Untitled - Outlaw Miniatures
Transcription
Untitled - Outlaw Miniatures
Gunslinger Tournament V2.1 August 2014 Gunslinger Tournaments Players are expected to behave in a respectful, civil and responsible manner at all times. Games should be played The Gunslinger Tournament format is a universal Outlaw Miniatures Wild West Exodus tournament format to be used in a deliberate and consistent manner. Activations must for all Wild West Exodus events and organized by members be done in a timely manner and should not be delayed of the staff of Outlaw Miniatures, Outlaw Miniatures Deputy or rushed unreasonably to gain advantage. Any concerns regarding player expectations should be brought up with program or other independent Tournament Organizers. the Tournament Organizer immediately. All rules disputes should be handled quickly and efficiently, and no player Tournament Organizer should use rules questions or clarifications to eat up the The Tournament Organizer ‘TO’ is the primary authority opposing player’s time. for all rules questions, debates, and concerns. The TO is expected to maintain a fair and balanced setting for all Warnings and Disqualification tournament participants, and all decisions made by the If a player is acting outside the Gunslinger Tournament Tournament Organizer are final. Player Expectations, the Tournament Organizer is The Tournament Organizer may have Assistant Judges to authorized to make reasonable decisions regarding the help organize and answer rules questions, if authorized severity of the infraction. Discipline may include: verbal by the Tournament Organizer to do so. All players are encouraged to settle all rules questions and debates amongst warning, removal of a model from the game due to lack of recording of Lifeblood-loss and status, game loss or themselves if possible, but may call the Tournament tournament disqualification. There is no tolerance for Organizer or an Assistant Judge to the table if needed to cheating or misrepresentation, and if a Tournament settle any issues. It is the Tournament Organizer’s responsibility to clarify all Organizer recognizes a player is cheating, it is grounds for rules and guidelines for the tournament. Every tournament immediate disqualification. Don’t be that player. must use the most up to date versions of the Gunslinger Tournament packet as well as the most recent Official Wild Permitted Models West Exodus FAQ / Errata document. Rulings will reference All models used in Outlaw Miniatures Wild West Exodus organized play must be Outlaw Miniatures models from the Wild West Exodus Rulebook, individual Model Cards the Wild West Exodus range. These models must be fully / Stats, Official FAQ / Errata documents and sections of assembled and placed onto the appropriate sized base for the this document including: painting requirements, model model design. Alternate posed versions of models will be conversion, and use of pre-release models. allowed in tournament play, but multiple of the same-named Unique model will not be allowed. Player Expectations Every player participating in a Wild West Exodus Gunslinger Any non-Wild West Exodus, inappropriately based or unassembled models will not be permitted in tournament Tournament must bring his/her models, associated up-todate Stat Cards, Rules/ Rulebook, dice, measuring device (s), play. templates and tokens to mark status effects and activations. The TO makes all judgment regarding the viable usage of any model for organized play, and any significantly modified All tokens for status effects as well as activations must be models should be brought to the TOs attention before the kept near the model or associated card for that model. first game of the tournament. Activations, special rules, Lifeblood loss and all modelassociated effects must be available to be viewed by both Pre-release models are not allowed in tournament play the controlling player and the opponent at all times. Wild West Exodus is a game of open information; no model rules unless they are readily available at the convention or event or effects should be hidden from one’s opponent. Failure to that the tournament is occurring. keep adequate track of model status may result in a default Converting judgment from a Tournament Organizer. Models may be converted and based dynamically, but must be easily recognizable as the model that it is to be used as in Wild West Exodus is a game of fun, strategy, wit and luck. the game. All model conversions must include all weapons as the representative model’s rules. Models must be clearly modeled after the character it is representing. Any converted model must contain more than half (51%) of the Original Outlaw Miniatures Wild West Exodus figure. Tournament Organizers have the final judgment on whether a model is allowed or disallowed based upon the ability to recognize the converted character. No conversion can be made to a model to significantly reduce (greater than 10% of stock model) the height of a model from the respective Outlaw Miniatures release. Painting / Basing Requirements Some tournament settings may require a posse to be ‘fully painted’ or ‘based’. A ‘fully painted’ model does not have any bare resin or plastic sections and each part of the model is painted in a differentiated color pattern representative of the model’s characteristics. A ‘based’ model has a fully painted or textured (using sand, flock, or similar substrate) upper base section and a cleanly finished outer base rim. Requirements for painting and basing are meant to improve the aesthetics of the game and create a cinematic game vision. When basing models, anything that physically obscures or increases the outer diameter of the base is not allowed for tournament play. All bases shall have a clearly visible outer diameter that matches the proper base size for each model. Overhanging base additions are allowed as long as the original base diameter can be physically accessed the full 360 degrees of the base. Terrain elements on the base are not considered part of the model when determining Line of Sight. Any non-official Wild West Exodus base must be equivalent in size to the official bases. type of tournament. Standard Tournament List Construction will consist of a