Overlords
Overlords
UK
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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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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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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.
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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