force Field" Blind Grenades Blind grenades release a broad spectrum electro-magnetic interference that prevents the Marines being seen or detected. Play this card at the end of your turn. The Alien player may not attack any of your miniatures on his next turn. Example of PM: "Character: - Action: Equipment Card - Target: - Description: Blind Grenades" Close Assault Blades These are heavier than the normal Bolter blade, and only issued to Marines who have received advanced close-quarter battle training. All your Marines with Bolters may attack diagonally in hand-to-hand combat. When they do this, the opponent rolls one die less than normal. Remains in use for the entire Mission. Example of PM: "Character: - Action: Equipment Card - Target: - Description: Close Assault Blades" Melta Bomb This device once attached, explodes, the blast of super-heat atomising the target. In is especially useful against Androids and Dreadnoughts. Any of your Marine miniatures may roll two extra heavy weapons dice in a hand-to-hand combat attack. Discart this card after use. Example of PM: "Character: - Action: Equipment Card - Target: C3 - Description: Melta Bomb"
show: Ultramarines Deck
Order Cards Close Assault! This order is best used to force a passage throigh a blocking force of aliens. The Marines are trained to fire as they rush into combat. Any of your Marines armed with Bolters may fire them and attack in hand-to-hand combat this turn. Discart this card after use. Example of PM: "Character: - Action: Order Card - Target: A9 - Description: Close Assault!" By Sections! Thus order is useful. It allows you to move up those Marines who are out of position, whilst using the others to give effective fire support. Each of your Marine figures may EITHER move twice OR fire twice. They may not move AND fire. Discart this card after use. Example of PM: "Character: - Action: Order Card - Target: - Description: By Sections!" Move It! This order should be used either to move your squad out of a danger zone or to secure advanced fire positions quickly. Each of your Marine miniatures may move twice. They may move, fire and then move again, OR move twice before or after firing. Discart this card after use. Example of PM: "Character: - Action: Order Card - Target: - Description: Move It!" Fire! The Fire! order should be used when there are many aliens in view. This will then maximise the fire effect to your squad and enable you to eliminate a larger alien force. Each of your Marine miniatures may fire twice. They may fire, move and then fire again, OR fire twice before or after moving. Discart this card after use. Example of PM: "Character: - Action: Order Card - Target: - Description: Fire!" Equipment Cards Targeter The targeter is an advanced weapon sight. It combines an image intensifier with a full spectrum scope. Mark one of the four weapon boxes on your Scanner. Any of your Marines who uses this weapon may to try to improve his score by re-rolling one die after firing. Remains in use for the entire Mission. Example of PM: "Character: - Action: Equipment Card - Target: - Description: Targeter played on Plasma Gun" Targeter The targeter is an advanced weapon sight. It combines an image intensifier with a full spectrum scope. Mark one of the four weapon boxes on your Scanner. Any of your Marines who uses this weapon may to try to improve his score by re-rolling one die after firing. Remains in use for the entire Mission. Example of PM: "Character: - Action: Equipment Card - Target: - Description: Targeter played on Heavy Bolter" Bio-Scanner This advanced scanner can identify the traces it has picked up. However, it has limited capacity, and should be used to identify the traces that pose the greatest threat. At the beginning of each of your turns you may inspect three Blip tokens anywhere on the board to see what they are. Remainins in use for the entire Mission. Example of PM: "Character: - Action: Equipment Card - Target: - Description: Bio-Scanner" Everytime Ultramarines turn starts, the Ultramarunes players can send me a PM writing the 3 blip tokens to inspect: "Character: - Action: Bio-Scanner - Target: - Description: C3, D5, J9" Digital Weapons These are miniature weapons that fit either onto a finger or a knuckle. Activated by the fingers, they give a Commander a greater all-round combat ability. Your Commander may re-roll one die whenever he attacks, either when firing or in hand-to-hand combat, to try to improve his score. Remains in use for the entire Mission. Example of PM: "Character: - Action: Equipment Card - Target: - Description: Digital Weapons" Melta Bomb This device once attached, explodes, the blast of super-heat atomising the target. It is especially useful against Androids and Dreadnoughts. Any of your Marine miniatures may roll two extra heavy weapons dice in a hand-to-hand combat attack. Discart this card after use. Example of PM: "Character: - Action: Equipment Card - Target: C3 - Description: Melta Bomb" Bolt Pistols The Bolt pistol is a smaller version of the standard Bolter. It is especially useful in close-quarter battle. All your Marines armed with Bolters are also carrying Bolt pistols and may roll one extra light weapons die in hand-to-hand combat. Remains in use for the entire Mission. Example of PM: "Character: - Action: Equipment Card - Target: - Description: Bolt Pistols" Blind Grenades Blind grenades release a broad spectrum electro-magnetic interference that prevents the Marines being seen or detected. Play this card at the end of your turn. The Alien player must not attack any of your miniatures on his next turn. Discart this card after use. Example of PM: "Character: - Action: Equipment Card - Target: - Description: Blind Grenades" Medi-Kit The Medi-Kit is a belt-carried field-dressing. It contains a sophisticated assessor that will administer treatment until the Commander can return to the Mothership. The Medi-Kit will restore all your Commander's life points. It may not be used in they have just been reduced to zero. Discart this card after use. Example of PM: "Character: - Action: Equipment Card - Target: - Description: Medi-Kit"
show: Aliens Event Cards
Report In Play on one of the Marine players. That player may not move or attack with his Commander miniature on his next turn, as he must report in. Example of PM: "Character: - Action: Alien Event Card - Target: - Description: Report In played on Ultramarines" Frenzy! Any one Gretchin or Ork may attack twice in hand-to-hand combat this turn. Example of PM: "Character: - Action: Alien Event Card - Target: F6 - Description: Frenzy" Genestealer Place a Genestealer next to any Marine or Commander miniature. The Genestealer may attack and move as normal this turn. Example of PM: "Character: - Action: Alien Event Card - Target: H2 - Description: Genestealer" Genestealer Place a Genestealer next to any Marine or Commander miniature. The Genestealer may attack and move as normal this turn. Example of PM: "Character: - Action: Alien Event Card - Target: H2 - Description: Genestealer" Genestealer Place a Genestealer next to any Marine or Commander miniature. The Genestealer may attack and move as normal this turn. Example of PM: "Character: - Action: Alien Event Card - Target: H2 - Description: Genestealer" Weapons Jammed Play on one of the Marine players. That player may not fire any heavy weapons on his next turn. Example of PM: "Character: - Action: Alien Event Card - Target: - Description: Weapons Jammed played on Blood Angels" Communications Malfunction Play on one of the Marine players. That player may not use any Order cards on his next turn. Example of PM: "Character: - Action: Alien Event Card - Target: - Description: Communications Malfunction played on Imperial Fists" Gretchin Bomber Any one Gretchin may throw a frag grenade, instead of firing. The frag grenade attacks in the same way as a launcher. Example of PM: "Character: - Action: Alien Event Card - Target: C3 - Description: Gretchin Bomber" Booby Trap A Marine steps onto a defence charge. Pick any one Marine miniature, not a Commander, and make a Missile Launcher attack on that square. Example of PM: "Character: - Action: Alien Event Card - Target: D10 - Description: Booby Trap" Then a CC game start as a fight. Suicide Android Any one Android may self-distruct after moving. Roll two heavy weapons dice. Each miniature adjacent to the Android is attacked with the total of the two dices. Example of PM: "Character: - Action: Alien Event Card - Target: G5 - Description: Suicide Android" Then a CC game start as a fight. Master Controls You may open or close as many doors on the board as you wish. Nothing to explain. Lure of Chaos Choose one Marine miniature, not a Commander, and roll one heavy weapons die. If you roll a Three, replace the figure with a Chaos Space Marine if available. Example of PM: "Character: - Action: Alien Event Card - Target: C9 - Description: Lure of Chaos" Then a CC game start as a fight. Battle Plan Each Marine player may pick one Extra Order card. Every Marine Team must send me a PM as this: "Character: - Action: Battle Plan - Target: - Description: Move It!" Re-Deploy You may place up to three