Main Ledger that must include the Posse’s boss model, and 2 Reinforcement Ledgers that will be written on the Army List document and the usage of each is chosen before the start of each game. Tournaments Scrap: $550 ($350 Main Ledger, $200 Reinforcement Ledger) Class Limitations: Boss, Underbosses,and Sidekicks ONLY. Mercenaries allowed. Legendaries not allowed. Showdown: $900 ($700Main Ledger, $200 Reinforcement Ledger) Class Limitations: Boss, Underbosses, Sidekicks, Hired Hands, And Light Support ONLY. Mercenaries allowed. Legendaries not allowed. Brawl: $1500 ($1250 Main Ledger, $250 Reinforcement Ledger) Class Limitations: Standard, Single Limitation Chart (1 Boss). Mercenaries allowed. Legendaries not allowed. Brawl of Legends: $1500 ($1500 Main Ledger, no Reinforcement Ledger) Class Limitations: Standard, Single Limitation Chart (1 Boss). Mercenaries allowed. Legendaries allowed. Main Ledger: The Main Ledger is the primary army list for the posse that is built to remain unchanged through every round of the tournament. This list represents roughly three quarters or more of the overall list Dollar cost, and must contain the Army Lists posse’s Boss model. Unique models included in the Main For all Wild West Exodus Gunslinger tournaments, a player Ledge may not be included in any Reinforcement Ledgers. must supply 2 completed copies of their army list to be given The total point cost of the Main Ledger may not exceed the to the Tournament Organizer before the beginning of the posted amount for the point size being played. tournament. Army lists cannot exceed the Posse Dollar Cost for the given event. Reinforcement Ledgers: The Reinforcement Ledgers are secondary army lists that List Construction allow flexibility in list composition for each round. These All lists must adhere to the class limitations for models as lists represent roughly one third of the overall dollar cost of noted in the Wild West Exodus Rulebook: the Army List and are created to be additions to the Main Boss: 1 Per Posse Ledger. A person must choose one of the Reinforcement Underboss: 0-4 Per Posse Ledgers they have written on their Army Sheet List to create Sidekick: 0-8 Per Posse a complete Army List for each round. The Reinforcement Hired Hands: Unlimited Per Posse Ledger may not contain the posse’s Boss model. The Light Support: 0-6 Per Posse combination of a Main Ledger and a Reinforcement Ledger Heavy Support: 0-3 Per Posse may never break the class limitations of list building. A Mercenaries may be included in the participating Faction’s Unique model listed in one Reinforcement Ledger may not Posse provided that they fit within the lists’ class limitations. be listed in any additional Reinforcement Ledgers. The total Legendaries: Legendaries are only allowed in Legend point cost of a Reinforcement Ledger may not exceed the tournament formats. posted amount for the point size being played. Certain tournament styles may further limit model selection Number of Rounds for a list: those will be stated in the rule set for that specific The number of rounds for a tournament are determined by the TO before the beginning of the tournament. With the get 209, then subtracting the lowest Player Strength of 32 to Conquest Point system, a tournament can have a winner get 177. determined easily and efficiently with a fixed round amount. This allows a TO to determine the length of the tournament Round Pairings within a fixed schedule easily. Swiss Tournament (Variable Length): Tournament procedure is that pairings will follow a standard Swiss-style Conquest Point System tournament format. First Round Pairings will be randomly All scenarios in the Gunslinger Tournament system are determined from the field of players. After every round, all scored on the Conquest Point system. Conquest Points are as players with the same Win-Loss record will be put into a follows: group and pairings for the upcoming round will be made from each group. In the event that there is an uneven Annihilation Points (7): For every $75 (at $550 Scrap) / number of players in a group, the tournament organizer $100 (at $900 Showdown) / $200 (at $1500 Brawl) of your should pair the ‘downpaired’ player with the most similarly opponents army that is destroyed or removed from the matched opponent from a lower group (based upon current game, you gain 1 Conquest Point up to a max of 7. Player Strength). Rounds continue until there is a single undefeated player. The undefeated player is determined the Primary Scenario Points (7): These points are granted winner based upon player record. depending on the primary scenario being played, a play may earn up to 7 Conquest Points via the Primary Scenario. Round-Robin Tournament (Fixed Length): A Tournament Organizer can also create a fixed round pairing, where each Secondary Objective Points (7): These points are granted round opponents are randomized. depending on non-vital / secondary objectives available during the game. There are multiple secondary objectives Final standings are based first upon player record (Winavailable to each game, and the total points available will Loss), with all ties broken by Player Strength followed by max at 7 Conquest Points via Secondary Objective Points. If Strength of Schedule. a Secondary Objective is contingent on killing or removing a No two players should play each other in multiple rounds of certain type of model and the opposing posse(s) do not have the same tournament. any of that model type, that Secondary Objective is scored automatically. If a Secondary Objective is contingent on Deployment and Initiative keeping a certain model type alive and you do not have that Unless stated otherwise by a specific scenario, a single, model type in your posse, that point cannot be scored. uninfluenced dice roll determines Deployment and First Round Initiative for all scenarios. In case of a tie, re-roll to Victory Points (3): At the end of the game, the player with determine a clear winner. The player with the higher number more Conquest Points is victorious, and gains an additional will choose to deploy first or second. The player who deploys 3 Conquest Points. second gets to choose which deployment zone to use. The player that deploys first has