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Overlords

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0% found this document useful (0 votes)
112 views30 pages

Overlords

Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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WWW.TEMPUSFUGITIVES.CO.

UK

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WElCOME OVErlOrdS & FUGITIVES


WhErE IS IT?
ST. CEdd'S ChUrCh 185 lOdGE aVENUE daGENhaM ESSEx rM8 2hQ

ChECKlIST
In addition to your army and this event pack you will need the following:

Greetings fellow gamer, I bid you welcome to this the 3rd Birthday Overload, a special celebration and important milestone for the 40K Overlords. We have designed this event to be (we hope) as enjoyable as possible. If you are expecting anything other than to just have fun turn back now!

The English language version of the Warhammer 40,000 5th Edition rulebook (possibly for the last time!) Dice, Templates, objective counters and Tape measure Superglue and poly cement The appropriate English language version of your Codex and any Imperial Armour material relating to your army. At least two copies of your army roster (one to be handed in during registration) A tray to carry your models Pen and paper Money for refreshments. Lunch is included.
IMPORTANT! This material is completely unofficial and in no way endorsed by Games Workshop Limited 2012. Games Workshop, the Games Workshop logo, Warhammer and all associated marks, logos, names, races and race insignia, vehicles, locations, units, characters, illustrations and images from the Warhammer and Warhammer 40,000 universe are either (R), TM and/or Games Workshop Ltd 2000-2012, variably registered in the UK and other countries around the world, used without permission. No challenge to their status intended. All Rights Reserved.

EVENT SChEdUlE
SaTUrday 23 JUNE 2012
rd

THIS IS NOT YOUR USUAL TOURNAMENT. YOU WILL GET MORE OUT OF THE EVENT IF YOU ENJOY THE EXPERIENCE RATHER THAN FOCUS ON THE OUTCOME OF YOUR GAMES. TRY AND PLAY WITH YOUR OPPONENTS RATHER THAN AGAINST THEM.
The 3rd Birthday Overload presents Warhammer 40,000 hobbyists with an opportunity to play in a different style than they may be used to. Tempus Fugitives events are about trying out new ideas. If you and your opponent have a great game, the actual outcome of the battle becomes far less important. Once more (with feeling), you are playing with you r opponents not against them. The team running the event is there to ensure everybody has a great time. Remember its only toy soldiers! This document is slightly unusual. You are reading the tournament pack. If you flip the pack over you will find a complete copy of the Spearhead Expansion for Warhammer 40,000. There is no charge for this expansion. It is yours for free and is identical to the rules presented in White Dwarf and on the Games Workshop website. Because of this, the rules contained in the expansion are completely official and usable in any Spearhead game of Warhammer 40,000. Bring me men to match my mountains: Bring me men to match my plains: Men with empires in their purpose and new eras in their brains.

09:00 09:30 09:45 10:00 12:30 13:45 14:00 16:30 16:45 17:00 19:30 20:00 20:30

Doors Open & Registration Introductions Round 1 Briefing - Keys in a Bowl! Round 1: Spearhead Doubles Lunch Buffet & Army Display Round 2 Briefing - Keys in a Bowl! Round 2: Spearhead Doubles Break Round 3 Briefing - Keys in a Bowl! Round 3: Spearhead Doubles Break Closing Ceremony Open Gaming

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WhaT CaN I ExPECT?


A special day of great games and by the end of it, great friends. Quality food, a unique atmosphere and lots of fun. It is also a safe environment where everyone is friendly and all are welcome. A bit like Cheers with Spearheads and Servitors. Because you are randomly mixed into pairs each round you will find yourself in great company from the very beginning. Whether you are attending on your own or are part of a group, you are sure to have gained a bunch of new gaming buddies by the end of the day. Here are some of the highlights from the Overlords and last years Tempus Fugitive events.

