WARHAMMER 40K: THE FRIENDLY (THE DIRTY DOZEN)Warhammer 40,000 rulebook (pg.85); Death or Glory may...

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FRIDAY APRIL 4 ------------------ 9:00AM 10:30PM WARHAMMER 40K: THE FRIENDLY (THE DIRTY DOZEN) Do not lose this packet! It contains all necessary missions and results sheets required for you to participate in today’s tournament. It is your responsibility to hold onto and not lose this packet during the tournament. If you lose this packet, be prepared to be docked points! 12:00PM 8:00PM ------------------ 9:00AM 9:00PM

Transcript of WARHAMMER 40K: THE FRIENDLY (THE DIRTY DOZEN)Warhammer 40,000 rulebook (pg.85); Death or Glory may...

Page 1: WARHAMMER 40K: THE FRIENDLY (THE DIRTY DOZEN)Warhammer 40,000 rulebook (pg.85); Death or Glory may not be chosen as an option in this instance. • Mission 3 - Vortex Missile: If a

FRIDAY APRIL 4

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9:00AM 10:30PM

WARHAMMER 40K: THE FRIENDLY (THE DIRTY DOZEN)

Do not lose this packet! It contains all necessary missions and results sheets required for you to participate in today’s tournament. It is your responsibility to hold onto and not lose this packet during the tournament. If you lose this packet, be prepared to be docked points!

12:00PM 8:00PM

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9:00AM 9:00PM

Page 2: WARHAMMER 40K: THE FRIENDLY (THE DIRTY DOZEN)Warhammer 40,000 rulebook (pg.85); Death or Glory may not be chosen as an option in this instance. • Mission 3 - Vortex Missile: If a

ADEPTICON 2014 WARHAMMER 40K: The Friendly (THE DIRTY DOZEN)

In the grim darkness of the 41st millennium, second chances don’t come often!

In the spring of 2014, Imperial Forces are preparing for the friendly invasion of AdeptiCon 2014. Chief among the participates in this raid are; Major John Reisman an Imperial Guard officer; his commander, Regular Army Major General Sam Worden; and his former commander Colonel Everett Dasher Breed.

Major Reisman has been assigned an unusual and top-secret mission - take a small unit of convicts and felonies and turn them into an elite commando squad able to carry out the most difficult of tasks. The target is a chateau deep in enemy territory that will host a meeting that will be attended by dozens of high-ranking enemy officers. Needless to say, the elimination of these officers will severely hamper the enemy’s military ability to respond to the upcoming invasion. As an incentive, any felons who survive the mission will have their sentences commuted, although it should be noted that both Reisman and his superiors regard the operation as a near-suicidal and expect that very few, if any, will return.

Reisman has been assigned twelve convicts, all serving lengthy sentences or destined to be executed:

Name Sentence Name Sentence Franko, V.R. Death By Hanging Wladislaw, T. Death By Hanging Vladek, M. 30 Years Hard Labor Sawyer, S. K. 20 Years Hard Labor Jefferson, R.T. Death By Hanging Lever, R. 20 Years Imprisonment Pinkley, V.L. 30 Years Imprisonment Bravos, T. R. 20 Years Hard Labor Gilpin, S. 30 Years Hard Labor Jiminez, J. P. 20 Years Hard Labor Posey, S. Death By Hanging Maggott, A. J. 20 Years Hard Labor

Major Reisman must now begin training these convicts. They will need to work together and learn how to lead other units with the ultimate goal being the successful assault of the enemy chateau. Each one of the dozen shall be tasked with aiding friendly units throughout the day, as forces clash attempting to complete their missions.

WHAT YOU SHOULD, OR SHOULDN’T KNOW… • The 72 participants in the Warhammer 40K: The Friendly will be broken up into teams of 12 players. Each team will be

given a team identifier.

• Players should be prepared for the unexpected - such as extra objectives and surprise terrain - remember this is The Friendly; we are looking to have some light-hearted fun!