First Round Initiative. Initiative Total Conquest Points Per Round Possible: 24 for all rounds following will be determined as stated in the Wild West Exodus Rulebook. Player Strength and Strength of Schedule Strength of Schedule (SoS) is determined by the total Player Round Timing and Structure Strength of each opponent played after the final round. Each player will have a Master Clock with a predetermined amount of time (that they will use for all models’ activations) Player Strength of each player is determined as follows: based upon the event size. All model actions must be Player Strength is created by combining the Conquest Points completed on a clock, including deployment, activations, scored by that player every previous round to give the player and the resolution of all damage and armor rolls made from a grand total of Conquest Points earned. At the end of the that player’s models. When a player stops his/her Master tournament, all of the rounds worth of Conquest Points are Clock, it is assumed that the other player’s Master Clock will added together to get the final Player Strength. start. Strength of Schedule of each player is determined as follows: Strength of Schedule is the combined total of all of a player’s opponents final Player Strengths, with the lowest final Player Strength subtracted from the total. At the beginning of the round, both players may view their opponent’s Ledgers. Players secretly determine which of their Reinforcement Ledgers they will use in secret, and then reveal (using a card or token) their Reinforcement Ledger simultaneously. After final list composition is determined, Example: the player deploying first will begin his/her Master Clock In a four round tournament, a player’s four opponents have and begin deploying. As the first player’s deployment is Player Strengths of: 32, 55, 52, 70. This player has a Strength completed, the first player will stop his Master Clock and of Schedule of 177, determined by adding 32+55+52+70 to the second player will take their turn to deploy. After the second player deploys, he will stop his Master Clock and the first player may complete any redeployment actions, stop his Master Clock, and then the second player will complete redeployment actions. After the second player completes his deployment phase, the second player stops his Master Clock and the first player begins his/her turn by activating models. The first and second player alternate activations on their respective Master Clocks until all models have been activated and the turn ends. All models must activate on all turns of a game unless removed from the game, destroyed, or the model has a Lifeblood statistic and is currently at 0 Lifeblood. The Initiative Phase is the only player action that is not completed on the clock. Both players’ clocks are paused during the Initiative Phase until it is completed. Players should complete the Initiative Phase quickly and efficiently (any concerns about stalling during this time should be brought to a TO’s attention). Once the player who has won the Initiative is decided, that player’s clock is started and he/ she begins activating models. Players continue to alternate activations and complete turns on their respective Master Clocks until a player runs out of time on his/her Master Clock. When a player runs out of the time on his/her Master Clock, their opponent may use their remaining time as normal to activate models, attack /kill enemy models,and complete / score objectives. or Contesting. A model may not contest multiple zones simultaneously. Game End Conditions Unless specifically stated by a scenario, a game ends when: A) One posse has been completely killed / removed from the game. or B) One posse has scored Max Primary Scenario Points and the opposing posse has no living Boss / Underboss models. or C) One posse has scored Maximum Conquest Points (21). or D) Neither posse has remaining time on a Master Clock. As soon as the game reaches any of these states of play, the game is complete and all Conquest Points are tallied up to determine the winner. Terrain Wild West Exodus is a very cinematic and dynamic game meant to be played on tables full of exciting, interactive, terrain-filled game boards. Terrain should be well distributed across the table, provided adequate cover and fire lanes TOs should plan to include additional time between rounds for a balanced and enjoyable game experience for all for resolution of previous rounds, as well as time to set play styles. It is recommended to have 4-5 large pieces of up the next round’s scenarios. Master Clock Times and terrain (including buildings and area terrain), roughly Prescribed Round Time is illustrated below: 6”Wx6”Lx6”H as well as 6-10 smaller pieces of terrain including crates, barricades, fences, etc. that allow for a Event Size Master Clock Time/Player Round Time deeply tactical game experience. No piece of terrain should Scrap 25 Minutes 55 Minutes be significantly larger or smaller than the rest or bunched Showdown 40 Minutes 85 Minutes too close together to greatly restrict movement. Terrain Brawl 55 Minutes 120 Minutes should not be placed completely within either deployment zone. No objective should be placed on, in or within 3” of any Impassible Ground. The TO is responsible for all terrain Scenario Scoring placement, and any issue of Terrain or Objective placement Every scenario in a Gunslinger Tournament will include the should be brought up with the TO. method of scoring to gain Scenario Points to win that match. Methods include remaining within a specific area of the board for a set amount of time, the collection or capturing of an objective, the removal/destruction of a key model, the saving of a Civilian, or the complete destruction of the opposing force. To hold an Objective, a model must be within 3” of the Objective and no enemy model may be within 3” of the Objective. To hold a Contested Area, a model must be within the zone and no enemy model may be within the Contested Area. In all cases, to be able to hold an Objective or a Contested Area in a Scenario, a model must have a Lifeblood statistic and remain above 0 Lifeblood. Summoned models and models that are worth 0 Dollars may not be used for Scoring