Thursday, July 7, 2011

ROUND 1

MISSION OBJECTIVE

Victory Points

SECONDARY OBJECTIVE

Many valuable resources lie within the terrain amongst this planet. Each piece of large terrain is an objective. Each objective you hold at games end is worth 150 Victory Points.

Only troops may hold, and must be within the terrain to hold.

Terrain is considered contested if an opposing player has at least 1 model within it.

DEPLOYMENT

Pitched Battle

LENGTH OF GAME

The game lasts 6 turns

CALCULATE RESULTS

Major Victory

601 or more Victory Points than your opponent

Minor Victory

176-600 more Victory Points than your opponent

Draw

175 Victory Points or less

QUANTUM POINTS

+3 For having more units within 10 inches of table center than your opponent

+2 For killing your opponents highest point unit

+1 For each HQ you kill

ROUND 2

MISSION OBJECTIVE

Capture and Control

SECONDARY OBJECTIVE

An Artifact of unknown origin rests in an iron chest at field center. Open the iron chest and retrieve the artifact. The artifact is worth 5 quantum points for the units controlling player at games end.

Once a model has moved in base contact with the chest or the Artifact itself, roll 1 D6. On a 2-5 any model in base contact may carry the artifact. If a 1 or 6 is rolled, the unit is afraid to take the Artifact and may not carry the objective until the units next turn.

Any model may carry the Artifact. This is represented by being in base to base contact with the iron chest after it has been opened and by placing a marker beside the model carrying the Artifact. If the model carrying the Artifact is killed, the artifact remains in place until another model reaches base to base contact with it. If an enemy model was in base contact when the objective carrier is killed that model may take control of the objective.

See also Round 3, last two bullets, these also apply for carrying the Artifact

DEPLOYMENT

Roll for Table sides. Then Roll for deployment. The winner will place a marker at center of their long table edge, then draw a line to a corner of their opponents table edge. The opposing player then creates their deployment zone from the center of their long table edge to the opposing corner...For example; if you choose your opponents left corner, they must choose your left corner or vice versa




LENGTH OF GAME

The game lasts 6 turns

CALCULATE RESULTS

Major Victory

Control both primary objectives

Minor Victory

Control 1 more primary objective than your opponent

Draw

Control the same number of primary objectives

QUANTUM POINTS

+5 For controlling the artifact at games end

+1 For every 500 Victory Points

+1 For Killing an HQ


ROUND 3

MISSION OBJECTIVE

Transport your flag to the designated drop off area behind enemy lines.

Drop off area is 5 inches from short table edge and centered on both sides

Each army will designate, before their deployment phase, one model (other than tanks, skimmers or walkers) to be the flag carrier

Place a marker in base contact with the chosen model

The model carrying the flag MUST BE DEPLOYED

Models carrying the flag may be deployed in, and use transports

If the model carrying the flag is inside a transport when it suffers an explosion result on the damage table, and that model does not die from the explosion, it must pass a Grip test (1D6 compared to base strength stat, strength modifiers from power fists etc. are not counted). If the test if failed or the model dies in the explosion, the flag is a Fumble and will scatter 2D6. Note that the flag WILL scatter. If a direct hit is rolled, take the lowest D6 then reroll only the scatter dice (until a scatter) and apply that D6

If the model carrying the flag makes a fall back move, roll a D6, if a 6 is rolled the model continues to carry the flag otherwise the flag is dropped and left at the spot the model started the fall back move. This does not apply to voluntary fall back moves such as Combat Tactics special rule.

SECONDARY OBJECTIVE

Capture your enemies flag. If you hold your enemies flag at games end, you are rewarded 3 quantum points.

DEPLOYMENT

Roll for table sides. The winner chooses the short table edge of his choice. Roll for initiative. Deployment zones are within 15 inches of your own short table edge. The model Carrying the Flag must deployed within 6 inches of table edge.

GAME LENGTH

The game ends when a model carrying the objective reaches base contact with the designated area. If you reach the destination first and had first turn, the player that went second may finish his turn in an effort to reach his destination.