THE DIRTY DOZEN

Vladek WS BS S T W I A Ld Sv 5 4 4 4 2 4 2 9 3+

Type: Infantry (Character) One of the Dozen Independent Character Aim Between the Eyes: Rolls of six to hit with shooting attacks count as Precision Shots for his entire unit. Wargear: Frag and Krak Grenades, Close Combat Weapon and Bolt Pistol Sniper Rifle: Str: -, Ap: 4, Range 36”, Heavy 2, Sniper

Joseph Wladislaw WS BS S T W I A Ld Sv 5 4 4 4 2 4 2 9 3+

Type: Infantry (Character) One of the Dozen Independent Character Medkit: He and his unit have the Feel No Pain Special Rule Wargear: Frag and Krak Grenades, Close Combat Weapon and Bolter Toxic Blade: Str User, Ap -, Range Melee, +2 Poison

Pinkley WS BS S T W I A Ld Sv 5 4 4 4 2 4 2 9 3+

Type: Infantry (Character) One of the Dozen Independent Character Remain Unseen: He and his unit have the Stealth Special Rule. Wargear: Frag and Krak Grenades, Close Combat Weapon and Bolt Pistol, Twin Linked Heavy Bolter

Samson Posey WS BS S T W I A Ld Sv 5 4 4 4 2 4 2 9 3+

Type: Infantry (Character) One of the Dozen Independent Character Sunder Armor: He and his unit have the Tank Hunters Special Rule. Wargear: Frag and Krak Grenades, Melta Bombs, Missile Launcher with Frag, Krak, and Flakk Missiles

Page 3: WARHAMMER 40K: THE FRIENDLY (THE DIRTY DOZEN)Warhammer 40,000 rulebook (pg.85); Death or Glory may not be chosen as an option in this instance. • Mission 3 - Vortex Missile: If a

Robert Jefferson WS BS S T W I A Ld Sv 5 4 4 4 2 4 2 9 3+

Type: Infantry (Character) One of the Dozen Independent Character Stand Your Ground!: He and his unit count as having Defensive Grenades, in addition they can fire overwatch at their full BS. No Retreat!: You can choose to reroll the Initiative Check for Sweeping Advance. Wargear: Frag and Krak Grenades, Plasma Gun, Close Combat Weapon and Bolt Pistol.

Sawyer WS BS S T W I A Ld Sv 5 4 4 4 2 4 2 9 3+

Type: Infantry (Character) One of the Dozen Independent Character Designated Target: After Deployment but before the roll to seize initiative has been made, choose an enemy unit. He and his unit has Preferred Enemy (That Unit) and Hatred (That Unit). Wargear: Frag and Krak Grenades, Melta Bombs, Close Combat Weapon and Bolt Pistol Heavy Shotgun: Str 5, Ap 4, Range 12”, Assault 2

Major John Reisman WS BS S T W I A Ld Sv 5 4 4 4 2 4 2 10 3+

Type: Infantry (Character) One of the Dozen Independent Character Born to Lead: Instead of 6 inches, all friendly units within 12 inches benefit from the use of his leadership. (See One of the Dozen Rule). Where is the Air Support?: You may choose to add or subtract one to each reserve roll, choose for each unit separately. Wargear: Frag and Krak Grenades, Master Crafted Plasma Pistol and Power Sword.

Lever WS BS S T W I A Ld Sv 5 4 4 4 2 4 2 9 3+

Type: Infantry (Character) One of the Dozen Independent Character Hidden Approach: Choose a unit during deployment, as long as he is deployed with that unit, he and all models in it benefit from the Infiltrate Special Rule or the Scout Special Rule, choose one. Hit Them Fast!: He and his unit have the Fleet Special Rule and the Hammer of Wrath Special Rule. Wargear: Frag and Krak Grenades, Power Maul and Bolt Pistol