Blip tokens onto a board that has been scanned. These tokens may be taken from elsewhere on the board. The normal rules apply as to where these tokens may be placed. Example of PM: "Character: - Action: Alien Event Card - Target: - Description: Re-Deploy from B2 to F5, from H7 to K11, from P5 to S15" Alien Teleporter Any two alien miniatures on the board may be swapped over. Example of PM: "Character: - Action: Alien Event Card - Target: - Description: Alien Teleporter between B9 and H6" Equipment Malfunction Pick one Equipment card owned by any Marine player. That Equipment card is then lost due to malfunction. Example of PM: "Character: - Action: Alien Event Card - Target: - Description: Equipment Malfunction played on Ultramarines: Digital Weapons" Psychic Attack The Mothership channels a psychic attack onto the alien vessel. The Gretchin and the Orks are affected and may not move or fire this turn. Nothing to explain. Mothership Scan Play on one of the Marine players. He may then pick one of the boards. All Blip tokens on this board must then be revealed. Example of PM: "Character: - Action: Alien Event Card - Target: - Description: Mothership Scan played on Imperial Fists" Then the Imperial Fists Team must send me a PM like this: "Character: - Action: Mothership Scan - Target: - Description: Sector B" Then the alien team must send me a PM like this: "Character: - Action: Blip Token - Target: A14, F16, G20, H22 - Description:" which he chooses all the blip token he wish to place out in sector B. Android Fault You may not move or fire any of the Androids or the Dreadnought this turn, due to a control malfunction. Nothing to explain. New Orders Play this card on one of the Marine players. He may then pick one extra Order card. Example of PM: "Character: - Action: Alien Event Card - Target: - Description: New Orders played on Blood Angels" I'll extract a Order Card from the Blood Angels Deck and i'll add it to the others in the Team's page, ready to be played. Alien Elite You may pick any one alien miniature on the board. That miniature may then be used twice this turn. Example of PM: "Character: - Action: Alien Event Card - Target: H4 - Description: Alien Elite" Mech. Assault. All the Androids and the Dreadnought may move up to twice their normal move this turn as well as attack. Nothing to explain. Mothership Commo. Read out the text shown in the Mission for Secondary Mission. This card is eliminated. Auto-Defence (Corridor) You may shoot at any one Marine or Commander miniature on a CORRIDOR square. Roll one heavy weapons die. Example of PM: "Character: - Action: Alien Event Card - Target: J7 - Description: Auto-Defence (Corridor)" Then a CC game start as a fight. Auto-Defence (Room) You may shoot at any one Marine or Commander miniature on a ROOM square. Roll one heavy weapons die. Example of PM: "Character: - Action: Alien Event Card - Target: O3 - Description: Auto-Defence (Room)" Then a CC game start as a fight. Ork Mekaniak An Ork Mekaniak uses an experimental weapon. Any one Ork miniature may fire as though he has a Deastator. The weapon, however, blows up. Remove the Ork. Example of PM: "Character: - Action: Alien Event Card - Target: M12 - Description: Ork Mekaniak" Out of Ammo Chose any one Marine miniature armed with a heavy weapon. That miniature's weapon must be replaced with a Bolter. If there is no Bolter he may only attack in hand-to-hand combat. Example of PM: "Character: - Action: Alien Event Card - Target: R11 - Description: Out of Ammo" Alien Task Force Mix up the unused Reinforcement tokens and then pick two at random to add your Reinforcement pool. Nothing to explain.
And now the Tournament Info: I need 20 players and 4 reserves.
Every player chooses a
preferred map when he join the tournament. All the games will be played using the preferred map of first player joined in the game.
Settings: Number of Players: Variable Game Type: Terminator
Initial Troops: Automatic
Play Order: Sequential
Spoils: Escaling
Reinforcements: Unlimited
Special Gameplay: None
Round Limit: 20 Rounds
Round Length: 24 Hours
Reserve Policy: If there are any players that do not join their game after 24 hours, i'll invite the next player in the Team list. If all the players are playing a game the first absented player will be eliminated and replaced by a reserve. Equally, if a player drops out for 3 times he will be eliminated and replaced by a reserve.
Click onto the StarConQuest Logo for more Info show: PLAYER LIST
Ottimari (World 2.1) Evil Semp (Siege) Mirko57 (Baltic Crusades) lordlau1 (Far East) Albertazzo (Europe 1914)