During the bottom of that final turn, you may shoot and assault the unit that delivered the flag, but the flag counts as scored for game purposes if the flag carrier dies.

The game will not last past 6 turns

CALCULATE RESULTS

Major Victory

You reached the mission objective, and captured your opponents flag

Minor Victory

You reached the mission objective, and your opponent did not reach his

Draw

Neither mission objective was reached or was reached at the same time

QUANTUM POINTS

+1 For each Fumble you cause on your opponent

+1 For having more units in your opponents deployment zone than they have in yours

+3 For having more than 3600 Victory Points totaled from all 3 rounds

+3 For shaking your opponents hand at the end of each round

* outflanking is made from long table edges, 1-2 left, 3-4 right, 5-6 choose. If outflankers or deep striking units arrive on turn 1 or 2, the table length is considered 4 feet and not 6. Arriving on turn 3+, normal table length applies

Sunday, May 29, 2011

June 11th Tournament Rules

ROUND 1

THE BEACONS OF QUANTUM


MISSION OBJECTIVE

Numerous powerful beacons exist around Quantum to help coordinate the inebriated inhabitants. One beacon is placed in the center of the gaming board. The player which controls the beacon at game end wins.

    • Troops count as scoring units.

    • Must be within 3” to hold objective

    • Enemy units within 3” count as contesting


SECONDARY OBJECTIVE

Two power station objectives will be placed 5” from each short table edge and centered. Each are worth 2 QP.

    • Any unit may hold the secondary objectives.

    • Tanks and Skimmers may not hold the objectives

    • 3” contesting and holding rules apply


DEPLOYMENT

Dawn of War. No model may deploy within 12” of the beacon. Roll for deployment and first turn as normal.


LENGTH OF GAME

The game lasts 6 turns


CALCULATE RESULTS

Major Victory

You hold the beacon and no enemy units are within 6” of the beacon


Minor Victory

You hold the beacon and no enemy units are within 3” of the beacon


Draw

Each player is within 3” of the beacon


QUANTUM POINTS


+1 QP for having more units within 12” of the beacon than your opponent


+1 QP for having an HQ within 6” of the beacon


+1 QP for killing your enemies highest point unit


+2 QP for each Power Station you hold.












ROUND 2

BOOZE FROM THE BOOZE GODS


MISSION OBJECTIVE

A drop pod full of alcoholic beverages was shot down by the local inhabitants. The precious cargo has dispersed amongst the terrain. The player which holds the most kegs at games end wins

    • Automatically 5 objectives, these will be randomly placed before the round starts by persons not participating at that table

    • Objectives may not be placed within 5 inches of any table edge, nor within 12 inches of any other primary objectives.

    • Troops count as scoring units

    • 3” contesting and holding rules apply


SECONDARY OBJECTIVE

There are two kegs that have been trapped by debris of the destroyed drop pod. These count as two QP each. The debris can be removed by shooting or close combat attacks. Once the debris has been cleared you may retrieve the trapped keg.

    • If the debris was removed while in close combat that unit automatically claims

    • If the debris is removed by shooting, the next unit to come in base contact may claim

    • The debris has AV 11

    • Glancing hits count as penetrating hits, if a 5 or 6 is rolled on damage table, the keg counts as being destroyed and may not be claimed


DEPLOYMENT

Each player rolls a dice, the winner can choose a long table edge to deploy from. Then the winning player draws a diagonal line through the middle of the table from either corner along their table edge to the opposite corner along their opponent's table edge. The edge of each players deployment zone is 12” from that center line and extends back to their own table edge. The player that chose their deployment edge then deploys their army first and gets first turn of the game.


LENGTH OF GAME

The game lasts 6 turns


CALCULATE RESULTS

Major Victory

You hold two or more objectives than your opponent's

Minor Victory

You hold one more objective than your opponent


Draw

Each player holds an equal number of objectives


QUANTUM POINTS

+1 QP for holding a keg!