Victor Franko WS BS S T W I A Ld Sv 6 4 4 4 2 4 2 9 3+

Type: Infantry (Character) One of the Dozen Independent Character Inspirational Fighter: His unit has +1 WS. A New Challenger: Enemy characters cannot refuse a Challenge. Dirty Tactics: His melee attacks have the Concussive and Rending Special Rules. Well-Armed: He can choose to fight with a pair of Power Swords, Power Axes, or Power Mauls. Wargear: Frag and Krak Grenades, Flash Bang Grenade Flash Bang Grenade: Str-, Ap -, Range 8”, Assault 1, Shock and Awe Shock and Awe: If a unit takes a hit from a weapon with this special rule, then it must take an Initiative Test. If it fails then it may not fire Overwatch.

Bravos WS BS S T W I A Ld Sv 5 4 4 4 2 4 2 9 3+

Type: Infantry (Character) One of the Dozen Independent Character The Perfect Time: If held in Reserve, you can choose to automatically fail or pass his Reserve Roll. The Perfect Place: He and his unit have the Deep Strike Special Rule, and only scatter 1d6 instead of the regular 2d6. When he arrives from Deep Strike, enemy units within six inches of his unit count as being hit by an attack with the Blind Special Rule, and must make a Pinning Test. Wargear: Frag and Krak Grenades, Power Maul, Hand Flamer

THE DIRTY DOZEN

Page 4: WARHAMMER 40K: THE FRIENDLY (THE DIRTY DOZEN)Warhammer 40,000 rulebook (pg.85); Death or Glory may not be chosen as an option in this instance. • Mission 3 - Vortex Missile: If a

Gilpin WS BS S T W I A Ld Sv 5 4 4 4 2 4 2 9 3+

Type: Infantry (Character) One of the Dozen Independent Character Nowhere to Hide: After choosing table sides but before deploying, reduce the cover save granted by any piece of terrain by 1, 4+ becomes 5+, 6+ no longer provides a cover save. Nowhere to Run: Choose a unit during deployment, as long as he is deployed with that unit, he and all models in it benefit from the Infiltrate Special Rule. Wargear: Frag and Krak Grenades, Close Combat Weapon and Bolt Pistol, Heavy Flamer

A.J. Maggott WS BS S T W I A Ld Sv 5 4 4 4 2 4 2 9 3+

Type: Infantry (Character) One of the Dozen Independent Character Nothing to Live For: He and his unit have the Fearless, Rage, and Furious Charge Special Rules. Wargear: Frag and Krak Grenades, Power Sword and Power Axe.

THE DIRTY DOZEN SPECIAL RULES One of the Dozen: This model benefits from a 5+ Invulnerable Save. Additionally, friendly units within six inches of him may use his leadership for all Moral, Regroup, Fear, and Pinning Tests and his unit automatically passes Regroup Tests.

Be On The Lookout: During each round of the tournament your Captain will assign a specific Team Member for an even more secret mission. During these missions, your teammates may be able to send you some aid to help your battle. Be on the lookout for the following items to possibly show up and follow the rules below should they arrive:

• Mission 1 - Weapons Stash: If a weapons stash is placed on your table on your table, deep strike it as per normal deep strike rules. All units within 6 inches of the marker’s final position are considered to have the twin-linked special rule.

• Mission 2 – Ambulance: If an ambulance is placed on your table to aid the wounded, scatter it 4d6 in a random direction. Should the ambulance scatter off your table simply move it to the table behind or next to you in the indicated direction of travel, and continue its scatter; Yes the ambulance can move to another table! All units within 6 inches receive the Feel No Pain (4+) special rule. At the start of each player’s movement phase, move the ambulance 4d6 in a random direction, following the same guidelines as above should it scatter off the table. If a hit is rolled, use the small arrow to determine its scatter direction. The ambulance is not targetable in the shooting phase, and immune to any type of damage. Should the ambulance travel through a unit or vehicle while moving, that unit is considered Tank Shocked, or Rammed, and must follow the rules for Tank Shock/Ramming in the Warhammer 40,000 rulebook (pg.85); Death or Glory may not be chosen as an option in this instance.