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SWINGErS arE WINNErS


Prior to the start of each game, you will be randomly assigned a doubles partner. You have a couple of minutes to then chat in your pair. Introduce yourselves and give the lowdown on your army strengths and tactics. Half of the pairs will then be sent to the numbered tables throughout the hall. The remaining half will then randomly pick a numbered key from a bowl. This determines your gaming opponents for the round. WINNING ThE GaME: You will play the Lightning War mission from the Spearhead Expansion found on the reverse of this document. Roll a die. On a 1-3 you deploy using the Counter-Attack rules. On a 4-6 you deploy using the Escalation rules. At the conclusion of the battle, record how many objectives each player controls. The doubles team with the most objectives wins the battle. Each player then reports the result of their battle along with number of objectives their own personal units captured. ThE KING OF ThE SWINGErS aWard: The single player with the most victories over the event will be declared the winner of the King of the Swingers Award. In the event of a tie-break, the player with the most objectives captured over the event will be declared the winner. There is a fantastic prize for the King of the Swingers. ThE BEST arMy aWard: During the event we will give an award for the Best Army. Because we believe that due credit should go to players that have painted their own armies, only players who have painted their armies themselves may be eligible for the Best Army award. We ask all participants to be honest if shortlisted. A number of armies will be shortlisted and then will be voted on by the players during the lunch break. There is a fantastic prize for the Best Army Award winner. ThE SPOON aWard: The single player with the least victories over the event will be declared the winner of the Spoon Award. In the event of a tie-break, the player with the least number of objectives captured over the event will be declared the winner. There is an unsurprising prize for the Spoon Award winner.

Be Careful Who You Swing With

a WOrd ON PaINTING: All models should be painted and representative of the appropriate type of troop. You cannot use a model that does not meet these criteria. If
you are planning a conversion that you think may need clarification please contact us before the event. You cannot represent units with models that are smaller than the Citadel equivalent. For example, an Epic scale space marine on a Warhammer 40,000 slottabase is not acceptable. Painting is a key part of the hobby. If you do not paint your models for the event to at least a basic standard (undercoated, three colours and based), then models which are painted to at least a basic standard will be filled with an indignant hatred for your lack of effort or poor time management. UNITS ThaT arE PaINTEd GaIN PrEFErrEd ENEMy aGaINST all UNITS ThaT arE NOT PaINTEd TO aT lEaST a BaSIC STaNdard.

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arMy lIST: SPEarhEad


When huge tank formations clash on the battlefield, additional assets are often made available; elite spearhead units that lead the armoured column to battle. These are represented by spearhead formations which can be found in the second half of this document. A spearhead formation represents powerful, specially trained or veteran units that have been made available for the battle. How these units are selected is explained in the spearhead formation rules that can also be found in the second part to this document. Spearhead formations allow you to get more tanks in your army than Heavy Support alone; in fact, you can take a force solely of spearhead formations if you so wish. Not only is this possible, it's desirable as well, because you don't have to worry about taking Troops to claim those all important objectives as spearheads, and indeed any tank or walker units, count as scoring units in a Spearhead mission. The other notable advantage that vehicles in a spearhead gain is the ability to fire one more weapon than normally permitted when moving at up to cruising speed. They can even shoot this at a different target. The tactical options this opens up are tremendous, as spearheads can be used both offensively and defensively. You can have your tanks guarding and claiming objectives, or even go on the counter-offensive. In an offensive role, your spearhead formations can be extremely aggressive; again, using the ability to fire an additional weapon you can swoop in and claim the objective. Of course, you have to bear in mind that in Spearhead your opponents will also be aiming to achieve the same goals and using their spearhead formations to capture or protect the objectives. To gain an edge you'll have to choose the right type of spearhead formation that plays to the strength of your army and hope will highlight your opponent's weaknesses.

TIPS ON FOrCE OrGaNISaTION



Must be no more than 1000 points. Must choose your army from any one currently published official Warhammer 40,000 Codex. May not use any variant army lists found in Imperial Armour. Units found in Imperial Armour are permitted with the exception of Flyers. Unlike standard missions you do not have to include HQ or Troop choices. May Include up to one of each type of Spearhead Formation. Anticipate you may be facing a super-heavy unit when planning your army. Practice playing Spearhead. Get half a dozen games under your belt. Have fun with it.

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STAR HAMMER SPEARHEAD


Orbiting craft often have to wait for precise targeting information to be supplied by ground forces before committing their vast arsenal to bear in support of the ongoing battle.

POINTS: 100 + UNITS

TANK RIDER SPEARHEAD


Either through attrition, or a preference for firepower over mobility, some forces lack mechanised infantry. This Spearhead is made up of the courageous or the deranged souls that cling to hand-holds or rails on their forces' battle tanks, in order to close with the enemy.

POINTS: 50 + UNITS

SPEARHEAD
Up to three units (of any type) with the Scouts universal special rule.

SPECIAL RULES: Star Hammer For each stationary unit in the Spearhead, roll a D6 in each friendly shooting phase. On a roll of a 6 place a small blast template on the battlefield. Roll for scatter. Models hit by the template suffer a Strength 10 AP1 hit. The model under the centre hole suffers a Destroyer Hit.

