Player Pack

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Alpha Strike Players Pack

Army Building:

Armies will be a maximum of 1500 points and will start with 6 command points ( CP )

The only detachment that is eligible for a Fire Fight tournament is as follows

0CP

Required

• 1 HQ
• 2 Troop

Optional

• 1 HQ
• 4 Troop
• 2 Elite
• 1 Fast Attack
• 1 Heavy Support

During list building you may add units to any force organization slot for 1CP per unit up to a maximum of
6 CP this includes flyers, super heavy, fortifications or lords of war

Gameplay

These Missions will be have additional steps or complications please complete your turns efficiently.

Each table will have fixed terrain set up for the mission. That mission is exclusive to that table so not all
players will play the same mission.

Secondaries are to be chosen from the Firefight secondaries or Nephilim Army specific lists

Any secondaries are only eligible to be chosen once for the duration of the event

Scoring

On the score sheet any non battle points are check boxes and partial application of points is not allowed.

The 10 point “battle ready” will not be scored during each game instead a score of up to 50 pts will be
awarded by a painting judge during the day this will be applied to your final score. It will be judged by
rubric during Lunch

Rulings and Questions

On the day of the event any rules interaction that is resolved by the tournament organizer or an
appointed judge is final.
Rules Reference
Fun Police: There is a real possibility that some missions will heavily
favour an opponent, or your list may not be able to interact with
objectives. These missions are designed to be interpretations of
battlefields and missions across the galaxy and in the far future of the
41st millennium war isn’t always fair.

Crates: objective markers are treated as crates for purposes of this


mission.

• Crates have a control range of 2 inches.


• Gaining control of a crate does not end your movement.
• Any infantry, Cavalry, Bike or Jet bike model may control a crate.
• Crates take up 1 space in a transport. If a crate is left without a unit
in a transport, it is still controlled until the transports destruction or
another eligible unit claims it.
• Crates move at the speed of the model that controls it.
• A model that controls the crate forgoes any shooting or witchfire
attacks. But may still fight in close combat.
• Crates may be voluntarily dropped at any point during the
controlling players movement phase
• A model may hand off a crate at any time during its movement
phase by moving within 1” of another friendly model. This can be
used to place a crate into a transport. Only one hand off per crate
per turn.
• A crate is dropped if the controlling unit charges or is charged
Non Player Models:
• If a model has a defined movement, shooting or charge target and
there is multiple eligible options roll to randomly determine what
the target will be from among the eligible targets.
Fire Fight Secondaries
Head Hunter Vital Objective

• Divide 10 by each Character on the • Have your opponent choose 1 objective


opposing force rounding down. not in your deployment zone if you
• Choose a character in your army. control that objective at the end of the
• For each character your chosen character game it is worth 15VP
kills gain VP equal to the pre determined
amount

Invasion Martyr

• Gain 1VP per model at the end of the • 15VP if your Warlord is killed by the
game that is within 6” of the opponents enemy warlord
board edge

Go Out With A Bang Claim Prisoners

• Vehicles in your army now explode on a • Score 2 VP for each unit leader killed in
3+ close combat
• Gain 1VP at the end of the game for each • If a unit leader is killed in close combat
wound caused by your vehicle roll 2D6 if that surpasses the enemy
explosions. To a maxim of 15 leadership value gain 1 command point.
Thin The Ranks Vital information

• Gain 2 VP for each unit destroyed from • Have your opponent place 6 markers on
different force organization slots. Each any piece of terrain. (28mm base)
slot can only be scored once. • A piece of terrain may only have 1
• Gain 1 VP for destroying the warlord marker
• An infantry unit in your army may take an
action in the movement phase to claim
the marker if they are within engagement
range of the marker. This action
completes at the end of the player turn.
If the action is taken by a troop unit the
action completes at the beginning of the
shooting phase.
• Each claimed marker is worth 2 VP

Salvage operations Pop Goes the heretic

• Do not remove destroyed vehicles from • Nominate a model in every non HQ


play infantry squad in your army they are
• Destroyed vehicles count as impassible equipped with explosives.
terrain for non titanic units. • When that model dies it deals D3 mortal
• An infantry unit may take an action that wounds to each unit within 3”
will complete at the beginning of your • At the end of the game Gain 1VP for
next command phase to salvage parts model killed by an explosive.
from a destroyed vehicle. If that vehicle is • At the end of the game lose 1 VP for each
an enemy gain 4 VP if that vehicle is model with explosives still alive.
friendly and there is another vehicle
within 3” you can have that vehicle gain
D3+1 wounds.
Friday Night Fire Fight
Player 1 Player 2
Primary:
Turn 1 Turn 2 Turn 3 Turn 4 Turn 5
Player 1
Player 2

Secondary 1: Secondary 1:
Secondary 2: Secondary 2:
Secondary 3: Secondary 3:

T1 T2 T3 T4 T5 T1 T2 T3 T4 T5
1 1
2 2
3 3

Bonus Points
Standout Model (The player has a model that extra care has been /5 /5
taken with painting or conversions)
Prepared player (Player comes to the table prepared with all needed /5 /5
supplies for a normal 40k game. This does not include mission specific
items)

Primary /50 /50


Secondary /30 /30
Bonus /10 /10
Total /90 /90

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