• Mission 3 - Vortex Missile: If a vortex missile is placed on your table on your table, scatter it 4d6 in a random direction. Should the vortex missile scatter off your table simple move it to the other table behind or next to you, and continue its scatter; Yes the vortex missile can move to another table! All units wholly or partially under the template are removed from play and are considered to be sucked into the warp. At the start of each player’s movement phase, move the vortex missile 4d6 in a random direction, following the same guidelines as above should it scatter off the table. If a hit is rolled, use the small arrow to determine its scatter direction.

EVENT SPONSORS

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Page 5: WARHAMMER 40K: THE FRIENDLY (THE DIRTY DOZEN)Warhammer 40,000 rulebook (pg.85); Death or Glory may not be chosen as an option in this instance. • Mission 3 - Vortex Missile: If a

WARHAMMER 40K: THE FRIENDLY ORDERS SHEET

PRE-DEPLOYMENT ORDERS Complete the following pre-deployment orders prior to deploying forces and beginning each game:

1. Deployment Map: Make note of the Deployment Map used in the mission. 2. Table Halves: Both players roll-off. The winner of the roll-off selects one of the table halves to be his – his

opponent takes the opposite table half. If the mission uses the Relic, place the Relic counter prior to placing any terrain.

3. Fortifications: Starting with the player who chose table halves, players alternate placing any fortifications wholly within the owning player's table half and not within 4" of another fortification.

4. Terrain: Setup Terrain before each game using the method described below: o The player who chose table halves begins by choosing one terrain piece and deploying it anywhere in his

table half. The terrain piece may straddle the center line of the table, but a MAJORITY of that terrain piece MUST be within the placing player’s table half. No terrain piece can be placed within 4” of another terrain piece, fortification or the board edge.

o Following the guidelines above, players then alternate placing terrain until all terrain pieces are on the table.

o All terrain pieces MUST be placed. If it becomes impossible to place one or more terrain pieces following the guidelines above, you and your opponent should adjust the already placed terrain in a mutually agreeable manner so that all terrain pieces can be placed on the table.

5. Place Primary Objective Markers: Starting with the player who chose table halves, players alternate placing objective markers as described in the mission (see Pre-deployment Addendum for each mission). No objective can be placed within 6” of any battlefield edge, within 12” of another objective marker or in/on impassible terrain, buildings or fortifications.

6. Generate Pre-game Abilities: Determine pre-game abilities such as Warlord Traits (pg. 111), Psychic Powers (pg. 418), Gifts of Mutation, Demonic Rewards and the like.

7. Night Fighting: Determine if the Night Fighting special rule is in effect during game turn 1 (pg. 124). 8. Deploy Forces: Roll-off to see which player chooses whether to deploy first or second. The player that goes first

then places his entire army on the table in his deployment zone. His opponent then deploys his entire army in the opposite deployment zone. Units cannot deploy in impassable terrain unless they are normally allowed to move over impassable terrain and can physically fit on it. Units can never deploy in lethal terrain.

Reserves: Excluding units that must begin the game in Reserves, players can choose not to deploy up to half of their units (rounding up) keeping them as Reserves to arrive later. The player must clearly explain the organization of his Reserves to the opponent.

9. Deploy Infiltrators and Redeploy Scouts: When both players have deployed their main force, then they deploy their Infiltrators (pg. 38). Finally, they can redeploy units with the Scouts special rule (pg. 41).

For the purposes of deploying Infiltrators and redeploying Scouts, an enemy fortification is only considered to be an enemy unit if it is occupied at the time of the redeployment.

FIRST TURN GAME LENGTH The player who deployed his army first starts the first turn unless his opponent can Seize the Initiative (pg. 122).

Seize the Initiative (pg. 122): If a player who is due to go second wishes to Seize the Initiative, he can roll a D6 before the beginning of the first turn. On a roll of a 6, he successfully seizes the initiative and goes first instead.