+1 QP for having more units in your opponent's deployment zone than they have in yours


+1 QP for taking a keg from your opponent and holding it at games end


+2 QP for recovering a trapped keg


ROUND 3

THEMS FIGHTIN' WORDS


MISSION OBJECTIVE

You have become enraged at your opponent's HQ. Eliminate the drunken (or sober) bastard. This is a Victory Points game.

    • Your opponent's HQ counts as double Victory Points

    • If your opponent has two HQ choices you may designate one to count as double Victory Points


SECONDARY OBJECTIVE

Got a unit that's not so into face punching? Have them grab one of the two secondary objectives worth 2 QP's each!!!

    • 1 objective will be centered in a table quarter that was not used as a deployment zone

    • Only troops choices may hold the objective

    • 3” contesting and holding rules apply


DEPLOYMENT

Spearhead. The designated double Victory Points HQ must be deployed and may not be held in reserve


LENGTH OF GAME

The game lasts 6 turns


CALCULATE RESULTS

Major Victory

501 or more victory points than your opponent


Minor Victory

176 to 500 Victory Points more than your opponent


Draw

Your total is within 175 Victory Points of your opponent


QUANTUM POINTS

+1 QP If you have killed 2070+ total Victory Points in games, 1, 2, and 3. For example, if you killed 690 points of the opponent's army in all three of your games you would receive one Quantum Point


+1 QP if your HQ choice or designated HQ choice survive


+2 QP for each secondary objective you hold


+3 QP if you shook your opponent's hand at game end in all three rounds












TOURNEMENT RULES


$10 DOLLAR ENTRY FEE


ARMY LIST

1500 point army list. Bring 4 copies of your list, one for the 3 opponents you will play and one for yourself. A copy of your list should be given to your opponent before deployment rolls are made. Each list should be in a format that is easily read and show the points cost, wargear, special rules, etc., for each of your units.


GAMEPLAY

Each round will last 2 hours 15 minutes. A warning will be given when 30 minutes remain in the round. You are and should be responsible for being aware of the time remaining. If time doesn't permit for both players to finish a turn, then that turn should not be started!


At the end of each round you shall fill out a scoring sheet.


SCORING

Each scenario has a Mission Objective and Secondary Objective. Mission Objectives will be used in the CALCULATE RESULTS section of the scenario. Secondary Objectives are worth Quantum Points (bonus points). Also, there are additional conditions that can be met for Quantum Points.


The scoring breakdown is as follows:

Major Victory – 17 points

Minor Victory – 13 points

Draw- 9 points

Minor Loss- 6 points

Major Loss- 3 points


Victory Points should also be kept track of after each round. These will be used for tie breaker purposes as well as an opportunity to gain additional Quantum Points. Victory Points are calculated by the points cost of each unit you destroy. If a unit is below half strength or falling back at games end they are worth half their points cost. If a tank or skimmer is immobilized it is worth half points cost.


Mission Points and Quantum Points will be tallied from all 3 rounds for each player. The player with the highest combined points wins!


PRIZES

1ST PLACE - TBA


2ND PLACE- TBA


3RD PLACE- TBA




Friday, May 27, 2011

1500 point 40K Tournament

June 11th will mark our first 40K tournament. It will be 1500 and 3 rounds. The entry fee is $10 Prizes will go to the top 3. List are due on the 6th for review.

Saturday, December 4, 2010

Store Forums

Come on over and check out the forums. Not very hopping yet but we hope to make them better. b/s/t and general talk on a variety of topics.

http://quantumgames.freeforums.org/

Saturday, November 6, 2010

Sunday Tournaments

We will be having Draft tournements for Magic the Gathering on Sundays. Feel free to come out and participate.

Friday, October 22, 2010

Well the time has come. Soft opening tomorrow. The store is looking great. Stop by if you have the chance.

Wednesday, August 4, 2010

Possible Billboard




This may be my billboard for the store. Any comments are welcome and encouraged.