SPEARHEAD
Up to three Tank units without a transport capacity. For each vehicle taken, you must also take one infantry unit from the same army list to be deployed as riding on the vehicle.

SPECIAL RULES: Tank Rider Each vehicle in the Spearhead gains a Troop Capacity equal to its rear armour value. Units carried in this way cannot assault when they disembark. Should the vehicle be hit, D6 passengers suffer a wound resolved at the AP of the weapon.

ORBITAL DROP SPEARHEAD


In a fast moving tank engagement reinforcements are often immediately required to help bolster crumbling flanks or push into enemy territory. In these situations vehicles are often deployed by arcane sorcery, orbital landers, or even glider wings or crude rockets. .

POINTS: 75 + UNITS

DESTROYER SPEARHEAD
Used to crush the enemy through sheer weight of fire, this Spearhead is made up of the units that have the most devastating weaponry. As the rest of the assault force advances to engage the foe, these units will cover the attack by laying down a storm of heavy weapon fire.

POINTS: 75 + UNITS

SPEARHEAD
Up to three non-skimmer or flyer vehicles or monstrous creatures.

SPECIAL RULES: Orbital Drop Each unit in the Spearhead must enter play at the start of the second turn using the Deep Strike Rule. Once the first unit has arrived by Deep Strike, the remaining units are deployed within 6 without needing to roll for scatter. A mishap result applies to all units, not just the first.

SPEARHEAD

Up to three units (of any type) chosen from the Heavy Support section of the army list.

SPECIAL RULES: Preparatory Barrage After deployment (including Scouts/Infiltrators) all the units in the Spearhead may fire all of their weaponry exactly as in a normal Shooting Phase. If both sides have a Destroyer Spearhead, the player who has the first turn may fire first.

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SKYSTORM SPEARHEAD
Skimmer transport vehicles can use their flight capabilities to launch a lightning fast assault. Their velocity hurls them swiftly across the battlefield and deep into enemy lines, where the troops carried onboard can swiftly disembark and launch a murderous assault.

POINTS: 45 + UNITS

SLUMBERING SECRET SPEARHEAD Many battlefields in the have been fought over time and again, each battle leaving hidden secrets behind. From Carnifexes frozen in ice to ancient Necron war machines awaiting reactivation, such things survive the passage of ages and resurface when most needed.

POINTS: 25 + UNITS

SPEARHEAD

Up to three skimmer units with a transport capacity. For each vehicle taken, you must also take one unit of any type that is from the same army list and can be transported in the vehicle.

SPECIAL RULES: Skystorm Assault All units in the Spearhead must be mounted in their transports and placed in reserve. On the turn they arrive they may move up to 36 but may only fire one weapon. At the end of the movement, the units must disembark and may launch an assault.

SPEARHEAD
Up to three Walker or Monstrous Creature units OR a single Gargantuan Creature

SPECIAL RULES: Slumbering Secret The Slumbering Secret Spearhead is always held in reserve regardless of the mission. As the unit has been inactive for possibly centuries, it suffers a -2 to its reserve roll (to a minimum of a natural 6). Once available it arrives via Deep Strike.

HEADSTRONG SPEARHEAD
Charging forwards with no regard to harm and unimpeded by the drag of enemy combatants, a Headstrong Spearhead is ideal for pushing deep into an enemys battle line. Indeed such a Spearhead is usually one of the first to reach an objective.

POINTS: 70 + UNITS

PURSUIT SPEARHEAD
Famously used by the Red Scorpions Chapter on Angstrom to hunt and then neutralise the enemy formations, the Pursuit Spearhead is a precision tool. If used correctly it can track its quarry and destroy it. But should it fail, its valuable firepower will be sorely missed by its allies.

POINTS: 45 + UNITS

SPEARHEAD
Up to three Monstrous Creature units.

SPECIAL RULES: Headstrong The units in a Headstrong Spearhead gain the Eternal Warrior and Hit and Run universal special rules.

SPEARHEAD
A unit of any type chosen from the Fast Attack section of the army list (including any dedicated transport if purchased for the unit).

SPECIAL RULES: Spearhead Pursuit The Spearhead is always held in reserve. Before the game begins nominate one of your opponents reserve units. Once it has arrived, you must place the Pursuit Spearhead within 6 of it. If there are no reserve enemy units the Pursuit Spearhead deploys as reserves.

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