Variable Game Length (pg. 122): At the end of Game Turn 5, one of the players must roll a D6. On a roll of 3+ the game continues, otherwise the game is over. If another turn is played, another D6 must be rolled at the end of Game Turn 6, and this time, the game only continues on a roll of 4+. The battle automatically ends at the close of Game Turn 7.

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WARHAMMER 40K: THE FRIENDLY (THE DIRTY DOZEN)

MISSION 1: LEARNING TO LOVE EACH OTHER *** READ THE ENTIRE SCENARIO BEFORE SETTING UP ***

After being selected for a top secret mission, the dozen, and the forces they lead need to learn to put aside their animosities, and fight as a cohesive force.

DEPLOYMENT MAP

:: DAWN OF WAR ::

PRE-DEPLOYMENT ADDENDUM Please follow the pre-deployment, deployment, first turn and game length rules as presented on the Warhammer 40K: The Friendly Orders Sheet.

MISSION SPECIAL RULES Mysterious Objectives (pg. 125) Mysterious Terrain (Forest) (pg. 124) Night Fighting (pg. 124) Reserves (pg. 124) Desperate Allies Deployment We Have One of the Dozen! Be on the Look Out! (see The Dirty Dozen Special Rules)

Desperate Allies Deployment: In an effort to show the distrust between units, as they learn to become a single fighting force, each player must split there army into two equally divided as possible forces. These two forces, although fighting the same battle, and for the same cause, just don’t trust each other yet, and will for the remainder of the game treat each other as desperate allies (pg.112 brb). Place a supplied token next to each unit in one of your two forces to help tell each force apart. Scoring and denial from both forces can still be used.

We Have One of the Dozen! Select any one model in your army to become the selected member of the dirty dozen that was chosen by your team captain! This model losses all special rules and becomes the model as described in the dirty dozen stats & special rules.

PRIMARY OBJECTIVES 1. Victory Points: Each player receives 1 Victory Point for

each enemy unit that has been completely destroyed. Units that are falling back or not on the board at the end of the game count as destroyed for the purposes of this mission. The player with the most Victory Points at the end of the game achieves this objective.

2. Escort One of the Dozen: You achieve this objective If your Dirty Dozen character is alive and in the enemy’s deployment zone at the end of the game. Both players can achieve this objective.

SECONDARY OBJECTIVES 1. Slay the Dirty Dozen: If at the end of the game, the

enemy’s Dirty Dozen model has been slain, you achieve this objective. Both players can achieve this objective.

2. First Blood: The first unit, of any kind, to be removed as a casualty during the game achieves this objective for the opposing player at the end of the game.

3. Linebreaker: If, at the end of the game, you have at least one model from one or more scoring or denial units in the enemy's deployment zone, you achieve this objective. Both players can achieve this objective.

Victory Conditions: The player who has successfully achieved more Primary Objectives at the end of the game earns a Crushing Victory. If neither player has secured victory through Primary Objectives, then the player who has successfully achieved more Secondary Objectives earns a Minor Victory and his opponent earns a Minor Defeat. If neither player has secured victory through Primary or Secondary Objectives, then the game ends in a Tactical Draw.

Conceding and Wipeouts: If one player concedes the battle, or his entire army is wiped out, the game ends and a Crushing Victory goes to his opponent. Honor is awarded as normal to both players.

WHAT THE ???? Players should be prepared for the unexpected, such as extra objectives, and possible surprise terrain.

Page 7: WARHAMMER 40K: THE FRIENDLY (THE DIRTY DOZEN)Warhammer 40,000 rulebook (pg.85); Death or Glory may not be chosen as an option in this instance. • Mission 3 - Vortex Missile: If a

WARHAMMER 40K: THE FRIENDLY (THE DIRTY DOZEN)

MISSION 2: BECOMING THE DIRTY DOZEN *** READ THE ENTIRE SCENARIO BEFORE SETTING UP ***

Now that you have become one cohesive fighting force, and the Major believes in you; it’s time to prove it to the higher ups that you have what it takes, or its back the clink for you!

WHAT THE ???? Players should be prepared for the unexpected, such as extra objectives, and possible surprise terrain.

DEPLOYMENT MAP

:: VANGUARD STRIKE ::

PRE-DEPLOYMENT ADDENDUM Please follow the pre-deployment, deployment, first turn and game length rules as presented on the Warhammer 40K: The Friendly Orders Sheet with the following modifications:

5. Placing the Relic: Before placing terrain, place the Relic counter in the center of the battlefield.

MISSION SPECIAL RULES Mysterious Objectives (pg. 125) Mysterious Terrain (Forest) (pg. 124) Night Fighting (pg. 124) Reserves (pg. 124) We Have One of the Dozen! Be on the Look Out! (see The Dirty Dozen Special Rules)

We Have One of the Dozen! Select any one model in your army to become the selected member of the dirty dozen that was chosen by your team captain! This model losses all special rules and becomes the model as described in the dirty dozen stats & special rules.

PRIMARY OBJECTIVES 1. The Relic: At the end of the game, the player who has

seized the Relic achieves this objective. See page 131 for rules on seizing, moving with and dropping the Relic.

2. Table Quarters: The player that controls more table

quarters at the end of the game achieves this objective. To capture a quarter, each player adds up the points of all their Scoring and Denial units in that quarter. The player with the most points wins the quarter. If even, the quarter is a draw, and no one owns it.

SECONDARY OBJECTIVES 1. Slay the Dirty Dozen: If at the end of the game, the

enemy’s Dirty Dozen model has been slain, you achieve this objective. Both players can achieve this objective.

2. First Blood: The first unit, of any kind, to be removed as a casualty during the game achieves this objective for the opposing player at the end of the game.

3. Linebreaker: If, at the end of the game, you have at least one model from one or more scoring or denial units in the enemy's deployment zone, you achieve this objective. Both players can achieve this objective.

Victory Conditions: The player who has successfully achieved more Primary Objectives at the end of the game earns a Crushing Victory. If neither player has secured victory through Primary Objectives, then the player who has successfully achieved more Secondary Objectives earns a Minor Victory and his opponent earns a Minor Defeat. If neither player has secured victory through Primary or Secondary Objectives, then the game ends in a Tactical Draw.

Conceding and Wipeouts: If one player concedes the battle, or his entire army is wiped out, the game ends and a Crushing Victory goes to his opponent. Honor is awarded as normal to both players.

Page 8: WARHAMMER 40K: THE FRIENDLY (THE DIRTY DOZEN)Warhammer 40,000 rulebook (pg.85); Death or Glory may not be chosen as an option in this instance. • Mission 3 - Vortex Missile: If a

WARHAMMER 40K: THE FRIENDLY (THE DIRTY DOZEN)

MISSION 3: THE FINAL MISSION *** READ THE ENTIRE SCENARIO BEFORE SETTING UP ***

You’ve come together as a team, trained into an elite fighting force, proven yourself and units to the higher ups, Now it’s time to complete the final Mission. Good luck Soldiers!

WHAT THE ???? Players should be prepared for the unexpected, such as extra objectives, and possible surprise terrain.

DEPLOYMENT MAP

:: DAWN OF WAR ::

PRE-DEPLOYMENT ADDENDUM Please follow the pre-deployment, deployment, first turn and game length rules as presented on the Warhammer 40K: The Friendly Orders Sheet with the following modifications:

5. Place Primary Objective Markers: One objective should be place in the center of the board. Then starting with player who chose table halves, alternate placing (4) other primary objectives, each player must place their first objective in their opponents half of the board. The players second objective can be place anywhere following normal restrictions for placing objectives.

MISSION SPECIAL RULES Mysterious Objectives (pg. 125) Mysterious Terrain (Forest) (pg. 124) Night Fighting (pg. 124) Reserves (pg. 124) We Have One of the Dozen! Be on the Look Out! (see The Dirty Dozen Special Rules)

We Have One of the Dozen! Select any one model in your army to become the selected member of the dirty dozen that was chosen by your team captain! This model losses all special rules and becomes the model as described in the dirty dozen stats & special rules.

PRIMARY OBJECTIVES 1. Objectives: The player that controls more Primary

Objective markers at the end of the game achieves this objective.

2. Head Hunter: Players gain one Victory Point for each character killed during the game. The player with the most Victory Points wins this objective.

SECONDARY OBJECTIVES 1. Slay the Dirty Dozen: If at the end of the game, the

enemy’s Dirty Dozen model has been slain, you achieve this objective. Both players can achieve this objective.

2. First Blood: The first unit, of any kind, to be removed as a casualty during the game achieves this objective for the opposing player at the end of the game.

3. Linebreaker: If, at the end of the game, you have at least one model from one or more scoring or denial units in the enemy's deployment zone, you achieve this objective. Both players can achieve this objective.

Victory Conditions: The player who has successfully achieved more Primary Objectives at the end of the game earns a Crushing Victory. If neither player has secured victory through Primary Objectives, then the player who has successfully achieved more Secondary Objectives earns a Minor Victory and his opponent earns a Minor Defeat. If neither player has secured victory through Primary or Secondary Objectives, then the game ends in a Tactical Draw.

Conceding and Wipeouts: If one player concedes the battle, or his entire army is wiped out, the game ends and a Crushing Victory goes to his opponent. Honor is awarded as normal to both players.

Page 9: WARHAMMER 40K: THE FRIENDLY (THE DIRTY DOZEN)Warhammer 40,000 rulebook (pg.85); Death or Glory may not be chosen as an option in this instance. • Mission 3 - Vortex Missile: If a

WARHAMMER 40K: THE FRIENDLY (THE DIRTY DOZEN)

RESULTS FOR MISSION 3: THE FINAL MISSION

YOUR NAME TEAM TABLE NO FINISH?*

Yes

No

YOUR BATTLE RESULT (CIRCLE ONE)

Crushing Victory Minor Victory Tactical Draw Minor Defeat Crushing Defeat Win on

Primary Objectives Win on

Secondary Objectives Draw on Primary and Secondary Objectives

Lose on Secondary Objectives

Lose on Primary Objectives

Primary Objectives Achieved Circle the number of Primary Objectives achieved, regardless of the outcome of the game.

0 1 2

Secondary Objectives Achieved Circle all Secondary Objectives achieved, regardless of the outcome of the game.

Slay the Dirty Dozen First Blood Linebreaker

* Finished games are those that are ended by a Variable Game Length die roll (pg. 122) or where all 7 game turns were fully played out.

Have your opponent double check your results above. Have them sign below and acknowledge that the results circled above are accurate and correct.

Opponent’s Signature: _______________________________________________________

PLEASE TURN IN THIS SHEET WITH YOUR OPPONENT TO THE JUDGE’S BOOTH AFTER YOUR GAME.

-----------------------------------------------------------------------------------------------------------------------------------------------

*** STOP *** DO NOT FILL THIS OUT UNTIL YOUR GAME RESULTS HAVE BEEN

DOUBLE-CHECKED AT THE JUDGE’S BOOTH

Now, in private, rate your how fun this game and your opponent were by circling a number on the scale below. 1 represents a terrible game not in the spirit of the event and 12 is better than better can get!

Do NOT share these results with your opponent.

Fun Score

1 2 3 4 5 6 7 8 9 10 11 12 Not Fun Decent Enough Game Dirty Fun

Please turn in this sheet to the judge’s booth after your game TOGETHER with your opponent.

Page 10: WARHAMMER 40K: THE FRIENDLY (THE DIRTY DOZEN)Warhammer 40,000 rulebook (pg.85); Death or Glory may not be chosen as an option in this instance. • Mission 3 - Vortex Missile: If a

WARHAMMER 40K: THE FRIENDLY (THE DIRTY DOZEN)

RESULTS FOR MISSION 2: BECOMING THE DIRTY DOZEN

YOUR NAME TEAM TABLE NO FINISH?*

Yes

No

YOUR BATTLE RESULT (CIRCLE ONE)

Crushing Victory Minor Victory Tactical Draw Minor Defeat Crushing Defeat Win on

Primary Objectives Win on

Secondary Objectives Draw on Primary and Secondary Objectives

Lose on Secondary Objectives

Lose on Primary Objectives

Primary Objectives Achieved Circle the number of Primary Objectives achieved, regardless of the outcome of the game.

0 1 2

Secondary Objectives Achieved Circle all Secondary Objectives achieved, regardless of the outcome of the game.

Slay the Dirty Dozen First Blood Linebreaker

* Finished games are those that are ended by a Variable Game Length die roll (pg. 122) or where all 7 game turns were fully played out.

Have your opponent double check your results above. Have them sign below and acknowledge that the results circled above are accurate and correct.

Opponent’s Signature: _______________________________________________________

PLEASE TURN IN THIS SHEET WITH YOUR OPPONENT TO THE JUDGE’S BOOTH AFTER YOUR GAME.

-----------------------------------------------------------------------------------------------------------------------------------------------

*** STOP *** DO NOT FILL THIS OUT UNTIL YOUR GAME RESULTS HAVE BEEN

DOUBLE-CHECKED AT THE JUDGE’S BOOTH

Now, in private, rate your how fun this game and your opponent were by circling a number on the scale below. 1 represents a terrible game not in the spirit of the event and 12 is better than better can get!

Do NOT share these results with your opponent.

Fun Score

1 2 3 4 5 6 7 8 9 10 11 12 Not Fun Decent Enough Game Dirty Fun

Please turn in this sheet to the judge’s booth after your game TOGETHER with your opponent.

Page 11: WARHAMMER 40K: THE FRIENDLY (THE DIRTY DOZEN)Warhammer 40,000 rulebook (pg.85); Death or Glory may not be chosen as an option in this instance. • Mission 3 - Vortex Missile: If a

WARHAMMER 40K: THE FRIENDLY (THE DIRTY DOZEN)

RESULTS FOR MISSION 1: LEARNING TO LOVE EACH OTHER

YOUR NAME TEAM TABLE NO FINISH?*

Yes

No

YOUR BATTLE RESULT (CIRCLE ONE)

Crushing Victory Minor Victory Tactical Draw Minor Defeat Crushing Defeat Win on

Primary Objectives Win on

Secondary Objectives Draw on Primary and Secondary Objectives

Lose on Secondary Objectives

Lose on Primary Objectives

Primary Objectives Achieved Circle the number of Primary Objectives achieved, regardless of the outcome of the game.

0 1 2

Secondary Objectives Achieved Circle all Secondary Objectives achieved, regardless of the outcome of the game.

Slay the Dirty Dozen First Blood Linebreaker

* Finished games are those that are ended by a Variable Game Length die roll (pg. 122) or where all 7 game turns were fully played out.

Have your opponent double check your results above. Have them sign below and acknowledge that the results circled above are accurate and correct.

Opponent’s Signature: _______________________________________________________

PLEASE TURN IN THIS SHEET WITH YOUR OPPONENT TO THE JUDGE’S BOOTH AFTER YOUR GAME.

-----------------------------------------------------------------------------------------------------------------------------------------------

*** STOP *** DO NOT FILL THIS OUT UNTIL YOUR GAME RESULTS HAVE BEEN

DOUBLE-CHECKED AT THE JUDGE’S BOOTH

Now, in private, rate your how fun this game and your opponent were by circling a number on the scale below. 1 represents a terrible game not in the spirit of the event and 12 is better than better can get!

Do NOT share these results with your opponent.

Fun Score

1 2 3 4 5 6 7 8 9 10 11 12 Not Fun Decent Enough Game Dirty Fun

Please turn in this sheet to the judge’s booth after your game TOGETHER with your opponent.